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Spell Cost unfunctional when casting via scripts?


SkyrimModHunter
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I've got  a script that casts a spell with has a spell cost of X (as is designed in the associated SPEL form type).  However, when the script triggers and the spell is cast, I don't lose any magicka...  Is there a way to make the game know to use the designed spell cost or can I somehow hardcode the desired spell cost to be reduced when the spell is cast during the script? 

 

If the latter is needed, can anyone provide a template script for such an action?  I'd imagine that such a script would need to first check to see that the player had enough magicka to cast the spell.  If true then cast the spell and somehow deduce the magicka cost.  If false, then do nothing.

 

Thank you in advance for anyone how can provide any help or insight into this issue. 

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True, but its not really an 'issue' from the cast command. That command allows 'instant' casting without animation and is intended to be use on inanimate objects, not characters.

 

Check the link above, it has more information and a link to UseMagic which might work for what you want.

 

Otherwise, you have to mess with setting actor values. Check DamageActorValue

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This is something that i was interested in as well as i hate it that scripted followers like Vilja seem to be able to cast without the regular limitations. I checked your pointer and it suggests to use a AI package that uses 'UseMagic'-procedure. The notes to that one also mention : quote'Unlike when using the Cast function, the actor will play the casting animations. However, magicka is still not depleted'. This is really annoying - any more pointers maybe Willie?

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