PJMail Posted February 4, 2021 Share Posted February 4, 2021 (edited) I have now had a couple of reports that my 'consumable' (which has a Magic effect which just runs a script) no longer works.I cannot reproduce this but one user said 'it is known game bug' and has happened to them 3 times out of dozens of playthroughts (to all consumables with ME style scripts) - and is unfixable(!) and then happens even if going back to previous saves (!!!!) I can't accept that. Does anyone have any clues as to where to start - given I will get almost no help from the users with the issue? All I have done in the 'upgrade' is edit the attached script, and added an extra property to it.Given the ME effect only happens when the item is consumed (and is then gone because it ends and it's invoking item is also gone) I can't see how it could cause any permanent effect - especially between saves. Or care that it now has an extra parameter. I know Magic Effects attached to NPC's via conditions continue to exist even if the condition means it can't run (The game just 'disables' it, rather than removing it) but ME's set up as an 'effect' of a consumable (Fire&Forget, deliver to Self, no duration,magnitude,hit effect or Area, Archetype: script) don't hang around. Am I missing an obscure 'known' bug that has finally caught me? Google has not been my friend... Or even - is there something that stops an Magic Effect on an item starting? Edited February 4, 2021 by PJMail Link to comment Share on other sites More sharing options...
PJMail Posted February 4, 2021 Author Share Posted February 4, 2021 Further to this, the magic effect seems to only last long enough to launch the script so it definitely doesn't hang around.And I am not doing anything strange - the 'bottecap collector' Magic Effect (that is attached to every drink to give you back a Cap) is set up exactly like mine. Link to comment Share on other sites More sharing options...
PJMail Posted February 4, 2021 Author Share Posted February 4, 2021 Well, one of my users found the cause - I have left in (as an option) the ability to have the player "setGhost" when onboard.Normal VFT does this always, but I like a little realism so don't do it unless explicitly set in my settings holotape. BUT apparently if you "game.getplayer().setGhost()" not only are you uneffected by projectiles, but also by 'fire and forget' magic effects! I bet that is written somewhere, now that I know to look for it, now to work out a solution... Link to comment Share on other sites More sharing options...
SKKmods Posted February 4, 2021 Share Posted February 4, 2021 I have updated SetGhost in CreationKit.com with that useful detail: Ghosted actors do not register OnHit events and are unaffected by Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment. Which are the OnHit akSources. Link to comment Share on other sites More sharing options...
PJMail Posted February 4, 2021 Author Share Posted February 4, 2021 Never thought of it as an onhit source - but I suppose it is, logically. The surprise is ... Bethesda ... Link to comment Share on other sites More sharing options...
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