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crimsoncosmos

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Layman

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  1. Thanks for the reply! I was saying about the Magic Resistance that it might apply even to poisons, not just to spells. Here's a link to the UESP page. If it's irrelevant to your script, never mind Also, someone told me that applying spells as abilities bypasses weaknesses and resistances. I was wondering if you can confirm that and if you can tell me what method you're using for simulating the poison damage in the script. Cheers! cc
  2. Hey! Thanks for getting back to me! One thing - I'm not sure if this is true (it was on the UESP wiki) but it's worth looking into. They're saying that Resistance to Magicka is taken into account vs poisons as well because, internally, they're treated as offensive magical effects. Obviously, Weakness to Magicka would function the same way. Cheers! cc
  3. I was trying to get the weaknesses to trigger before the rest of the poison. For example with a Poison that adds 10 fire damage and 50% weakness to fire, the fire damage dealt would be 15. Are you saying this is the standard behaviour already? If that's the case, a certain UESP page needs updating! Thanks! cc
  4. Thanks for getting back to me. I had no idea this area is for Non-OBSE stuff. I had a hard time finding the needed functions with OBSE, much less without it. Should I ask a moderator to move this someplace else? Thank you! cc
  5. Hello! I heard lots of good stuff about TES Alliance so I thought I'd give it a try myself! I could use some help on this little project and this looks like the best place to get it. Without further ado: Current task: getting Weakness effects to trigger before the poison if both are in the same "bottle" The idea is this: 1. use an "OnHit" block to catch the player attacking the target. This is dependent on the block being triggered before the actual hit connects - I'm still waiting on a reply from scruggs on this. 2. go through the poison's effects and saving the "weakness" ones, while removing them from the potion. 3. get the target's active effects and go through those, saving the "resistance" ones. 4. change the "resist to poison" ones to "resistance to magicka" (not sure if this is possible as new effects are added on the next frame. alternatively, I would need a way to "tell" it that the source of the new effect is a poison and I'm not sure how to do that). 5. make a clone form of the default spell, remove its effect and add a new effect with the weakness from the potion 6. if 4 is possible, use AddSpellNS to add the weakness with the saved values. This should take into account any resistances. 7. repeat 5 and 6 for any number of different weaknesses in the potion. 8. change the "resistance to magicka" back to "resistance to poison" for when the rest of the poison effects hit. And that should be it. My problem right now is outlined in step 4. Any suggestions are greatly appreciated! Cheers! cc
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