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SetPlayerProjectile causing NPCs/Creatures to be unable to use target spells until the game is restarted. #238
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Could you make an esp with reproducible test case ? |
I've got an esp prepared, I'll attach it in a .zip The target spells that stop working should be triggered by combat ai. Edit: if you're referring to the script above, then that is triggered using a custom script effect spell, on-self, cast manually. |
Wait, do this involve ALL target spells? Or just the ones involved in that projectile type? |
It goes for all target spells that combat ai tries to use. |
Hi @HochmeisterRowan, I'm checking what the game is doing with caster and projectiles, as nothing seems visibly wrong within the code of the function itself. Code is quite interwined, and decoding it is not straightforward at all.
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Hi @llde I have (hopefully) done the tests as you've asked. 1-Issue still occurs when running SetPlayerProtectile inside GameMode in a quest script. 2-Using SetProjectileSource with another NPC (in this case, Amusei and Prior Maborei's paint horse), the issue does not occur. 3-Switching back to the original caster after impact made no difference, issue still occured. 4- I found 1 difference with ball and fog vs bolt. |
When used 3 times in row, NPCs and Creatures become unable to use target based spells until the game is closed and reopened.
Tested as part of a loop for possessing multiple projectiles and doing single spell casts (both cases casting flare(s) from an activator), the script below is for the latter.
On-touch and On-self spells are unaffected.
Below is the script used for testing.
Edit: Forgot to mention, using xOBSE 22.11 (also tested using 21.5.7, since that is what was originally installed). No mods installed except the .esp used for testing.
It consists of the script below, an "onself" spell for triggering the effect, an interior cell and 3 activators.
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