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A few specific CK questions


spica2501

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I've been monkeying around with the creation kit recently, mainly creating mods that slightly tweak spells and items to make them more interesting or useful (eg. A mod that makes bound weapons not useless). I have however run into a few issues I have not been able to figure out (Frankly, I have no idea how to actually use the creation kit).

 

First, I have two questions about spells:

 

1. I made an expert level frenzy type spell. It's based on the adept level spell "Frenzy" but with a higher level cap, higher mana cost, and it's casting perk is IllusionExpert75. The spell works as intended, but on my character's magic menu it is listed as an adept level spell (like the spell from which it is modified). Is there any way for me to make sure the spell is labeled as an expert level spell?

 

2. I made a night eye spell from scratch. It works fine, but dual casting does not increase it's duration (like it does for invisibility). How do I make it so that dual casting increases this spells duration?

 

My other questions pertain to magic items:

 

3. I made a magic necromancer's robe that makes the wearer's eyes glow like a drauger. The problem is that when the character takes off the robe, the glowing eye effect persists indefinitely. How do I make it so that the eye glow effect disappears when the robe is taken off?

 

4 & 5. I have been trying to make a more interesting enchantment for the Blade of Woe. My first idea was to some how make it so that any poison applied to it is more effective, but was unable to find any weakness to poison type effect in the creation kit. Does one not exist or am I just missing it? My second idea was to make the Blade of Woe fear the target (as per the level 6 fear enchantment) while simultaneously slowing their movement (as per the frost damage slow effect). The problem with this was that the slow effect available in the creation kit seems to only trigger occasionally, not every time the weapon hits as I had intended. Is there any way to make it so that the frost weapon slow effect triggers every time the weapon strikes an enemy?

Edited by spica2501
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I've been monkeying around with the creation kit recently, mainly creating mods that slightly tweak spells and items to make them more interesting or useful (eg. A mod that makes bound weapons not useless). I have however run into a few issues I have not been able to figure out (Frankly, I have no idea how to actually use the creation kit).

 

First, I have two questions about spells:

 

1. I made an expert level frenzy type spell. It's based on the adept level spell "Frenzy" but with a higher level cap, higher mana cost, and it's casting perk is IllusionExpert75. The spell works as intended, but on my character's magic menu it is listed as an adept level spell (like the spell from which it is modified). Is there any way for me to make sure the spell is labeled as an expert level spell?

 

i think the spell level is an option in the MagicEffect form iirc. you would have to make a copy of IllusionExpert75 and change the casting level to Expert, then use the copy.

 

2. I made a night eye spell from scratch. It works fine, but dual casting does not increase it's duration (like it does for invisibility). How do I make it so that dual casting increases this spells duration? how does the invisibility spell do it? :tongue:

 

My other questions pertain to magic items:

 

3. I made a magic necromancer's robe that makes the wearer's eyes glow like a drauger. The problem is that when the character takes off the robe, the glowing eye effect persists indefinitely. How do I make it so that the eye glow effect disappears when the robe is taken off?

 

Probably you want to make sure that the "FX Persists" flag is not checked in the Spell or MagicEffect forms. Alternatively add a script that dispells the spell when the robe is removed.

 

4 & 5. I have been trying to make a more interesting enchantment for the Blade of Woe. My first idea was to some how make it so that any poison applied to it is more effective, but was unable to find any weakness to poison type effect in the creation kit. Does one not exist or am I just missing it? You are missing it. There are weakness to poison potions in alchemy. My second idea was to make the Blade of Woe fear the target (as per the level 6 fear enchantment) while simultaneously slowing their movement (as per the frost damage slow effect). The problem with this was that the slow effect available in the creation kit seems to only trigger occasionally, not every time the weapon hits as I had intended. Is there any way to make it so that the frost weapon slow effect triggers every time the weapon strikes an enemy? All enemies have a chance of resisting spells afaik :tongue:

Is there a condition attached to the effect that is rolling a random number?

Edited by steve40
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Where in the creation kit am I able to edit/create new effects that can be incorporated into enchantments and spells and the like?

 

Also, I know nothing about scripting. So I guess I'm out of luck on that front.

 

As for dual casting. The only thing I was able to figure out by looking at invisibility is that there is a spell called "invisibilitybothhands." It's identical to invisibility except it requires both hands to cast. I made a "nighteyebothhands" spell, but that didn't work.

 

The only front I made any progress on is the weakness to poison one, and that was just finding out that the weakness to poison effect can only be applied to scrolls.

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Where in the creation kit am I able to edit/create new effects that can be incorporated into enchantments and spells and the like?

 

In the Object Window of the CK, look for Magic->Magic Effect in the tree in the left hand side. See, for instance "AlchWeaknessPoison".

 

Also, I know nothing about scripting. So I guess I'm out of luck on that front.

 

As for dual casting. The only thing I was able to figure out by looking at invisibility is that there is a spell called "invisibilitybothhands." It's identical to invisibility except it requires both hands to cast. I made a "nighteyebothhands" spell, but that didn't work.

 

I haven't looked very deeply into dual casting yet. But you could try this method (there might be a more correct way, but I think this will work):

 

Edit your nighteye spell. In the Effects field note the name of the effect and its Duration (I'm assuming it is 60?). Double-click this and in Conditions field right-click and choose "New". In the Condition Item box that appears, in Condition Function, pick "IsDualCasting" from the drop-down. In Comparison make sure it is "==" and set Value to 0. Click Ok. Click OK to close Condition Item form. You should be back at the Spell form again. Now in the Effects field, right-click and choose New. In the Effect Item box that pops up, in Effect, from the drop-down list choose the same effect again that I asked you to take note of. In Duration, add the duration that you want for dual-casting (such as 90 or 120 seconds or whatever. Just make sure it is a bigger value that the one-handed casting of course). Now in Conditions field, again add a new condition "IsDualCasting" just like we did above, but set the value to 1. Click Ok. Click OK. Save your mod and try out your dual-casting :).

 

 

The only front I made any progress on is the weakness to poison one, and that was just finding out that the weakness to poison effect can only be applied to scrolls.

 

You should be able to apply it to almost anything. The MagicEffect "AlchWeaknessPoison" will cause negative poison resistance for a specified duration. Create a copy of it (let's rename its ID to "EnchWeaknessPoisonFF"), edit the copy and change "Delivery" from "Self" to "Target Actor". Next, create a new Enchantment form. Give it a suitable ID (such as "EnchWeaknessPoison") and a Name.In the Delivery drop-down choose "Contact". In the "Casting" drop-down choose "Fire and Forget". Add "EnchWeaknessPoisonFF" to the Effects field. Double click this effect and enter suitable values for the magnitude and duration. Close the form and open your Weapon form. Add your new enchantment (EnchWeaknessPoison) from the drop-down list 8)

 

 

PS. To make a spell an "expert level" spell, you need to specify a suitable number under "Minimum Skill Level" in all the base Magic Effect forms that the spell uses. I'm not sure what skill level equates to "Expert" though. Presumably 75?

 

PPS: I really can't say what you are doing wrong with the necromancer's robe as I have no idea how you implemented it.

 

PPPS. Kudos it it works :D

Edited by steve40
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