rydin Posted August 20, 2023 Posted August 20, 2023 (edited) Sorry to come up with a new question so quickly. I've made a lot of headway with a mod I've been working on, but I'm getting a little stuck again. So a good few years ago, a forum member had helped me with a simple mod that applied an overlay effect onto a character who had been spanked via an animation. Back then, I was too overwhelmed to dissect the mod and take it further, though it was pretty neat. Now I've returned to it and updated it slightly, but I've run into a bit of a snag. Inside the mod, there was a test spell that could be cast onto an NPC, and it would trigger the effect. It was mostly so I could play about with the timing to affect the progress of the effects. However, looking at the actual files, that test spell used one of the main effects than the test effect. I have updated and played about with the forms to create a new test spell (SPEL) and Magic Effect (MGEF), but one that I can cast on myself as the player. I felt this would be easier because I could easily remove my character's clothes and see what was happening underneath. However, when I cast the spell, I get a very odd issue where it seems like it is casting itself repeatedly, even if I cast it once. I can see the effect marker on the right hand of the screen fading in repeatedly. I've looked at MatchMaker, which does the same, but I couldn't see anything I was doing differently. So I'm wondering if there is something fundamental I'm missing. The three files are: The spell configuration: The Magic Effect configuration: The script shows the Debug message: Scriptname RYDB_SpankTestSpell extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) SelfSpankTestSpell.cast(akTarget, akTarget) debug.notification("Casted on " + akTarget.getDisplayName()) endEvent Spell Property SelfSpankTestSpell Auto Thanks for any advice. Edited September 6, 2023 by rydin Marking as resolved
rydin Posted August 23, 2023 Author Posted August 23, 2023 Still seeking support on this as haven't figured it out. Thanks!
rydin Posted September 3, 2023 Author Posted September 3, 2023 Last bump before I abandon the test spell—anyone able to offer any insight?
DarkBlade13 Posted September 3, 2023 Posted September 3, 2023 (edited) Sometimes there is information attached to certain things that you can't see or change. Try to use a vanilla effect and just changed the script. For example duplicate SprigganCallEffect and rename (or something like this). Simply replace the script with your own and remove the requirements. That might solve your problem. Ps: when you want to do something to the player characters it is much easier to use the function Game.GetPlayer() Edited September 3, 2023 by DarkBlade13 1
rydin Posted September 4, 2023 Author Posted September 4, 2023 11 hours ago, DarkBlade13 said: Sometimes there is information attached to certain things that you can't see or change. Try to use a vanilla effect and just changed the script. For example duplicate SprigganCallEffect and rename (or something like this). Simply replace the script with your own and remove the requirements. That might solve your problem. Ps: when you want to do something to the player characters it is much easier to use the function Game.GetPlayer() Thanks. I'll give this a go.
wareware Posted September 4, 2023 Posted September 4, 2023 On 8/20/2023 at 11:03 PM, rydin said: Scriptname RYDB_SpankTestSpell extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) SelfSpankTestSpell.cast(akTarget, akTarget) debug.notification("Casted on " + akTarget.getDisplayName()) endEvent Spell Property SelfSpankTestSpell Auto I am assuming the Property SelfSpankTestSpell points to the spell itself, doesn't that make this recursive? As in when the effect starts, the spell gets casted again and then the effectstart event gets triggered again. 1
DarkBlade13 Posted September 4, 2023 Posted September 4, 2023 That does make sense. It is probably best to use the OnEffectStart to cast another spell on the player. Not the spell that activates this script. 1
rydin Posted September 6, 2023 Author Posted September 6, 2023 Thank you @wareware and @DarkBlade13. Just by removing the second line where the spell is recast, I got the desired action to have a debug notice, and the spell runs to natural completion. This allows me to move forward and work better at getting this mod right. Much appreciated for your help!! 1
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