Post by Emma on Mar 6, 2010 16:22:39 GMT
The problems and solutions for using enchanted items on companions pop up regularly. Here are some posts from older threads:
(from thread about companions and constant effect)
As far as I have seen, fortify attributes seems to work reversed. I have probably not tested all attributes; after having problems with a few I have simply avoided this.
I also know that Feather is broken and works like burden.
There is one thing I have noticed, but not tested enough to have it confirmed: it seems as if enchantments start to work reversed on companions only when you START TO MOVE BETWEEN CELLS.
I.e. As long as you remain in the same cell, exterior or interior, the constant effect works as it should. But as you start to move around with your companion, this changes.
This would explain how King Helseth can use a constant effect ring without getting any effects drained.
But, as I said, I haven't tested this enough to really claim I am right.
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Posted by Cyrano:
I expect that you are correct that the effects work normally when an NPC doesn’t change cells. There are a number of constant effect items wielded by NPCs that work normally. The apparent reversal is some kind of engine bug.
This may be countered by using scripted constant effects on the item in question (but it likely means that it must be an item that is designed for use with a specific NPC–that would be good enough if people are wanting to apply this to player/companions mods they are creating). The script can check for a cell change (or perhaps the NPC’s starting cell–depending on how the engine processes this situation). If the NPC is not in his/her starting cell, the scripted effects are reversed. Further testing will be required to see if upon return to the starting cell the effects would work normally (being cell-dependant) or still be reversed (being cellchanged-dependant).
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Posted by CdCooley
Quote:
So, would constant effects work correctly with such a code?
Code:
if ( CellChanged == 1 )
RemoveSpell "SpecialEffects"
AddSpell "SpecialEffects"
endif
In theory, but that would have to be a script on the companion and know about specific items.
Normally the problem seems to be that the effect is added over and over again as you move between cells until the value goes out of range and becomes negative. But I've discovered that for certain effects like waterbreathing the game can also accidentally remove the effect too many times in some cases. So for my new companion script I've started using the "SetWaterBreathing" command instead of a spell. It's not a perfect solution because it gets
reset back to zero after 72 hours!
(from thread about companions and constant effect)
As far as I have seen, fortify attributes seems to work reversed. I have probably not tested all attributes; after having problems with a few I have simply avoided this.
I also know that Feather is broken and works like burden.
There is one thing I have noticed, but not tested enough to have it confirmed: it seems as if enchantments start to work reversed on companions only when you START TO MOVE BETWEEN CELLS.
I.e. As long as you remain in the same cell, exterior or interior, the constant effect works as it should. But as you start to move around with your companion, this changes.
This would explain how King Helseth can use a constant effect ring without getting any effects drained.
But, as I said, I haven't tested this enough to really claim I am right.
--------------------------------------------------------------------------------
Posted by Cyrano:
I expect that you are correct that the effects work normally when an NPC doesn’t change cells. There are a number of constant effect items wielded by NPCs that work normally. The apparent reversal is some kind of engine bug.
This may be countered by using scripted constant effects on the item in question (but it likely means that it must be an item that is designed for use with a specific NPC–that would be good enough if people are wanting to apply this to player/companions mods they are creating). The script can check for a cell change (or perhaps the NPC’s starting cell–depending on how the engine processes this situation). If the NPC is not in his/her starting cell, the scripted effects are reversed. Further testing will be required to see if upon return to the starting cell the effects would work normally (being cell-dependant) or still be reversed (being cellchanged-dependant).
--------------------------------------------------------------------------------
Posted by CdCooley
Quote:
Gez said:
So, would constant effects work correctly with such a code?
Code:
if ( CellChanged == 1 )
RemoveSpell "SpecialEffects"
AddSpell "SpecialEffects"
endif
In theory, but that would have to be a script on the companion and know about specific items.
Normally the problem seems to be that the effect is added over and over again as you move between cells until the value goes out of range and becomes negative. But I've discovered that for certain effects like waterbreathing the game can also accidentally remove the effect too many times in some cases. So for my new companion script I've started using the "SetWaterBreathing" command instead of a spell. It's not a perfect solution because it gets
reset back to zero after 72 hours!