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[LE] How to make Illusion spells work on all enemies despite their level?


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Hi guys. I have had a really annoying problem with understanding how illusion spells such as fear take into account the enemy level and how it determines if the enemy is immune to it based on their level. I've made a personal mod that adds back the vanilla illusion spells to Skyrim Redone but I get this problem where somtimes enemies don't get affected by the illusion spell. Sometimes when I dual cast fear on an undead such as a skeleton they will be feared but sometimes they won't get affected by the spell and I get the message saying "Skeleton Warrior is immune to fear.". I want to solve this issue but I don't understand why those spells sometimes has no effect. I suspect the answer is in the magnitude of the spells but even if I set the magnitude to 1 million the same thing happens. Sometimes it works and sometimes it doesn't.

 

The spell has different magic effects for the different illusion perks in Skyrim Redone so keep that in mind, I have two seperate magic effects for non dual cast and for dual cast, then I got conditions that makes it only work once per target and so that the dual casted version also affects undead creatures.

 

Here's some screenshots of how the fear spell is set up in my game:

 

The non dual casted version of fear: https://gyazo.com/7801128e764cc34c5a93baf8e3fc47b3

The dual casted version of fear: https://gyazo.com/baafe798f97efba3e3397010d89c3a52

The fear spell: https://gyazo.com/3493ae85b4f5e73d25b44b17dc0a5e6e

 

I hope someone can help me out here!

Edited by morogoth35
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To increase whether or not an illusion spell affects a target, you can raise or decrease it's spell magnitude in the corresponding spell under the spell tab.

 

To adjust whether or not your illusion spell affects a certain type of NPC is controlled in the effects tab under conditions. If you want a fear spell to effect undead/dwarves etc remove the condition that precludes them.

 

Also the vanilla spells don't have a script that I'm aware of off the top of my head, and I can't see what your script is doing. It may well be that there is some kind of conditional statement that is causing unintentional behavior.

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Alright so if it's the magnitude that affects the level barrier then I wonder why I can set it to 1000000 and still having the same issue where it sometimes works on for example a level 29 skeleton and somtimes it doesnt on that same skeleton. The script that is on there only casts a cooldown magic effect so that the fear spell can only be used once per target. That's why I got the "hasmagiceffect" condition there so it checks if the target has that magic effect

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To the individual target. Only the target that is hit by the spell has the corresponding illusion cooldown spell cast on them. That part works fine.

 

Here's the script if you want to see it:

Scriptname xxxCastSpellOnSelfOnStart extends activemagiceffect 

Spell Property sNew Auto

Event onEffectStart(actor t, actor c)
	sNew.cast(t,t)
EndEvent

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Yeah that script should only be applying to your target so that doesn't seem to be the issue. Have you tried running a game without any other mods to test if your spell is still inconsistent? That's the only other thing I can think of that might be going on some type of mod interference.
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