Difference between revisions of "Talk:SetEnchantment"

865 bytes added ,  03:05, 30 September 2011
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imported>DragoonWraith
imported>Lanceor
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:That issue is known, but it's a difficult thing to teach people on the Wiki because it applies to so many functions; it's hard to say where that info should go...
:That issue is known, but it's a difficult thing to teach people on the Wiki because it applies to so many functions; it's hard to say where that info should go...
:[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 13:11, 29 September 2011 (EDT)
:[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 13:11, 29 September 2011 (EDT)
::I did further testing using custom items with obvious effects: a sword that alternates between fire and shock damage and a helmet that alternates between fortify speed and drain speed. A quest script toggles the enchantments every 10 seconds. Here's what I found:
::*Armour enchantments won't update until reequipped. The magic effects page in the journal is correct.
::*Weapon enchantments will update instantly. However, the enchantment shader (e.g. the orange edge glow for fire damage) will remain whatever it was when it was equipped.
::*This might be an easy way to give weapons any enchantment shader desired, simply by specifying a default enchantment with the desired shader, then updating it to the enchantment that you really want.
::I've updated the main page to reflect these findings. :)
::[[User:Lanceor|Lanceor]] 04:05, 30 September 2011 (EDT)
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