Sammylad298 Posted April 12, 2020 Share Posted April 12, 2020 I recently started trying to mess around with the soul tear shout and trying to replicate its effects onto an arrow, specifically the bound arrow.My main goal is to only apply the "if killed by bound arrow, then resurrect after death" and not the damage or soul trap effects that the soul tear shout has. I duplicated the effects of soul tear and changed them to contact so that when the arrow hit, it would apply the effects. I added these effects to the bound arrow, and tried testing. The results from the testing was that nothing worked. The damage effect didn't do anything and the enemy didnt reanimate after death. So I went and looked and all the effects and I got nothing from it. I then also looked at the script in the "DLC01_SoulTearWaitForDeathFX" effect, which is called "DLC1MagicSoulRendScript" and it looked alright, but I messed around with it to see if I could make it work and to no prevail it didn't do anything. There was a few times where the effect would show up but it wouldnt reanimate the actor. If anyone could help me with this I would be very thankful. Even if there is a way I can just create a brand new script that would reanimate on death by the bound arrow, that would also work. Link to comment Share on other sites More sharing options...
Sammylad298 Posted April 12, 2020 Author Share Posted April 12, 2020 I assume it may be something to do with there being no direct "caster" actor as its not a spell and its an enchantment thats not on a bow but the arrow itself. Link to comment Share on other sites More sharing options...
Sammylad298 Posted April 13, 2020 Author Share Posted April 13, 2020 After more testing by just using the "DLC01_SoulTearWaitForDeathFX" effect, the effect sometimes worked a few times and effect just stopped doing anything. One shots also never allow the enemy to be reanimated. I can't see any direct things that are stopping the effect from working or what thing is even making it work when it does. Link to comment Share on other sites More sharing options...
qwertypol012 Posted April 14, 2020 Share Posted April 14, 2020 Set the magic effect casting type to "fire and forget" and delivered by "touch". Then add it into a spell and set casting type of the spell by "fire and forget" and target type by "touch". Don't forget to put the correct magnitude or duration value as you need. Then apply the spell via a perk by using "Apply Combat Hit Spell" as Entry Point. Add the condition to the Entry Point by "if player is equipping the arrow" (eg. Perk Conditions "run on 0" and "GetEquipped (the arrow FormID) == 1" or "WornHasKeyword (bound arrow keyword) == 1"). Add the perk to the player. Link to comment Share on other sites More sharing options...
Sammylad298 Posted April 14, 2020 Author Share Posted April 14, 2020 (edited) Set the magic effect casting type to "fire and forget" and delivered by "touch". Then add it into a spell and set casting type of the spell by "fire and forget" and target type by "touch". Don't forget to put the correct magnitude or duration value as you need. Then apply the spell via a perk by using "Apply Combat Hit Spell" as Entry Point. Add the condition to the Entry Point by "if player is equipping the arrow" (eg. Perk Conditions "run on 0" and "GetEquipped (the arrow FormID) == 1" or "WornHasKeyword (bound arrow keyword) == 1"). Add the perk to the player. Thanks a lot for the help! I've never done anything with perk entry points before, so this was good to learn. Although I still have a problem with this solution. When the enemy is reanimated, they are not reanimated as my reanimation, and would start attacking me. I am assuming its because the script uses the caster as a reference for the reanimation spell, and if the spell is applied with the entry point, it does not mean that "I" am casting it. What would be the solution to this? Edited April 14, 2020 by Sammylad298 Link to comment Share on other sites More sharing options...
qwertypol012 Posted April 15, 2020 Share Posted April 15, 2020 Thanks a lot for the help! I've never done anything with perk entry points before, so this was good to learn. Although I still have a problem with this solution. When the enemy is reanimated, they are not reanimated as my reanimation, and would start attacking me. I am assuming its because the script uses the caster as a reference for the reanimation spell, and if the spell is applied with the entry point, it does not mean that "I" am casting it. What would be the solution to this? I think that's not the problem, because the perk owner should be the caster. Are you using USLEEP btw? I'm not sure what's causing it, but there are some older reports of people having problems with reanimated corpses become hostile. Have you tried any normal reanimated spells or soul tear shout itself? Do they become hostile after being reanimated?Honestly i've no real clue about this issue, but if you've already used USLEEP and this issue stil persists, then the only solution i have in mind is forcing the reanimated corpses to have the same faction with the player via script once reanimated. Link to comment Share on other sites More sharing options...
Sammylad298 Posted April 15, 2020 Author Share Posted April 15, 2020 (edited) Thanks a lot for the help! I've never done anything with perk entry points before, so this was good to learn. Although I still have a problem with this solution. When the enemy is reanimated, they are not reanimated as my reanimation, and would start attacking me. I am assuming its because the script uses the caster as a reference for the reanimation spell, and if the spell is applied with the entry point, it does not mean that "I" am casting it. What would be the solution to this? I think that's not the problem, because the perk owner should be the caster. Are you using USLEEP btw? I'm not sure what's causing it, but there are some older reports of people having problems with reanimated corpses become hostile. Have you tried any normal reanimated spells or soul tear shout itself? Do they become hostile after being reanimated?Honestly i've no real clue about this issue, but if you've already used USLEEP and this issue stil persists, then the only solution i have in mind is forcing the reanimated corpses to have the same faction with the player via script once reanimated.This is on SE so it'll be the special edition unofficial patch, but yes, I am using it. I'll try and change what spell is used for the effect and give a go at messing around with things. Thanks again for your help. Edit: Forgot to reply saying that, I've tested other reanimation spells, and they're all fine, that's why I assume it has something to do with the actor not being recognised. Edited April 15, 2020 by Sammylad298 Link to comment Share on other sites More sharing options...
Recommended Posts