etayorius Posted May 17, 2018 Posted May 17, 2018 Forgive me if this is not the correct place to ask for help regarding modding with the Creation Kit. I am in need of someone who understand very well Magic Effects and Conditions, the reason for this post is to try and understand why the hell spell with two different MagicEffects is partially working. I have created a "Fear" System for animals by just Adding a new Demoralize Magic Effect and putting it as a Spell and giving this spell to Certain animals Races in "General Data" tab Spells, this spell switches On/Off depending on conditions such the animal encounters "X" enemies, their health drop to "X" % amount or them being caught on fire. It all works fine, but my users are going nuts because they claim Animals running away in "Fear" stay too long to Calm down and their Companions/Followers run like idiots trying to kill them, but the animals just keep running away and it also prevents them from fast traveling. So i asking around someone suggested to add a second Calm Magic Effect to the same spell,This "Calm" down effect partially works, and i say partially because it works fine if you use a torch, animals will run away and when reaching Certain Distance (By Condition) they cool down and Calm down, they do disappear from the compass. But the effect does not work if you first hit them and then use a torch... or if their health drops enough to make the fear effect to kick they will run away but will not calm down. I am unsure if it's the conditions or something else at play, it's driving me crazy... I have attached some screenshots, first one is how the Spell Looks. The "Fear" is just a Constant Demoralize Mgef while the "Calm" is just a Constant Calm Mgef. The Fear Effect within the spell is working perfectly, it switches on/off as it should depending on the conditions, but i believe the issue is the "Calm" Effect within the Spell. Second screenshot is the Calm Conditions. Anyone knows or understand where i messed up with the conditions? I want the calm effect to kick it as soon as the Animal in fear effect has reached a Certain Distance between them and the player, regardless if it's hit or not. I think i messed up the conditions. I will also upload a small esp with the effect so if anyone want to take a look and test it on some animal using the Creation Kit. Here is the esp that has a working Fear Of Fire and Calm as spell, i also added a "TestingWolf" and gave it the spell as an "Ability". You can make the wolf enter fear if you use a Torch or drop it's health to 30% or lower. And i want the calm effect to kick in regardless if the animal is unharmed or harmed but as long as the player is using a torch or the animal health drops to 30% or lower. FearOfFire&Calm.rar
etayorius Posted May 17, 2018 Author Posted May 17, 2018 By the way i can't script, nothing at all... i don't understand even the simplest things related to scripting or papyrus.
Guest Posted May 17, 2018 Posted May 17, 2018 Conditions in OR are executed before the conditions in AND. Move the last two lines of the conditions to the first two lines. And change the OR of the second condition to an AND.
etayorius Posted May 18, 2018 Author Posted May 18, 2018 Like this? i'm sorry if this isn't correct, i been trying to get this to work for 3-4 days, i'm so tired and i don't even know what i am doing anymore, so confused. I tried as shown in the screenshot, still nothing. I have a feeling Calm and Demoralize MGef don't play along so nice. the weird thing is it does work if you first encounter the animal, he comes towards you to attack then you get the torch out and he flees and as soon as it reaches the Set Distance it calms down instantly and the red spot disappears from compass, effectively ending combat... but if you first hit the animal, bring the torch out and it only runs away, but will not calm down nor end combat, makes no sense... i'm going crazy. Someone suggested to just create a script, i would if i could understand how to use papyrus.
Guest Posted May 18, 2018 Posted May 18, 2018 Probably. But the best way to be sure is you describing what the conditions should do exactly. Right now I can only guess. About Papyrus there are tons of tutorials around, also myself I created a document describing the language and how to use it.
etayorius Posted May 18, 2018 Author Posted May 18, 2018 Ok let me explain each condition on the Calm effect and the reason behind it. C IsTochOut = 1 (The reason for this is to try and force the Calm effect when the combat Target has the torch out, Fear effect also has this same condition to make animals flee when combat target uses a torch) S GetActorValuePercent 'Health' < 0.99 (not sure about this one, i was just testing and trying to force the effect to kick in when the actor has been injured, since it only calmed down when it had it's full health. I initially set it as '< 0.30', when the Animal Health has reached 30% or lower, Fear Effect also have this same condition, to make animals flee when their health has reached 30% or lower) S IsInCombat = 1 (this one should be pretty obvious, without it the calm down effect would kick it at any time, if set to '0' the animal will get confused, it will aggro and deaggro continually, it will basically make the animal get stuck in place.) S HasMagicEffect 'FearOfFire' = 1 (trying to force the calm down effect while the Fear effect is also running, not sure if it actually woking...) C GetDistance > 3000 (This one is necessary, since it checks if the animal is running away in Fear and has reached X Distance between them and CombatTarget in order to kick in and calm the animal) Some conditions in the Calm effect, mirror the conditions of the Fear effect. This in order for both effects to check stuff like if actor using a torch or animal has reached Certain % of Health or Distance. Some Conditions might be in conflict between Fear and Calm because of this?? The following screenshot shows the Fear effect Condition stack C GetDistance >= 200 (this condition disables the Fear Effect when the Player is very close to the animal, i did this because i noticed that animals would just keep running in fear and would get torn to pieces without defending themselves, with this condition they run in fear and if Combat Target/Player comes close to try to hit it, the animal will immediately attack them until the player/CombatTarget backs away, then the animal will resume the flee when this Distance is not valid. S HasKeyWord & HasMagicEffectKeyword = 0 (These conditions were put in order to disable the effect with some animals who have certain KeyWords, this in order to disable and filter specific animals such as the Familiar Wolf, Summon Familiar, Is in Frenzy or has been resurrected) C IsTorchOut = 1 This condition enables the Fear effect when the actor is using a torch C GetInFaction 'X' = 1 This condition makes the animal flee in Fear Effect when the combat target is either Dragon, Troll, Dremora, Draugr, Skeleton or WereWolf. This in order to simulate animals fearing more menacing and powerful creatures. C HasKeyWord 'ActorTypeGiant' = 1 This one just compliment the above one, but specific For Giants with this keyword. S GetActorValuePercent 'Health' < 0.30 This one makes animals enter Fear effect when their health has been drop to 30% or Lower, in order to simulate animals not wanting to fight to death and more fearful for their lives. I got no problems with the fear effect, it's working as expected. The issue itself is the Calm effect not wanting to kick in Certain situations, like when the animal has entered the Fear effect, has been injured and their health reached 30% or lower with or without the Torch. The weird thing is that it works if you first encounter the damn animal, get the torch out and it will start to flee, after it reaches the Distance set in by the Condition, It Will Actually Calm down and End Combat. Makes no sense...
Guest Posted May 18, 2018 Posted May 18, 2018 Then check what are the condition for the Calm effect. And maybe do a duplicate with different conditions and use the cloned one.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.