CelupandFruce Posted January 26, 2013 Share Posted January 26, 2013 I the CK, enchantments that vary in power based on what soul gem is used to enchant them have a base version, and seven sub-versions. I have some script effects that I want to use in enchantments. I made a base script and 7 different scripts for the other levels. Right now, all it does it output some debugging info when hit. I put my enchantment 4 on a piece of armor and put it in the game. In the game, I disenchanted it. When I went to re-enchant it on something else, it would only enchant the base version and only at one magnitude. Are the other enchantment levels in the game just there for use on levelled-list dropped items? Is there any way I can change the settings of a scripted enchantment based on the soul-gem used to create it? I've been looking around for a while and I've seen similar questions asked. They all seem to get ignored. Link to comment Share on other sites More sharing options...
KnightRangersGuild Posted January 26, 2013 Share Posted January 26, 2013 (edited) Nobody answering you ether? Well I will try to help you. If I gather what you are saying right, then you can do what your talking about with CK without using scripts. Like for instance you can do most anything you want using the "Magic Effects" and the "Target Conditions" inside that. You might have to do a lot of searching through target conditions to get the result you want but believe me it does work. You should try to do this to make the effect you want BEFORE you use scripts. And only use scripts when you have to. To be honest you really need to word what you mean a little better but I think I know what you mean. Anyway hope this helped. and check out my problem to if you can help, it should be on the same page for a while, it has to do with re-sizing armor, see if you can help. Anyway hope I helped at least a little. late Edited January 26, 2013 by KnightRangersGuild Link to comment Share on other sites More sharing options...
CelupandFruce Posted January 26, 2013 Author Share Posted January 26, 2013 I'm sorry my post was a little confusing. I'm trying to make an enchantment effect that isn't really covered or similar to the vanilla enchantments, but will still need to scale based on the soul gem used to create it. The trouble I'm having is figuring out how the game applies different strengths of enchantments from different filled soul gems. In the CK, the vanilla enchantments have a 'base' enchantment and a number of numbered enchantments.For example, under the enchantments section you have:myEnchantBasemyEnchant01myEnchant02... ect... I thought that if I used these ID names for my enchantments that it would automatically assign myEnchant01 to petty soul gems, myEnchant02 to lesser, ect. I thougth Skyrim would know that they are all different strengths of one enchanment because they would all have myEnchantBase as their base enchantment. It looks like I was wrong. It looks like those 'ranks' of enchants are only there to be enchanted onto weapons and armor that are added to levelled loot lists. Is there a way that I can make a script effect that I can use for an enchantment that scales with soul gem used? Or, are script effects 'locked' into one version or stength? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 26, 2013 Share Posted January 26, 2013 I belive that there are some mathmetical calculations tied into the enchanter that determines what the strength of the file object is. It only ever applies to the base object. Those other enchantment levels are for various strengths of enchantments that you find on existing objects placed via leveled lists etc.... Since all weapons/armor have several variants of different enchant strengths pre-made, you could script in such a way that with the base item and a soul gem the player gets one of the pre-enchanted variants. As the gem gets larger then the pre-enchanted version given gets stronger too. Wouldn't be the same as using the enchanter as that takes the player's skill level and most likely chosen perks into consideration as well. If this is for custom armor/weapons, then you'd need to make the various pre-enchanted items yourself first. May not be the best way, but it is a way... Link to comment Share on other sites More sharing options...
CelupandFruce Posted January 26, 2013 Author Share Posted January 26, 2013 So, you're basically saying to make a crafting recipe, say for the tanning rack, that takes a filled soul-gem or other component and a piece of armor and spits out the enchanted piece of armor? Hmm... Thanks for the help, I think I know how I'm gonna do this. I'll just re-think my goals for this one. I think I'll make a focus of this one giving you something useful to do with petty souls. ;-) Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 27, 2013 Share Posted January 27, 2013 I wasn't even thinking of a tanning rack. I was actually thinking of using any object you wish as an interface with or without an activator marker and a script applied that could do the work. But yeah you could use something like a tanning rack too tho the tanning rack is a little overused by mods (even as custom stations) IMHO. Link to comment Share on other sites More sharing options...
CelupandFruce Posted January 27, 2013 Author Share Posted January 27, 2013 Hmm... Sounds interesting. I'll look into doing more with world objects eventually. I want to get this one in working order and get it out the door, first. So you're basically saying that you can turn any object into a 'crafting station' with it's own 'recipe list'? I'm still pretty new to this. There's a lot of neat tricks I don't know yet. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 27, 2013 Share Posted January 27, 2013 1. You can adapt an existing workstation into something else by changing the mesh assignment. There is some other work involved but I don't remember it off the top of my head. I think it may involve doing some edits to the NIF file itself in NifSkope, but that may only be because I was doing something specific. 2. You can also create an activator and place it at an object in the render window. The first allows you to use one of the existing menu interfaces for creating objects. As well as allowing you to setup an animation sequence easily.The second requires that you script something to take place, anything from turning on a light to creating 2+ objects from one thing. And if you want an animation sequence it has to be scripted as well. There are a lot of tricks and tips out there. Just not all are easy to find... Link to comment Share on other sites More sharing options...
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