Difference between revisions of "Talk:Magic Effects"

6,559 bytes added ,  07:49, 19 January 2011
→‎Poisons and Detrimental/Hostile flags: Results using Detrimental/Hostile flags.
imported>Shademe
(Asked a question abt projectiles types)
imported>Takark
(→‎Poisons and Detrimental/Hostile flags: Results using Detrimental/Hostile flags.)
 
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== Changing / Creating Projectile Types ==
== Changing / Creating Projectile Types ==
Can the appearance of a projectile be changed ? Is there a way which will possibly help creating a new projectile type ? if not, can I re-model/re-texture the projectile ? or is it just some sprite hard-coded into the game ? --[[User:Shademe|shademe]] 08:23, 9 September 2008 (EDT)
Can the appearance of a projectile be changed ? Is there a way which will possibly help creating a new projectile type ? if not, can I re-model/re-texture the projectile ? or is it just some sprite hard-coded into the game ? --[[User:Shademe|shademe]] 08:23, 9 September 2008 (EDT)
:Don't wanna sound like the bad guy or anything but although this is a talk page, this probably isnt the best place for your question. Let me explain, it is in everyone's best interests that where you post questions be relevant to your question and the topic at hand. Asking about projectiles in the Magic Effects section won't really be helpful for anyone including you due to your question having really nothing to do with Magic Effects. Anyway mate don't stress, I'm pretty new here myself and the big guns around here seem to be pretty chilled out with this sort of stuff. We understand there isnt any malicious intent or what-not. Anyway I have already replied on your user page so let me know how that goes.
:--[[User:Antares|Antares]] 08:42, 9 September 2008 (EDT)
::Actually, frankly, this seems like as good a place as any for it; it's really the only place on the Wiki that mentions the projectiles (except the projectile function page, and that's even less relevant.
::Anyway, new projectiles, no. Changing the ones that are already there, I ''think'' so. Check the ammo section of the Object window for projectiles that correspond to the different effects, see if there are more.
::The {{Forums}} might be able to answer your question better, though.
::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 08:49, 9 September 2008 (EDT)
:::Well, egg on my face, I apologise. People do see edits on your page though so posting everywhere isnt wholly necessary *(guilty of that one myself).
:::Also I was kinda vague just pointing you towards the tutorials section. There are many mods that add new arrows to the game (including official ones) but if you're meaning magical projectiles (ahh now I see, now I regret my previous post even more) then you can always edit the Magical Effect but that would involve modifying what textures an effect uses for its projectile, you should find the '''Tutorials''' section and the '''Complete Beginners Guide''' quite useful for this endeavour. Links to both these pages can be found on the main page. Good luck mate
:::--[[User:Antares|Antares]] 08:57, 9 September 2008 (EDT)
::::Quote -- " but if you're meaning magical projectiles (ahh now I see, now I regret my previous post even more) then you can always edit the Magical Effect but that would involve modifying what textures an effect uses for its projectile "
::::That's what i was asking for ! I'm sorry i didn't be more specific at the beginning ... for the record, i was asking about the ''projectile type magic effects use'' ( ball, spray, etc ). And I was asking if I could '''create a new magic effect projectile type .. or modify its model and/or textures''' ( so that the fireball won't look so small )? [[User:Shademe|shademe]] 07:59, 10 September 2008 (EDT)
I don't think creating a new magic effect is possible as they are hard coded into the game. For example, replicating the effects of a telekinesis spell through scripting is extremely difficult and I think even requires OBSE. Anyway if you would like a good reference take a look at [http://www.tesnexus.com/downloads/file.php?id=9562 Midas Magic - Spells of Aurum] by Xilver. Making the fireball bigger shouldnt be too challenging if you know your way around NifSkope or whatever software is used. Simply look in Magic Effects -> FIDG and see what ''nif'' file the game uses. Once you know this it is simply a matter of replacing the current nif with whatever you desire. Let me know how it goes.<BR>
--[[User:Antares|Antares]] 12:55, 10 September 2008 (EDT)
:Figured out the resources yester(night) .. model's in the meshes\magiceffects\ folder and the textures in the textures\magic folder. Blender was helpful rest of the way - increased scale and did someother changes - haven't exported it though ( mind you, I can't use blender like I use VC# ! ). The textures are included for every stage of the animation, i think. Anyways, it worked out well enough ! [[User:Shademe|shademe]] 08:17, 11 September 2008 (EDT)


= New Schools? =
= New Schools? =
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:--[[User:Kkuhlmann|Kkuhlmann]] 08:40, 12 April 2006 (EDT): There's nothing "hidden" in the ESM. The CS that you've got is exactly the one we used to make the game. Magic effects being hardcoded became a headache for us as well, but there were other priorities for the programmers and we worked around it.
:--[[User:Kkuhlmann|Kkuhlmann]] 08:40, 12 April 2006 (EDT): There's nothing "hidden" in the ESM. The CS that you've got is exactly the one we used to make the game. Magic effects being hardcoded became a headache for us as well, but there were other priorities for the programmers and we worked around it.
In the CS there are magic effects and <B>you can't create your own magic effects,</B> right?
So if I buy and install SE, there are nnew magic effects, such as summon golden saint and summon dark seducer, yet <b>you can't create your own magic effects,</B> right? So how did they put them in???
--[[User:Oblivious12123|Oblivious12123]]
They don't, they modify the spare summon effects ('Z010' is Summon Golden Saint, for example).
--[[User:Hammil|Hammil]]


You <B>can</b> make your own custom effects with the editor using scripts. This is not 'faking it' its the way to do it. There are many quests already in the game that use scripts to make effects that are not creatable in the spell maker without the scripting functions. Thats why they are there. I have almost completed the first new spells that I have been working on. I am making 'Force Push' and 'Force Pull' from Star Wars. They're turning out pretty cool. Once I finish them I'll make a tutorial on how they work, because I think the concept could be used for other purposes. [[User:Decoup|Decoup]] 20:47, 19 May 2006 (EDT)
You <B>can</b> make your own custom effects with the editor using scripts. This is not 'faking it' its the way to do it. There are many quests already in the game that use scripts to make effects that are not creatable in the spell maker without the scripting functions. Thats why they are there. I have almost completed the first new spells that I have been working on. I am making 'Force Push' and 'Force Pull' from Star Wars. They're turning out pretty cool. Once I finish them I'll make a tutorial on how they work, because I think the concept could be used for other purposes. [[User:Decoup|Decoup]] 20:47, 19 May 2006 (EDT)
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So, what does detrimental do/determine?--[[User:Haama|Haama]] 15:39, 6 January 2008 (EST)
So, what does detrimental do/determine?--[[User:Haama|Haama]] 15:39, 6 January 2008 (EST)
:I've just been playing around with these flags and got some unexpected results from it. I gave a Flame Atronach 100% magic resistance and cast a 3 point Restore Health spell on it. As expected, it was healed by 3 points. I then set Restore Health to hostile and it's effect was fully resisted; health didn't move and I got the charming "Restore health effect resisted" message. I then set it back to non-hostile and flagged it as detrimental. This once again allowed it to bypass resistance but also -lowered- the atronach's health by 3 points.
:Curious, I tried a similar thing with Fire Damage. Unmodified, it was fully resisted. Set to non-hostile, it bypassed resistance and did the full damage. Then set to non-detrimental, it healed the Atronach for the full magnitude. I also tried this with resist paralysis; setting it to detrimental made it act like a weakness to paralysis effect, lowering resistance instead of increasing it. This points to the Hostile flag determining the reaction, both by resistances and the target NPC, while the Detrimental flag determines whether the effect is positive or negative. Admittedly my tests were quite brief and not particularly thorough, but they do all point to the same conclusion.
:Looking at Calm compared to Frenzy (although using OBME), Calm has "Lowers AV" for aggression flagged, while Frenzy just has Aggression, which I'm assuming means it increases it. I'd guess then that the Detrimental flag has been replaced in OBME by "Lowers AV", which actually lines up nicely with what happened with the Atronach (detrimental Restore Health lowered health, non-detrimental Fire Damage restored health). This is, of course, mostly guessing based on a few quick tests, but it all seems to make sense.
:And yeh, I know I'm 2 years too late, but it can't hurt to mention it. ;) - [[User:Takark|Takark]] 07:49, 19 January 2011 (EST)
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