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[LE] Help trying to get player werewolf to deal poison damage


link182

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@link182

 

I don't see the magic effect anywhere.

 

Change it to a Spell instead of an Ability.

 

EDIT:

 

Also, read up on this.

 

Take note of this section:

 

 

Type: A spell's Type determines which subcategory it appears in under Spell in the Object Window. It also determines some of the spell's secondary effects or use restrictions:

Abilities are always-on, constant-effect spells, such as the Wood Elf's racial resistance to poison and disease. <---- this is what you want for a permanent effect, which is not what you're trying to do anymore
Addiction is not used.
Diseases represent diseases the player can acquire. Disease Resistance offers protection from these spells.
Lesser Powers are classified as Powers in the Magic Menu, and can be used multiple times a day, such as the Khajiit's Nighteye Power.
Poison represents poisons the player can use or acquire. Poison Resistance offers protection from these spells.
Powers can be used by the player once per day and show up in a separate section of the magic menu.
Spell represents standard spells. These will be sorted by school in the Magic Menu. <---- this is what you want for that type of effect
Voice Power represents the spell effect of a Shout.
Edited by audiogarden21
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I did, sorry I forgot you wanted the magic effect to that I can also provide when I go back into ck tomorrow though again I did try it as a fire and forget and constant magic effect that needed to work on contact, I used the khajiit unarmed fortify ability as an example and also looked at how creatures deal their poison damage, non of those methods worked,

 

I get how ability’s work don’t get me wrong it just didn’t work with poison, the best I would of accomplished is maybe a shout like attack, the only proof I can offer you is to try it for yourself, if you manage to get it working as you say I would be willing to try it that way but as of now nothing I’ve found has convinced me that it’s possible as an ability added to the werewolf on transformation, it simply acts like a poison.

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I did, sorry I forgot you wanted the magic effect to that I can also provide when I go back into ck tomorrow though again I did try it as a fire and forget and constant magic effect that needed to work on contact, I used the khajiit unarmed fortify ability as an example and also looked at how creatures deal their poison damage, non of those methods worked,

 

I get how ability’s work don’t get me wrong it just didn’t work with poison, the best I would of accomplished is maybe a shout like attack, the only proof I can offer you is to try it for yourself, if you manage to get it working as you say I would be willing to try it that way but as of now nothing I’ve found has convinced me that it’s possible as an ability added to the werewolf on transformation, it simply acts like a poison.

 

Challenge accepted.

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@link182

 

I forgot that you were trying to apply a spell via script to yourself but a "Spell" added via script grants one that the player can cast, where as an "Ability" like a permanent enchantment. That's where the issue lied. The best way to handle stuff like that in the future is to instead use a Perk and use the entry "Apply Combat Hit Spell" which will cast the spell automatically when you attack something with a weapon, and the script will add a perk instead of a spell.

 

Since you provided us with very little information to go off of we really couldn't help you as much as we otherwise could have. If you want help in the future try to be as verbose as possible about your entire procedure. We're not mind readers. :geek:

 

I've attached the esp with the loose files. Don't say I never did nothin' for ya. Took me all of 10 minutes so it wasn't a big deal.

 

P.S. - The damage is set to 10 atm so you may want to adjust that. Enjoy.

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I haven't read the lasts post because i'm at work, so some things that i write could already be meantined.


1) You can't have a 'Ability' that is 'Fire and Forget', all 'Spell Abilities' are "CONSTANT".


2) You don't change the 'Type' or 'Casting' or 'Delivery' in the Spell Property Window, but you need to create your own 'Magic Effect' and apply those changes there, then add your magic effect to your SPELL.

* You can use the 'Default Magic Effects' in a custom made spell as long as the spell modifies ONLY the values of the Magic Effect, for example: just increasing the Magnitude, Area,, Duration.


You are completely confused, so i would suggest to take a step back and do the following:

- Create a "TEST" esp and start to tinker around with the spells, of course you first need to read all the CK wiki info on "Magic Effects" and "Spells".

Also watch some 'YouTube' tutorials, i don't know if there are any but i'm kind of sure that there must be hundred of them out there, since spells are one of the favourite subjects of youtubers.

Edited by maxarturo
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I concur with Max. You need to simply expose yourself more to the CK and experiment with changing things to see how they behave, and read read read all of the information you can on the wiki. As you become more and more accustomed to using the CK and spells/magic effects, etc, things become much easier. Everyone starts somewhere. Just keep at it. If you get frustrated, sometimes it's best to just step back and give it a rest for a little bit and not get yourself too worked up if something isn't working right. Let your brain work on it while you relax and then come back to it with a calm, clear head. And remember, when it comes to modding, there's most often multiple ways to skin a cat, meaning you can usually accomplish the same goal in a multitude of ways.

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