Difference between revisions of "Talk:Magic Effect"

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==Casting Light restrictions???==
==Casting Light restrictions???==


Are there any restrictions on the light (omnidirectional only) when you hold a magic spell just before you cast it??? It looks like it only lights the actor(caster), why it's that??? and how can you go around it so it will light the whole scene and not just the actor???
Are there any restrictions on the light (omnidirectional only) when you hold a magic spell just before you cast it (casting art + casting light) ??? It looks like it only lights the actor(caster), why it's that??? and how can you go around it so it will light the whole scene and not just the actor???

Revision as of 13:02, 2 March 2012

Re-organized the Discussion topics to match the order of the Page topics.
Cscottydont 08:04, 19 February 2012 (EST)

Tapering

Can someone explain this more? A graph or an example of how these work would be much appreciated --- Fowl 22:40, 10 February 2012 (EST)


I've messed around with these a bit and from what I can tell:
Taper Duration-just a straight addition to the duration of the spell the effect is attached to
Weight-I think is just a straight multiplier for the magnitude specified in the spell the effect is attached to
Curve-not sure what the equation/graph would actually look like, but the higher the number, the more sharply the damage tapers off
edit: I tried a negative number in the curve field (like a -2) and ended up with a dead actor with -10000 ish hp.
Cscottydont 04:17, 19 February 2012 (EST)

Flags

The page says "No Recast: Not used. ". This is untrue as the magic effects attached to the master level destruction spells have this checkbox checked. Anyone have any idea what this does, or if it just does nothing?
Cscottydont 07:58, 19 February 2012 (EST)

It's possible that "Not used" simply means "not used by the game engine", i.e. the flag does nothing anymore. It may have worked at some point in development, which could explain why it's ticked on some spells.
Do you notice any differences in a spell depending on whether or not this flag is checked?
-- Cipscis 08:13, 19 February 2012 (EST)

Effect Archetypes

Accum. Magnitude

Tried using the Accum. Magnitude Archetype on a Concentration type Magic Effect. My guess is its broken. The spell immediately set the targets health to 1 (or some other low number, I wasn't fast enough to console check it before they died) then immediately after that, killed the target.
Cscottydont 04:14, 19 February 2012 (EST)

Peak Value Modifier

I've noticed that enchantments stack but potions don't, despite both of them using Peak Value Modifier. Is it that the second AV has to be set for stacking not to occur? --Evil4Zerggin 23:14, 10 February 2012 (EST)

Peak Value Modifier seems to work the same as Value Modifier if Associated Item 2 is set to NONE. However the current description of Peak Value Modifier is completely wrong. Associated Item 2 does not take an Actor Value; it takes a Keyword. —Vinifera7 23:56, 23 February 2012 (EST)
I've never seen this, is there an example magic effect like this I can look at? --- Fowl 05:25, 27 February 2012 (EST)
Think I've figured it out. If two PVMs have the same keyword set, they are exclusive of each other, and only the bigger value will be active, while the lesser will get canceled. See OakArmor and StoneArmor for examples. Kdansky 13:14, 29 February 2012 (EST)
Correction, I just found an example which worked differently: If you have a +250 FortifyHealth (ValueMod) effect, and a -100 RavageHealth (ValueMod), you'll end up with +150 (as expected). If you recast that spell, you end up with two of each (+300, as expected). But if you change the Fortify effect into PeakVM and put its own keyword in, you'll end up with (surprise) +150, no matter how often you cast it. And weirdly enough, only one Fortify Effect is in your active effects list, but all the Ravage effects are there, though only one applies its modifiers. Weird? Kdansky 13:30, 29 February 2012 (EST)

Demoralize and Turn Undead

I can't find any difference in their function. They both modify confidence and aside from the conditions on the magic effects they seem to be technically the same. --- Fowl 18:18, 22 February 2012 (EST)

Open

I can't get this to work. It's as if doors and containers aren't affected by magic. Can anyone confirm this? ~ Dwarfmp 03:47, 29 February 2012 (EST)

Casting Light restrictions???

Are there any restrictions on the light (omnidirectional only) when you hold a magic spell just before you cast it (casting art + casting light) ??? It looks like it only lights the actor(caster), why it's that??? and how can you go around it so it will light the whole scene and not just the actor???