Talk:RemoteCast - Spell

From the CreationKit Wiki
Jump to navigation Jump to search

Uses akBlameActor's stats?[edit source]

Does this function use akBlameActor's skills and perks for determining the efficacy of the spell cast?

If not, could it be made to do so?
Dragoon Wraith TALK 11:35, 23 January 2012 (EST)

four years later i have the same question. i guess its time to experiment... if only we could actually detect the amount of damage done or had a popup damage number mod.
--Darkconsole (talk) 2016-05-28T22:38:23 (EDT)
alright. testing done.
i created a perk with entry point Mod Spell Magnitude matching only spells of my keyword, Multiply Actor Value, selected Marksman. forceav marksman 1, RemoteCast(...), minimal damage. forceav marksman 100, RemoteCast(...), lots more damage.
therefore it is my theory that whatever normally affects a spell from the caster does get used from the blame actor.
--Darkconsole (talk) 2016-05-29T03:43:34 (EDT)



Using this function will invalidate (cause it to return 0/false when it should return 1/true) any ongoing isDualCasting checks on akSource. So any mod that makes use of the RemoteCast - Spell function will conflict with any mod that utilizes the isDualCasting condition. The same is true of Cast - Spell.
Test Method

  1. Created a scripted ability to periodically fire a test spell using the RemoteCast function with the player as akSource.
  2. Continuously dual cast the Flames spell.
  3. Used console to check "player.isDualCasting" - returned 1.00 (true)
  4. Scripted ability fired the test spell.
  5. Used console to check "player.isDualCasting" - returned 0.00 (flase)


Cscottydont (talk) 2013-01-29T15:57:20 (EST)