Talk:Telekinesis

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Telekinesis Property on Ingredients

I've got a small problem. I want one of the ingredients that are being made for the Silgrad Tower mod to be able to have a Telekinesis spell effect, like in TES3, but I can't seem to be able to apply a Telekinesis effect to an ingredient. Anybody else having this problem? The Imperial Dragon 20:28, 13 November 2006 (EST)

Some spell effects are flagged as "No Ingredient" on the magic effects page. Supposedly, clearing that flag will let you assign the effect to an ingredient, but I haven't had much luck with that. I've had some luck using a hex-editor to change the effect on an ingredient, but sometimes when making potions with it you end up with a poison instead of a potion, or vice-versa. Try altering the "No Ingredient" flag first and see how you make out. Scruggs 21:06, 13 November 2006 (EST)

Isn't working. What I think I've narrowed it down to is the fact that it casts the effect on target as opposed to on self like in TES3. Unfortunately, the CS will not let me toggle the "self", "target", or "touch" flags... The Imperial Dragon 01:55, 14 November 2006 (EST)

WEIRDEdit

This actor value is WEIRD: The player, and everyone else, has a base value of 0, obviously. But as soon as the player selects a telekinesis spell in his spellbook, the engine sets the base actor value to (magnitude of the spell in feet)*22. It should be 21.3, but it is 22 instead, and due to oddities calculating ranges for other effects that have their magnitudes in feet, I'm inclined to believe that the game uses 22 instead of 21.3 in all of them.
Every time the player casts that spell, the max modifier of telekinesis is increased by the magnitude of the spell in feet, regardless of putting an object under its effect or not, and it never gets removed. It may go off after reloading though, since without an object under telekinesis, there is no active effect supporting the max modifier. When the player deselects the spell, the base value is again set to 0, but the max modifier accumulated from casting remains.
This might have further implications. The TELE Telekinesis magic effect uses its own handler, but that handler uses this actor value, so maybe the accumulated max modifier could cause a spell to act at more range than what its magnitude would suggest.
Overall, it seems like bad coding, maybe leftover from when the effect was like in Morrowind, when the actor value magnitude indicated the extra 'grab distance' that the player gained from it, and something went wrong when they changed it to its own handler and made it manipulate havok. Migck 16:09, 6 July 2011 (EDT)

Whoa! Telekinesis is bugged indeed, to the point some mod should actually fix. The max modifier accumulated from casting telekinesis spells doesn't go away on reload, and does indeed augment the distance at which the spell works. I was casting a spell repeatedly pointing to an item out of range (so the hand icon didn't appear) until eventually the hand appeared, I stepped back a bit so it disappeared, cast again and there was the hand. I grabbed the item with telekinesis and it instantly flew towards me into the max range that the spell specifies.
Edit: the max modifier only seems to stay if the player casts the spell at nothing, otherwise it goes away when the telekinesis effect ends, but why does it need a max modifier at all if the base is set semi-correctly when the player selects the spell?
So the actor value seems to be the distance at which the spell will grab the item (but even that was inconsistent with my GetDistance checks, the spell grabbed the item at 600+ distance while the GetAV Telekinesis check said 500), the magnitude of the spell*22 seems to be the max distance at which the item will remain in the player's control (again inconsistent, GetDistance said 450, and I was using a 10 feet magnitude spell, so should be 220?).Migck 16:32, 6 July 2011 (EDT)
Wow, that's bizarre. I'm tempted to suggest that you actually report this on UESP rather than/in addition to here, since that actually affects normal game play. You should also let JRoush know about this; he may be able to shed more light on this.
Dragoon Wraith TALK 22:12, 6 July 2011 (EDT)
Yeah, the Telekinesis range code appears to have been a very late (and extremely crude) addition to the game. I actually wasn't aware of the bugs Migck has uncovered, but they don't surprise me at all. I am working on a replacement system with OBME, but don't hold your breath. Telekinesis is such a worthless effect that it's a very low priority.
JRoush 23:18, 6 July 2011 (EDT)
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