Deleted3507349User Posted April 24, 2013 Share Posted April 24, 2013 My mod, Conjure Slaughterfish - http://skyrim.nexusmods.com/mods/35149 - has a couple of issues. While it works well as it is, what I really want is to prevent the critter from being spawned on land or anywhere that ISN'T water. I'm not having any luck with target conditions, though. Any target conditions I try ti apply cause the spell to fail every time no matter where it's aimed. Also, I'd really like to have the spell conjure a school of four slaughterfish instead of just one. Any help is appreciated and a working solution will be credited, thanks! Link to comment Share on other sites More sharing options...
GrimyBunyip Posted April 24, 2013 Share Posted April 24, 2013 idk any condition functions to detect if you are aiming on land or at the sea. but you could probably script the slaughterfish to disappear after it spawns if it isn't swimming, but it would not be instant. Link to comment Share on other sites More sharing options...
Deleted3507349User Posted April 25, 2013 Author Share Posted April 25, 2013 There is a "WaterType" in the GetIsObjectType section, but darned if I know if it can be used or how. I must say, the documentation for the CK is pretty lousy. Link to comment Share on other sites More sharing options...
blacksupernova Posted April 25, 2013 Share Posted April 25, 2013 i've been looking into this for a while and so far, only one method I tried works: that is when you conjure the fish in water, it lives; when you conjure it on land, it dies in 3 seconds ( assume that it suffocates ) Link to comment Share on other sites More sharing options...
Deleted3507349User Posted April 26, 2013 Author Share Posted April 26, 2013 Any chance you would share the code? I know nothing about scripting (yet). Link to comment Share on other sites More sharing options...
Deleted3507349User Posted May 1, 2013 Author Share Posted May 1, 2013 I'm going out of my mind here. How in the !@#%^$#^@ to you get a summoned critter to cast a spell? Link to comment Share on other sites More sharing options...
Deleted3507349User Posted May 1, 2013 Author Share Posted May 1, 2013 Yay, I figured out to get the thing to cast his spell. Now there's another problem, it casts it EVERY time, regardless of any conditions I put on it's use. It's either always fire or never. Link to comment Share on other sites More sharing options...
blacksupernova Posted May 1, 2013 Share Posted May 1, 2013 What spell are you trying to make your fish cast? And what conditions? Link to comment Share on other sites More sharing options...
Deleted3507349User Posted May 1, 2013 Author Share Posted May 1, 2013 ABDamageHealthConstant, under the condition IsSwimming == 0 Basically, I want the little fellers to die when they're not actually in the water. Since I haven't figured out a way to NOT summon them except in water, I figured the next best way would be to eliminate them after. Any way I've tried just doesn't work properly. Either the spell never gets cast, or it always gets cast....in water or out. I'm beginning to wonder if I've exposed a bug with IsSwimming. Link to comment Share on other sites More sharing options...
blacksupernova Posted May 2, 2013 Share Posted May 2, 2013 (edited) ABDamageHealthConstant, under the condition IsSwimming == 0 Basically, I want the little fellers to die when they're not actually in the water. Since I haven't figured out a way to NOT summon them except in water, I figured the next best way would be to eliminate them after. Any way I've tried just doesn't work properly. Either the spell never gets cast, or it always gets cast....in water or out. I'm beginning to wonder if I've exposed a bug with IsSwimming.:) that's exactly what I tried when I read your first post and It didn't work either. Anyway, I have this another method, see if you can use it. My test in-game showed it worked but since my test time is limited, I don't know if it has problem.- First, create 2 constant magic effects.- First effect, call it "Condition effect" for example, does not have condition and is attached with this script:Scriptname FishConditioningScript extends activemagiceffect Event OnEffectStart(Actor Target, Actor Caster)If caster == target;When the effect starts, set AV Variable01 to 1 as condition for 2nd effectCaster.SetAV("Variable01", 1)EndifEndEvent Event OneffectFinish(Actor Target, Actor Caster);Effect ends, reset the AV to 0If Caster.GetAV("Variable01") == 1Caster.SetAV("Variable01", 0)EndifEndEvent- Second script, naming "Suffocate" for example, is attached with this script:Scriptname FishSuffocateScript extends activemagiceffect import utility Event OnEffectStart(Actor Target, Actor Caster);Waiting 2 second for the first effect to take effectUtility.wait(2);Check if the variable01 is not set to 1, i.e. caster is not swimmingIf Caster.GetAV("Variable01") != 1Caster.damageav("health", 1000)EndifEndevent- Create an ability and add these magic effects, the first effect has condition IsSwimming == 1 added to the ability, the second does not. Add this ability to your fish stick. Edited May 2, 2013 by blacksupernova Link to comment Share on other sites More sharing options...
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