hello, I would like the shadow simulacrum spell, could be used on companions, but the copies become permanent after the spell's end. Even their corpses, if killed, will stay forever.
Han anyone been able to fix this? ![]()
hello, I would like the shadow simulacrum spell, could be used on companions, but the copies become permanent after the spell's end. Even their corpses, if killed, will stay forever.
Han anyone been able to fix this? ![]()
We don't have a fix. We ended up disabling those spells for this reason.
a pity. Thank you btw.
Actually, i may have it a bit wrong. I think the main reason was to do with duping items.
You could try forcing some things at the end of the spell with a function in a DelayCommand such as a DestroyObject and making sure the spawned clone is not set to plot or something like that.
this seems to work.
I used a SetIsDestroyable(TRUE); and then a EffectDisappear.
My question is: will the use of SetIsDestroyable on a copied pc, cause any trouble during the quests/game? ![]()
here is my idea:
the spell can be casted on enemies or on allies.
The target will lose 1/2 current hit points.. and the shadow copy will have 1/2. If casted on allies, there's no saving throw. on enemies, they have a saving throw.

EDIT: whatever I do, the shadow copy casts Epic spells. EffectSpellFailure,, drain SKILL_SPELLCRAFT, didn't influence the epic spell casting,
SetDestroyable on the cloned PC? Shouldn't be an issue unless you are tying it to the quests somehow.
As for casting of epic spells, that's just the AI. You would have to give it a custom AI to stop it doing that... OOrrrrr..... actually, i think there is a flag (local var or something) that you can set to tell it to not use feats/spells/abilities. You'd probably have to go digging through the AI files though.
I have found this, and seems working, but I'll look further for more elegant solutions
DecrementRemainingFeatUses(OBJECT_SELF, 876 ); // FEAT_EPIC_SPELL_HELLBALL
DecrementRemainingFeatUses(OBJECT_SELF, 1994); //FEAT_EPIC_SPELL_MASS_FOWL
DecrementRemainingFeatUses(OBJECT_SELF, 1993); // FEAT_EPIC_SPELL_EPIC_GATE
DecrementRemainingFeatUses(OBJECT_SELF, 1995); //FEAT_EPIC_SPELL_VAMPIRIC_FEAST
hello again, would it be possible to spawn a copy with a share damage effect?
I tried to add to the nx_s0_shadow_sim_buff script
object oMaster = GetMaster(OBJECT_SELF);
effect eShare = EffectShareDamage(OBJECT_SELF);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShare, OBJECT_SELF, TurnsToSeconds(3));
but didn t work.
Perhaps GetMaster just gets the master if OBJECT_SELF is a familiar and not a summoned copy?
I did it ![]()