Difference between revisions of "Talk:Magic Effects"
imported>Halo112358 |
imported>MegaBurn (Adding a complaint about stuff that can't be modded.) |
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:I can fake this right now by creating custom spells and attaching scripts, but there's no way to use the spellmaker to generate custom spells with the script attached.--[[User:Halo112358|Halo112358]] 21:23, 9 April 2006 (EDT) | :I can fake this right now by creating custom spells and attaching scripts, but there's no way to use the spellmaker to generate custom spells with the script attached.--[[User:Halo112358|Halo112358]] 21:23, 9 April 2006 (EDT) | ||
Yeah, it is lame. The amount of stuff they have hard coded seems unnecessary. I've been messing with enabling bound enchantments. I checked the enchanting box in magic effects, looked at the spells, looked at the settings, etc... I can't get it to work. Either I'm missing something not covered in the wiki or obvious in other spell effects or something hard coded is preventing it from working. Seems to me they could easily release a patch that moves this stuff out of the program code and into a new ESM, with an updated CS to add settings for new effects, schools of magic, skills, or anything else we wanted to add. Its also possible that its not hard coded at all, just hidden in the ESM in some section the CS isn't designed to access. Putting that stuff in the actual engine code just doesn't make sense. [[User:MegaBurn|MegaBurn]] 03:40, 12 April 2006 (EDT) |
Revision as of 02:40, 12 April 2006
Is it possible to create your own magic school? -FViral
Technically no, though I'll have no grudge against anyone who proves me wrong. There are some things that are hard-coded and can't be added, changed, or removed. If you wanted to get tricky I bet you could find a way to "add" a school in deed if not name by using scripted spell effects and a script to track their "level" progress and spell effectiveness and the like. But the player would never have a skill shown in their stats and etc.
And please remember to sign your posts. I figured out how! You can do so by typing four tildes (~), or by hitting the tool button second in from the right. --Stickman 17:21, 26 March 2006 (EST)
Hm, seems you can't edit spell effects either. Such as, making a spell last longer than it's coded for. Or perhaps I'm missing something, will have to look into the TES more. Landeyda 08:03, 27 March 2006 (EST)
You can't edit spell effects, but you can activate a script using a spell and use whatever visual effect you want. --Sagron 18:58, 31 March 2006 (EST)
Some effects like spray are not used in the game at all and therefore can't be used without changing an existing effect. This inability to make new magic effects is pretty lame. --Lap 17:05, 2 April 2006 (Central)
/signed, I thought after five years we'd be able to add spell effects. This is supremely annoying. --Halo112358 04:03, 3 April 2006 (EDT)
- To clarify: there's no way to create a new conceptual spell effect that can be used with the custom spellmaker in game. As an example, say I want to create a fire spell effect that damages undead only, and I'd like to be able to create custom spells with the spellmaker that incorporate this effect. Ideally I'd be able to clone the fire damage effect and specify an effect script that runs while the effect is active - it would be something like if ( targetActor.isUndead ) { targetActor.applyFireDamage magnitudeOfSpell }.
- I can fake this right now by creating custom spells and attaching scripts, but there's no way to use the spellmaker to generate custom spells with the script attached.--Halo112358 21:23, 9 April 2006 (EDT)
Yeah, it is lame. The amount of stuff they have hard coded seems unnecessary. I've been messing with enabling bound enchantments. I checked the enchanting box in magic effects, looked at the spells, looked at the settings, etc... I can't get it to work. Either I'm missing something not covered in the wiki or obvious in other spell effects or something hard coded is preventing it from working. Seems to me they could easily release a patch that moves this stuff out of the program code and into a new ESM, with an updated CS to add settings for new effects, schools of magic, skills, or anything else we wanted to add. Its also possible that its not hard coded at all, just hidden in the ESM in some section the CS isn't designed to access. Putting that stuff in the actual engine code just doesn't make sense. MegaBurn 03:40, 12 April 2006 (EDT)