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Glowing Green Eyes (DraugrFX)


tomz31790

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Posted

Ok, I am just about out of ideas of my own. I am experiencing the glowing green eyes (draugr fx) bug described here: http://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/. 
 

I have tried all the pieces of advice found on that forum:

 - Downloaded that script, disabled uskp, player.addspell f71d1, player.removespell f71d1 etc.

 

However, the eyes do not go away. I have even tried merging the script provided in that mod with the one in uskp (contains an extra papyrus function) and recompiled, but still the effect will not go away with 'player.removespell f71d1'.

 

So I tried 'sexchange' x 2 with player character selected. This does remove the effect but it will come back whenever a save is loaded (even if saved after the removing).

 

I then thought that maybe the effect wasn't the draugr one, although it uses the same effect. So when the effect was removed with 'sexchange', I tried to add the effect back with player.addspell f71d1. This gives me the same effect that I had previously but it then will still not get removed when I try player.removespell f71d1.

 

Does anyone have any ideas? Additionally, I have posted the draugrfxscript.psc file below in the spoiler.

 

 

Scriptname DraugrFXScript extends ActiveMagicEffect
{Attaches and manages fx}

import utility
import form
Actor selfRef
ActorBase myActorBase
int draugrSex
VisualEffect Property DraugrMaleEyeGlowFX Auto
VisualEffect Property DraugrFemaleEyeGlowFX Auto

EVENT OnEffectStart(Actor Target, Actor Caster)
selfRef = caster
myActorBase = caster.GetLeveledActorBase()
if (selfRef.GetSleepState() != 3)
if myActorBase.GetSex() == 0
DraugrMaleEyeGlowFX.Play(selfRef, -1)
else
DraugrFemaleEyeGlowFX.Play(selfRef, -1)
endIf
endif
If selfRef == Game.GetPlayer()
Dispel()
return
EndIf
ENDEVENT

Event OnGetUp(ObjectReference akFurniture)
if myActorBase.GetSex() == 0
DraugrMaleEyeGlowFX.Play(selfRef, -1)
else ; BUGFIX BY STEVE40
DraugrFemaleEyeGlowFX.Play(selfRef, -1)
endif
EndEvent

EVENT onDeath(actor myKiller)
DraugrMaleEyeGlowFX.Stop(selfRef)
DraugrFemaleEyeGlowFX.Stop(selfRef)
ENDEVENT

EVENT OnEffectFinish(Actor Target, Actor Caster)
; {BUGFIX - prevents this effect getting stuck on the player}
selfRef = caster
myActorBase = caster.GetLeveledActorBase()
if myActorBase.GetSex() == 0
DraugrMaleEyeGlowFX.Stop(selfRef)
else
DraugrFemaleEyeGlowFX.Stop(selfRef)
endIf

ENDEVENT

 

 

Edit. Excuse the formatting of the code. Seems tabs don't get copied across.

 

 

Posted

If anyone stumbles across this, I found a 'fix'/workaround. http://www.nexusmods.com/skyrim/mods/14598/?
I wasn't ever able to remove the effect (tried creation kit and save edits as well as all the fixes in the link I posted previously) so this mod just hides the meshes that the glow is attached to. You only need the 'eye' mesh files in that mod, not all the malebody nifs.

Posted

Archived

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