Difference between revisions of "Talk:Magic Effects"

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868 bytes added ,  02:40, 12 April 2006
Adding a complaint about stuff that can't be modded.
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)
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