I do not know how to create SKSE plugins, and do not know if it is possible, but it would be very userfull to be able to see the Magic Effect (MGEF)'s Effect Archetype (Absorb, Banish, Bound Weapon, Cloak, Disarm, Value Modifier, Summon Creature, etc, to name a few).
For mods like Spell Research it would mean innate compatibility with mod packs, the same with a mod I am making that adds spell backfire. As of now I have created FormLists with separate archetypes, so when a spell has to backfire, I check it against each list and then apply the correct "bad" spell, this is slow, as when I start adding spells from mods the checks can be pretty extensive, even If I only check on lists of the corresponding Magick Scool.
It is not a request per se, I will be checking how to do this, but there is not much on creating SKSE plugins on internet, and I am not very good at Reverse Engineering.
I know this is a really old post, but in case anyone is interested, Papyrus Extender has GetEffectArchetype functions. This user mentioned using it for a backfire mod, which I also needed and used such a function. People can check out my mod, Unattuned, if they want a spell backfire mod.
Just being thorough, but I'm pretty sure this will break in the AE update for 1.6.323 on skse 2.1.3 beta. let me know if anyone has tested this with skse213 or newer builds. The comments on "Simple Obvious Spell Crafting" are indicating that it is not compatible. I will test this later and check back.
Good job! If I may request a feature, I think that a function to get the spell's school(s) would be really useful. Currently, I am resolving this with the following:
`Spell.GetNthEffectMagicEffect(0).GetAssociatedSkill()` which will get you the school of the first magic effect.
If you could make something where we can get the first instance or an array of all of them, that would be great!
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For mods like Spell Research it would mean innate compatibility with mod packs, the same with a mod I am making that adds spell backfire. As of now I have created FormLists with separate archetypes, so when a spell has to backfire, I check it against each list and then apply the correct "bad" spell, this is slow, as when I start adding spells from mods the checks can be pretty extensive, even If I only check on lists of the corresponding Magick Scool.
It is not a request per se, I will be checking how to do this, but there is not much on creating SKSE plugins on internet, and I am not very good at Reverse Engineering.
thanks for the tip :)
`Spell.GetNthEffectMagicEffect(0).GetAssociatedSkill()` which will get you the school of the first magic effect.
If you could make something where we can get the first instance or an array of all of them, that would be great!