Myst42 Posted December 11, 2018 Share Posted December 11, 2018 I'm currently trying to fix an issue for one of my mods; I made the scripts handle a leveling system where some spells get added to NPCs after getting skill-leveled for them, problem is they're supposed to be removed from the character when the draw animation happens and/or when the constant magic effect that handles the whole gimmick, ends. Now for some reason, I'm seeing it doesnt always remove the spells, this could be because the game I'm testing this is already heavy with other mods, or because there's something wrong with my mod.Either way, I'd like it fixed. Symptom is the NPC in question, keeps usiing the bloodskal beam spells manually without having the required enchanted weapon equipped.I first changed the spell to be dual wielded, so that way, if the character wants to use it, they will be forced to unequip the weapon and equip the spell, but when the weapon gets unequipped, the throwing ability magic effect should go away and remove the beam spells on the process.I seemed to have some success as I stopped seeing the effects so often in characters without the weapons equipped But I still see them sometimes.Checking characters with MFG console, I noticed that even upon weapon removal (which in turns removes the beam throwing ability), sometimes the beams spells remain on the NPC's spellbook So now I need another failsafe mechanism to prevent this from happening and make sure the NPCs never ever use the bloodskal beams on their ownBut I'm running out of ideas here, since stuff like increasing the spell cost to 9999999 only caused the beams to entirely stop working for NPCsI guess that even if the spellcasting command for the beams is scripted, NPCs still run a check to see if they can cast it. Link to comment Share on other sites More sharing options...
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