myrmaad Posted October 11, 2008 Share Posted October 11, 2008 Can anyone tell me how to delete or neutralize a Magic Effect from the CS? I have three different mods all using the same Form ID for different Magic Effects, and I want to delete at least one of them. Is it possible? Record type: Magic Effect (MGEF)EDID: SEFFFormID: 0000189A I read this whole page: http://cs.elderscrolls.com/constwiki/index...k:Magic_Effects There must be a way to do it! Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 11, 2008 Share Posted October 11, 2008 Going to need to be a bit more specific. Which mods are these? What changes are they making to the SEFF effect? Why are they making these changes? Unless these mods are specifically changing the effect visuals for scripted spell effects, that effect should not be gettign altered. If this is the case, you may want to bring this to the attention of those who made those mods and ask why they are altering a form which is not being used. If it is just visuals, you can probably determine what visuals are used by changign load order. If it is something else, you will need to do more investigating on a mod by mod basis to see what the purpose of this change is. Link to comment Share on other sites More sharing options...
myrmaad Posted October 11, 2008 Author Share Posted October 11, 2008 Going to need to be a bit more specific. Which mods are these? What changes are they making to the SEFF effect? Why are they making these changes? Unless these mods are specifically changing the effect visuals for scripted spell effects, that effect should not be gettign altered. If this is the case, you may want to bring this to the attention of those who made those mods and ask why they are altering a form which is not being used. If it is just visuals, you can probably determine what visuals are used by changign load order. If it is something else, you will need to do more investigating on a mod by mod basis to see what the purpose of this change is. Record type: Magic Effect (MGEF)EDID: SEFFFormID: 0000189A Overrides original entry in 'Oblivion.esm'Conflicts with SupremeMagicka.esp and Dude Wheres My Horse.esp Record type: Magic Effect (MGEF)EDID: SEFFFormID: 0000189A Overrides original entry in 'Oblivion.esm'Conflicts with Toaster Says Share v3.esm and Dude Wheres My Horse.esp Record type: Magic Effect (MGEF)EDID: SEFFFormID: 0000189A Overrides original entry in 'Oblivion.esm'Conflicts with Toaster Says Share v3.esm and SupremeMagicka.esp It's a useless spell in Supreme Magicka, Toastie and Dude both use it as a Summons. Toastie and Dude can both run without it creating much trouble. However, the Supreme Magicka spell, is causing the "Call Companions" spell to CTD. The upshot being very annoying because now I can't call my companions... Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 11, 2008 Share Posted October 11, 2008 Your problem is related to something else. As mentioned, that particular entry only deals with visuals related to scripted spell effects which use scripted spell visuals or other similar spell effect settings. It does not impact the effectiveness of any single spell which uses that effect. If the problem was with that effect, all spells which use that effect would be affected. A companion summoning spell could cause a CTD for many other reasons, and may not even be related to anything about conflicts or even how it was scripted. If this companion is set to respawn, their form ID may have changed since it was recorded for use within the summon spell. If the summon spell tries to use an ID which is not, or is no longer valid, the game will CTD. If possible you may want to try re-defining that NPC for use with that summon spell again. There are other reasons for a crash, but this seems the most likely since Toaster's share mods are designed to work with any actor, so may require use of such a system. Link to comment Share on other sites More sharing options...
myrmaad Posted October 11, 2008 Author Share Posted October 11, 2008 Your problem is related to something else. As mentioned, that particular entry only deals with visuals related to scripted spell effects which use scripted spell visuals or other similar spell effect settings. It does not impact the effectiveness of any single spell which uses that effect. If the problem was with that effect, all spells which use that effect would be affected. A companion summoning spell could cause a CTD for many other reasons, and may not even be related to anything about conflicts or even how it was scripted. If this companion is set to respawn, their form ID may have changed since it was recorded for use within the summon spell. If the summon spell tries to use an ID which is not, or is no longer valid, the game will CTD. If possible you may want to try re-defining that NPC for use with that summon spell again. There are other reasons for a crash, but this seems the most likely since Toaster's share mods are designed to work with any actor, so may require use of such a system. Thanks~!! I looked and looked for that answer. Originally I suspected that was the trouble, but could only find others having the same problem. Yup, I temporarily recruited a couple of respawning guards, but they disappeared before I could dismiss them, (my usual m.o.). That's another problem I was trying to find the answer to, how to dismiss them or edit the partylist in the CS. I can easily get their RefIDs, from opening a save game, but I don't want to have to go back and start from there, and I don't want to lose my "ReaL" companion. Link to comment Share on other sites More sharing options...
myrmaad Posted October 13, 2008 Author Share Posted October 13, 2008 UPDATE: Vagrant had the answer, though there doesn't seem to be a way to edit the partylist in the console. I was able to fix my problem but before I say how, I'd like to make a suggestion. In the readme Toastie references the aaaList quest:aaaList.Friendlist records each NPC the player is 'friends' with, including those he's taled to and have a disposition toward him of 65+, and all recruited NPCs.aaaList.Partylist records each NPC in the player's active party -- all those following, looting and so on, and not currently waiting/harvesting/performing alchemy.They're stored in no particular order and can be retrieved with scrolling through the list with GetNthLevItem -- the level they are stored at contains no information. I don't understand why this couldn't be used to edit the party list while ingame. It's right there, but just out of reach so to speak. Still it may not have worked in my case, because apparently when these special mod-spawned NPCs disappeared, their refIDs disappeared with them, if I understand that correctly. I haven't had this problem before because I never used a respawning NPC in an active quest before. In the other cases they either die, in which case the problem is solved, or they are still around after I'm finished doing whatever I wanted them to do with me, giving me the opportunity to dismiss them. How I solved it: the usual way. I put all my current companion NPCs in a safe place, and saved while I was looking at the problematic one, who is very difficult to find. Also, as a fail-safe I wrote down each of their refIDs. Then I turned off the mod, loaded the game and saved, and turned on the mod again. As my problematic companion ran off I just caught him and re-recruited him. The other two were waiting where I'd left them. Link to comment Share on other sites More sharing options...
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