Difference between revisions of "EffectShader"

34 bytes added ,  12:06, 17 October 2018
→‎Notes: bad command names
imported>DavidJCobb
(→‎Notes: This happened when building a conc spell applied by a cloak effect, with 3 magic effects, 1 shader per. I ended up having to split it into 3 different cloaks, 3 conc spells, 1 shader per.)
imported>DavidJCobb
(→‎Notes: bad command names)
 
Line 322: Line 322:


== Notes ==
== Notes ==
* Remember that your shaders are (generally) triggered by spells; those spells can have unintuitive effects on how the shader behaves, breaking the behavior of the various fade options. It's best to test your EffectShaders independently by using the ''PlayMagicShader'' and ''StopMagicShader'' console commands; both run on an actor and take the form ID of a shader.
* Remember that your shaders are (generally) triggered by spells; those spells can have unintuitive effects on how the shader behaves, breaking the behavior of the various fade options. It's best to test your EffectShaders independently by using the ''PlayMagicShaderVisuals'' (''PMS'') and ''StopMagicShaderVisuals'' (''SMS'') console commands; both run on an actor and take the form ID of a shader.
** In some particularly bizarre cases, magic effects that trigger on different conditions can break each other's shaders if they're part of the same spell; yet they and their shaders work perfectly fine if they're separated out into different spells.
** In some particularly bizarre cases, magic effects that trigger on different conditions can break each other's shaders if they're part of the same spell; yet they and their shaders work perfectly fine if they're separated out into different spells.


[[Category:Object Classes]]
[[Category:Object Classes]]
[[Category:Special Effect]]
[[Category:Special Effect]]
Anonymous user