Word of power not working

Another solution is, every time you get a word, you get that as fast as possible. If this is bugged, you reload the save game before you get Arcwind. If you are sent to Arcwind, just reload again.

https://elderscrolls.fandom.com/wiki/Arngeir

In, my playthrough, Arcwind is the last word that Arngeir points to.

After I use console command to fix the issue, Arngeir says, «There is only silence right now. Perhaps later we will hear one of the lost Words»

That is even though I haven’t found many words. For example, there is a word for slow time in labyryinthian. The fact that others ask how to find those words means they cannot get it easily from Arngeir

https://steamcommunity.com/app/489830/discussions/0/1729837292624291642/

Note: This is a bug in dawnguard.

The bug is related to 3 drain vitality shouts

https://steamcommunity.com/app/72850/discussions/0/343786745998514805/

It seems that the «correct» way to solve the bug is to also read word wall in Northwind.

Fortunately, I choose to be a PC master race with the powah of console. So I just clear using console command

PC 360 PS3 NX (Note: This bug does not occur if Dawnguard is
not installed) If Arngeir gives Arcwind Point as the location of a
Word of Power, finding the word wall and learning the word may not
complete the «Find the Word of Power in Arcwind Point» miscellaneous
quest objective. The quest marker will remain in front of the word
wall. The word wall located at Northwind Summit completes this quest,
but only if it has not been previously found.[1]

PC The console command SetStage FreeFormHighHrothgarA 20 can be used to complete the quest, however Arngeir may give the quest again.
Setting Arcwind Point as cleared via SetLocationCleared fd685 1 will
prevent getting sent there again.

PC 360 PS3 Since finding the word wall at Northwind Summit is the only known way to resolve this bug, this can be avoided by
discovering the Arcwind Point word wall before the Northwind Summit
one. (in PC SSE 1.4.2.0.8 it greybeards might still give you this wall
if you «fixed» this bug by getting Northwind Summit)

https://elderscrolls.fandom.com/wiki/Arcwind_Point_(Skyrim)

#1

Matt Waller

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Posted 15 June 2008 — 08:59 AM

I’ve been trying for about a week to get Saruman to use word of power. I used:

Commandbutton
CommandSet
ExperienceLevels
Saruman’s ini
SpecialPowers
Weapon
Gamedata

But in-game the power appears greyed out even at the right level. Here is the code I edited:

Command Button:

CommandButton Command_SarumanSpecialAbilityWordOfPower
	Command			   = SPECIAL_POWER 
	SpecialPower	   = SpecialAbilitySarumanWordOfPower
//	Options			   = 
	TextLabel		   = CONTROLBAR:CAHWordofPower
	ButtonImage		   = Gandolf_radcircle
	ButtonBorderType   = ACTION	
	DescriptLabel	   = CONTROLBAR:ToolTipWordofPower_CAH
	AutoAbility		   = Yes
	PresetRange		   = 120.0
//	UnitSpecificSound  = 
	InPalantir		   = Yes
End

Command set:

CommandSet SarumanCommandSet 
	
	1	= Command_SpecialAbilityIsengardWizardBlast
	2	= Command_SarumanFireball
	3	= Command_SarumanSpecialAbilityWordOfPower;;
	4	= Command_SpecialAbilitySpeechCraft;;
	5	= Command_SpecialAbilityDominateEnemy;;
	6	= Command_SarumanThunderBolt
	12	= Command_CaptureBuilding
	13	= Command_AttackMove
	14	= Command_Stop
End

Experience Levels:

ExperienceLevel	SarumanLevel3
	TargetNames					= IsengardSaruman

	RequiredExperience				= SARUMAN_LVL3_EXP_NEEDED 
	ExperienceAward					= SARUMAN_LVL3_EXP_AWARD
	Upgrades					= Upgrade_SarumanWordofPower	

	AttributeModifiers				= HeroLevelUpDamage2
	Rank						= 3
	LevelUpFx					= FX:GandalfLevelUp1FX
	SelectionDecal
		Texture					= decal_hero_evil
		Style					= SHADOW_ALPHA_DECAL
		OpacityMin				= 50%	
		OpacityMax				= 100%
		MinRadius				= 40
		MaxRadius				= 200
		MaxSelectedUnits			= 40
	End	
END

Saruman's ini:

;;; WORD OF POWER ANIMS ON FOOT;;;
		AnimationState		=  SPECIAL_WEAPON_ONE
			StateName = Attacking
			Animation
				AnimationName		   = GUGandalfG_SKL.GUGandalfG_SPCK
				AnimationMode	   = ONCE
			End
			FXEvent			= Frame:5 Name:FX_GandalfPreAttackBlast
		End


(then a bit further down)


;;; WORD OF POWER;;;

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
		SpecialPowerTemplate = SpecialAbilitySarumanWordOfPower
		TriggeredBy			 = Upgrade_SarumanWordOfPower
	End

	Behavior = SpecialPowerModule ModuleTag_WordStarter	   
		SpecialPowerTemplate	  = SpecialAbilitySarumanWordOfPower
		UpdateModuleStartsAttack  = Yes
		StartsPaused				= Yes
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate   
		SpecialPowerTemplate	   = SpecialAbilitySarumanWordOfPower
		WhichSpecialWeapon		   = 1
		SkipContinue			   = Yes
		UnpackTime				   = 1700 
		PackTime				   = 1	   
		FreezeAfterTriggerDuration = 2500 // Hold AI for this long after we	fire.
		AwardXPForTriggering	   = 0	   
		StartAbilityRange		   = 180.0
		SpecialWeapon			   = SarumanWordOfPower
	End

Special Powers:

//-----------------------------------------------------------------------------------------------------------------------------------------
// WORD OF POWER SPECIAL POWER
//-----------------------------------------------------------------------------------------------------------------------------------------
SpecialPower SpecialAbilitySarumanWordOfPower
	Enum						   = SPECIAL_WORD_OF_POWER
	ReloadTime					   	= 360000
	PublicTimer					   = No
End

Weapon:

;------------------------------------------------------------------------------
Weapon SarumanWordOfPower; Big Blue Ring Blast
	IdleAfterFiringDelay = 0
	AttackRange = SARUMAN_WORD_OF_POWER_RANGE
	MinimumAttackRange = 0.8
	WeaponSpeed = 401		; dist/sec 
	MinWeaponSpeed = 241
	MaxWeaponSpeed = 601	 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
	ScaleWeaponSpeed = Yes; Used for lob weapons, scales speed proportional to range
	RadiusDamageAffects = ENEMIES NOT_SIMILAR
	DelayBetweenShots = 5000			  ; time between shots, msec
	PreAttackDelay		= 2600
	PreAttackType		 = PER_ATTACK; Do the delay each time we attack a new target
	PreAttackFX		   = FX_GandalfPreAttackBlastReal
	FireFX				= FX_GandalfBlast
	FiringDuration	  = 1400
	DamageNugget					   ; A basic Nugget that just does damage
		Damage			= SARUMAN_WORD_OF_POWER_DAMAGE
		Radius			= 250.0
		DamageType		= MAGIC
		DamageFXType	= MAGIC
		DeathType		= EXPLODED
		DamageSpeed		= 700.0; must match the ShockWaveSpeed below
	End
	MetaImpactNugget				   ; A Nugget that throws things back with force
;		HeroResist			= .75
		ShockWaveAmount   = 75.0
		ShockWaveRadius   = 500.0
		ShockWaveTaperOff = 1.0
		ShockWaveZMult	= 1.000
		ShockWaveSpeed	  = 700.0 
	End
End

Gamedata:

;-----------------------Saruman------------------
#define SARUMAN_BUILDCOST				3000
#define SARUMAN_BUILDTIME				70;; 45
#define SARUMAN_HEALTH					3000

#define	SARUMAN_LVL1_EXP_AWARD 				35
#define	SARUMAN_LVL2_EXP_AWARD 				40
#define	SARUMAN_LVL3_EXP_AWARD 				45
#define	SARUMAN_LVL4_EXP_AWARD 				50
#define	SARUMAN_LVL5_EXP_AWARD 				60
#define	SARUMAN_LVL6_EXP_AWARD 				75
#define	SARUMAN_LVL7_EXP_AWARD 				90
#define	SARUMAN_LVL8_EXP_AWARD 				105
#define	SARUMAN_LVL9_EXP_AWARD 				125
#define	SARUMAN_LVL10_EXP_AWARD 			150

#define	SARUMAN_LVL2_EXP_NEEDED 			90;60;; 100
#define	SARUMAN_LVL3_EXP_NEEDED 			180;200;; 200
#define	SARUMAN_LVL4_EXP_NEEDED 			270;400;; 300
#define	SARUMAN_LVL5_EXP_NEEDED 			700;600;; 500
#define	SARUMAN_LVL6_EXP_NEEDED 			1130;800;; 700
#define	SARUMAN_LVL7_EXP_NEEDED 			1560;1000;; 900
#define	SARUMAN_LVL8_EXP_NEEDED 			2110;1200;; 1100
#define	SARUMAN_LVL9_EXP_NEEDED 			2660;1600;; 1500
#define	SARUMAN_LVL10_EXP_NEEDED 			3210;2000;; 2000

#define SARUMAN_PREATTACKDELAY 				1100
#define SARUMAN_DELAYBETWEENSHOTS 			1000
#define SARUMAN_FIRINGDURATION 				1566
#define	SARUMAN_DAMAGE					250;; 100

#define	SARUMAN_FORCE_ATTACK_DAMAGE			500

#define	SARUMAN_FIREBALL_DAMAGE				400
#define	SARUMAN_FIREBALL_DAMAGE_SIEGE			400
#define SARUMAN_FIREBALL_RADIUS				30.0
#define SARUMAN_FIREBALL_RANGE				300;; 250
#define SARUMAN_FIREBALL_RELOAD_TIME			60000

#define	SARUMAN_LIGHTNING_DAMAGE			1000
#define	SARUMAN_LIGHTNING_DAMAGE_FLAME		 	2000
#define	SARUMAN_LIGHTNING_RANGE				 	300
#define	SARUMAN_LIGHTNING_RADIUS			 	50

#define	SARUMAN_WORD_OF_POWER_DAMAGE			500
#define	SARUMAN_WORD_OF_POWER_RANGE			120

Please help quickly!

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#2

Ridder Geel

Ridder Geel

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Posted 15 June 2008 — 09:51 AM

First of all, that animation thing you added wont work, Its using GANDALF’s skeleton!
And what about the upgrade.ini?

Special Powers:

//-----------------------------------------------------------------------------------------------------------------------------------------
// WORD OF POWER SPECIAL POWER
//-----------------------------------------------------------------------------------------------------------------------------------------
SpecialPower SpecialAbilitySarumanWordOfPower
	Enum						   = SPECIAL_WORD_OF_POWER
	ReloadTime						   = 360000
	///PublicTimer					   = No ///<----WHATS UP WITH THAT? its not in the original move so why add it here?
End

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#3

Matt Waller

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Posted 15 June 2008 — 11:03 AM

I forgot to post the upgrade thing :

Upgrade:

Upgrade Upgrade_SarumanWordOfPower
  Type			  = OBJECT
End

I’ll try the skeleton thing see if it works

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#4

Ridder Geel

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Posted 15 June 2008 — 11:06 AM

Don’t forget to also change the special power thing, that might be the most likely cause!

Ridder Geel

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#5

Matt Waller

Matt Waller

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Posted 15 June 2008 — 11:18 AM

still doesn’t work. It’s just greyed out so I can’t use it.

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#6

Ridder Geel

Ridder Geel

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Posted 15 June 2008 — 11:21 AM

recheck your entire Experience code and your hero’s ini for small mistakes that could cause this error.

also recheck if all the names are spelled correctly.

Ridder Geel

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#7

Matt Waller

Matt Waller

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Posted 15 June 2008 — 12:09 PM

It would help to have a second check from someone. I’m willing to send whole ini if someone needs it. I’ve checked it 100’s of times but to be honest I wouldn’t know a technical mistake if I saw one.

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#8

Lurtzy

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Posted 15 June 2008 — 02:43 PM

This may sound like a stupid question, but, did you get saruman to level 3 and it was still greyed out?

Edited by Lurtz101, 15 June 2008 — 02:43 PM.

Trying to hold on…

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#9

Ridder Geel

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Posted 15 June 2008 — 05:58 PM

he said Yes a few posts ago, so i assume he levels saruman to lvl 3 every time he checks ^_^

oh ya and matt, you can send me the code, ill have a look.

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#10

Ridder Geel

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Posted 17 June 2008 — 01:13 PM

I fixed it and PM’d u the code :p

Ridder Geel

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#11

Lurtzy

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Posted 17 June 2008 — 02:50 PM

Hurray! Good work once again Ridder and congratulations on being hosted!

Trying to hold on…

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#12

Ridder Geel

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Posted 17 June 2008 — 03:19 PM

I’m happy too that i managed to fix this problem

Ridder Geel

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#13

Guest_Omer Ahiskalioglu_*

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Posted 04 May 2012 — 07:00 AM

I got problems on saruman.ini. I just get the Unknown Block AnimationState error then crash to desktop.I only copied the code to saruman.ini.The other codes worked good and i tried to open the game without saruman.ini and WOP was there but not usable.Where did I failed? Please Help!

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#14

Dovakhin

Posted 27 May 2012 — 01:44 PM

I’m happy too that i managed to fix this problem

I’m happy too that i managed to fix this problem

How did you explain? I did all of the above is still gray.

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#15

Ridder Geel

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Posted 28 May 2012 — 12:48 AM

It has been quite a while… Currently i have no time to help you any more than give you the exact same codes i gave to matt.
Using these are fairly much a guarentee to it working.
The important part is the saruman.ini i suppose, i advise copying it entirely since I cannot pinpoint what point exactly is important…
Good luck!

commandbutton.ini

CommandButton Command_SarumanSpecialAbilityWordOfPower
    Command               = SPECIAL_POWER
    SpecialPower       = SpecialAbilitySarumanWordOfPower
    TextLabel           = CONTROLBAR:CAHWordofPower
    ButtonImage           = Gandolf_radcircle
    ButtonBorderType   = ACTION    
    DescriptLabel       = CONTROLBAR:ToolTipWordofPower_CAH
    AutoAbility           = Yes
    PresetRange           = 120.0
    InPalantir           = Yes
End

commandset.ini

CommandSet SarumanCommandSet
    
    1    = Command_SpecialAbilityIsengardWizardBlast
    2    = Command_SarumanFireball
    3    = Command_SarumanSpecialAbilityWordOfPower
    4    = Command_SpecialAbilitySpeechCraft ; ;
    5    = Command_SpecialAbilityDominateEnemy ; ;
    6    = Command_SarumanThunderBolt
    12    = Command_CaptureBuilding
    13    = Command_AttackMove
    14    = Command_Stop
End

experiencelevels.ini

;----------- SARUMAN ------------------    
ExperienceLevel    SarumanLevel1
    TargetNames                    = IsengardSaruman
    RequiredExperience                = 1    
    ExperienceAward                    = SARUMAN_LVL1_EXP_AWARD
    Rank                        = 1
    SelectionDecal
        Texture                    = decal_hero_evil    
        Style                    = SHADOW_ALPHA_DECAL
        OpacityMin                = 50%    
        OpacityMax                = 100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits            = 40
    End    
End    

ExperienceLevel    SarumanLevel2
    TargetNames                    = IsengardSaruman

    RequiredExperience                = SARUMAN_LVL2_EXP_NEEDED  
    ExperienceAward                    = SARUMAN_LVL2_EXP_AWARD
    Upgrades                    = Upgrade_SarumanFireBall    
    
    AttributeModifiers                = HeroLevelUpDamage1
    Rank                        = 2
    LevelUpFx                    = FX:GandalfLevelUp1FX
    SelectionDecal
        Texture                    = decal_hero_evil    
        Style                    = SHADOW_ALPHA_DECAL
        OpacityMin                = 50%    
        OpacityMax                = 100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits            = 40
    End    
END    

ExperienceLevel    SarumanLevel3
    TargetNames                    = IsengardSaruman

    RequiredExperience                = SARUMAN_LVL3_EXP_NEEDED
    ExperienceAward                    = SARUMAN_LVL3_EXP_AWARD
    Upgrades                    =    Upgrade_SarumanWordofPower
    
    AttributeModifiers                = HeroLevelUpDamage2
    Rank                        = 3
    LevelUpFx                    = FX:GandalfLevelUp1FX    
    SelectionDecal
        Texture                    = decal_hero_evil
        Style                    = SHADOW_ALPHA_DECAL
        OpacityMin                = 50%    
        OpacityMax                = 100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits            = 40
    End    
END    

ExperienceLevel    SarumanLevel4
    TargetNames                    = IsengardSaruman
    RequiredExperience                = SARUMAN_LVL4_EXP_NEEDED  
    ExperienceAward                    = SARUMAN_LVL4_EXP_AWARD    
    AttributeModifiers                = HeroLevelUpDamage3
    Rank                        = 4
    LevelUpFx                    = FX:GandalfLevelUp1FX
; ;    Upgrades                    = Upgrade_SarumanDominate
    
    SelectionDecal
        Texture                    = decal_hero_evil
        Style                    = SHADOW_ALPHA_DECAL
        OpacityMin                = 50%    
        OpacityMax                = 100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits        = 40
    End    
END    

ExperienceLevel    SarumanLevel5
    TargetNames                    = IsengardSaruman
    RequiredExperience            = SARUMAN_LVL5_EXP_NEEDED  
    ExperienceAward                = SARUMAN_LVL5_EXP_AWARD    
    AttributeModifiers            = HeroLevelUpDamage4
    Rank                        = 5
    LevelUpFx                    = FX:GandalfLevelUp1FX
    Upgrades                    = Upgrade_SarumanSpeechCraft
    SelectionDecal
        Texture                    = decal_hero_evil
        Style                    = SHADOW_ALPHA_DECAL
        OpacityMin                = 50%    
        OpacityMax                = 100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits        = 40
    End    
END    

ExperienceLevel    SarumanLevel6
    TargetNames                = IsengardSaruman
    RequiredExperience    = SARUMAN_LVL6_EXP_NEEDED  
    ExperienceAward          =    SARUMAN_LVL6_EXP_AWARD    
    AttributeModifiers    = HeroLevelUpDamage5
    Rank                        = 6
    LevelUpFx                  =    FX:GandalfLevelUp1FX
    
    SelectionDecal
        Texture                    = decal_hero_evil
        Style                      =    SHADOW_ALPHA_DECAL
        OpacityMin              =    50%    
        OpacityMax              =    100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits    = 40
    End    
END    

ExperienceLevel    SarumanLevel7
    TargetNames                = IsengardSaruman
    RequiredExperience    = SARUMAN_LVL7_EXP_NEEDED  
    ExperienceAward          =    SARUMAN_LVL7_EXP_AWARD    
    AttributeModifiers    = HeroLevelUpDamage6
    Rank                        = 7
    LevelUpFx                  =    FX:GandalfLevelUp1FX
    SelectionDecal
        Texture                    = decal_hero_evil
        Style                      =    SHADOW_ALPHA_DECAL

        OpacityMin              =    50%    
        OpacityMax              =    100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits    = 40
    End    
END    

ExperienceLevel    SarumanLevel8
    TargetNames                = IsengardSaruman
    RequiredExperience    = SARUMAN_LVL8_EXP_NEEDED  
    ExperienceAward          =    SARUMAN_LVL8_EXP_AWARD    
    AttributeModifiers    = HeroLevelUpDamage7
    Rank                        = 8
    LevelUpFx                  =    FX:GandalfLevelUp1FX
    Upgrades                    = Upgrade_SarumanDominate ; ;
    SelectionDecal
        Texture                    = decal_hero_evil
        Style                      =    SHADOW_ALPHA_DECAL
        OpacityMin              =    50%    
        OpacityMax              =    100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits    = 40
    End    

END    

ExperienceLevel    SarumanLevel9
    TargetNames                = IsengardSaruman
    RequiredExperience    = SARUMAN_LVL9_EXP_NEEDED  
    ExperienceAward          =    SARUMAN_LVL9_EXP_AWARD    
    AttributeModifiers    = HeroLevelUpDamage8
    Rank                        = 9
    LevelUpFx                  =    FX:GandalfLevelUp1FX
    Upgrades                    =    Upgrade_SarumanThunderBolt
    SelectionDecal
        Texture                    = decal_hero_evil
        Style                      =    SHADOW_ALPHA_DECAL
        OpacityMin              =    50%    
        OpacityMax              =    100%
        MinRadius                = 40
        MaxRadius                = 200
        MaxSelectedUnits    = 40
    End    
END    

ExperienceLevel    SarumanLevel10
    TargetNames                        =    IsengardSaruman
    RequiredExperience                =    SARUMAN_LVL10_EXP_NEEDED
    ExperienceAward                    =    SARUMAN_LVL10_EXP_AWARD  
    AttributeModifiers                =    HeroLevelUpDamage9
    Rank                            =    10
    LevelUpFx                        =    FX:GandalfLevelUp1FX
    SelectionDecal
        Texture                        =    decal_hero_good
        Style                        =    SHADOW_ALPHA_DECAL
        OpacityMin                    =    50%
        OpacityMax                    =    100%
        MinRadius                    =    40
        MaxRadius                    =    200    
        MaxSelectedUnits            =    40
    End    
END    
[/codebox]

gamedata.ini (water.ini or an ini named gamedata.ini in objects folder)
[code]
#define    SARUMAN_WORD_OF_POWER_DAMAGE            1000
#define    SARUMAN_WORD_OF_POWER_RANGE            150
[/code]

saruman.ini
[codebox]
;------------------------------------------------------------------------------
; Saruman
Object IsengardSaruman
    ; *** ART Parameters ***

    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ; This is required for garrisoned objects - please put in all objects.
    ButtonImage = HISaruman
    
    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
    SelectPortrait = HPSaruman
    
    DescriptionStrategic = CONTROLBAR:LW_ToolTip_Saruman

    Draw = W3DScriptedModelDraw ModuleTag_DRAW
    
        OkToChangeModelColor = Yes
    
        StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
        
        ExtraPublicBone = STAFFFX

        DefaultModelConditionState
            Model			   = IUSaruman_SKN
            Skeleton            = IUSaruman_SKL
            WeaponLaunchBone    = PRIMARY STAFFFX
        End
        
        ModelConditionState        = USER_3
            Model			   = IUSaruman_SKN
            WeaponLaunchBone    = PRIMARY STAFFFX  
		    Shadow                = SHADOW_ADDITIVE_DECAL
		    ShadowSizeX            = 200;
		    ShadowSizeY            = 200;
		    ShadowTexture        = EXGandalfGlow;
        End
        
        ; --- Idle Anims
        IdleAnimationState
            StateName = Idle
            Animation = IDLB ; Bored Idle
                AnimationName	   = IUSaruman_IDLB
                AnimationMode	   = ONCE
                AnimationPriority   = 20
            End
            
            Animation = IDLC ; Bored Idle
                AnimationName	   = IUSaruman_IDLC
                AnimationMode	   = ONCE
                AnimationPriority   = 3
            End
            
            Animation = IDLD ; Bored Fidget
                AnimationName	   = IUSaruman_IDLD
                AnimationMode	   = ONCE
                AnimationPriority   = 1
            End

            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
            EndScript                        
        End
        
        AnimationState	    = STUNNED_FLAILING
            Flags			   = RANDOMSTART
            Animation		   = FLYA
                AnimationName	 = IUSaruman_FLYA
                AnimationMode	 = LOOP
            End
        End

        ; --- Dying anims
        AnimationState            = DYING BURNINGDEATH
            Animation
                AnimationName    = IUSaruman_DIEB
                AnimationMode    = ONCE
                AnimationBlendTime = 10
            End
        End

        AnimationState	    = DYING SPLATTED
            Animation
                AnimationName	 = IUSaruman_LNDA
                AnimationMode	 = ONCE
            End
        End
        AnimationState	    = DYING AFLAME
            Animation = DieAflame
                AnimationName	 = IUSaruman_MFDA
                AnimationMode	 = LOOP
            End
        End
        AnimationState	    = DYING
            Animation = DieB
                AnimationName	 = IUSaruman_DIEB
                AnimationMode	 = ONCE
            End            
        End
        
        ; --- Stunned anims
        
        AnimationState	    = STUNNED_STANDING_UP
            Animation
                AnimationName	 = IUSaruman_GTPA
                AnimationMode	 = ONCE
                AnimationSpeedFactorRange = 1.5 1.5
            End
        End
        AnimationState	    = STUNNED
            Animation
                AnimationName	 = IUSaruman_LNDA
                AnimationMode	 = ONCE
            End
        End

        AnimationState            = BURNINGDEATH
            Animation
                AnimationName    = IUSaruman_MFDA
                AnimationMode    = LOOP
                Distance        = 50
            End
        End

        AnimationState                        = PARALYZED
            Animation
                AnimationName                = IUSaruman_IDLB
                AnimationMode                = LOOP
            End
        End

        ;;; DOMINATE SPECIAL POWER ;;;
        AnimationState                = PACKING_TYPE_1
            StateName                = Dominate
            Animation
                AnimationName        = IUSaruman_TNTB
                AnimationMode        = ONCE
                AnimationBlendTime  = 5
            End
            FXEvent    = Frame:6    Name: FX_SarumanDominateAtSelf
        End
        
        ;;; SPEECH CRAFT SPECIAL POWER ;;;
        AnimationState                = PACKING_TYPE_2
            StateName                = Spped_Craft
            Animation
                AnimationName        = IUSaruman_TNTB
                AnimationMode        = ONCE
            End
            FXEvent    = Frame:15    Name: FX_SpeechCraft
        End

        ; --- Moving Anims
        
        
         AnimationState = MOVING FIRING_OR_PREATTACK_A
            Animation = TrotAndFire
                AnimationName = IUSaruman_ATRA
                AnimationMode = LOOP
            End
            Flags = RANDOMSTART
            ;ParticleSysBone = None InfantryDustTrails
   	 End
        
        ; This is what happens when Saruman gives uses his speech craft
         AnimationState                = MOVING USING_SPECIAL_ABILITY
             Flags                    = RANDOMSTART
             Animation                = IUSaruman_RUNB
                 AnimationName	 = IUSaruman_RUNB
                 AnimationMode	 = LOOP
             End
         End
         
         
         
         AnimationState            = MOVING BACKING_UP
            Animation            = BackingUp
                AnimationName    = IUSaruman_BAKA
                AnimationMode    = LOOP
            End
            Flags = RANDOMSTART
        End
        
        AnimationState	    = MOVING ATTACKING
             Animation              = IUSaruman_RUNB ;RUNB
                 AnimationName	 = IUSaruman_RUNB
                 AnimationMode	 = LOOP
             End
        End
        
        AnimationState	    = MOVING
             Animation                = IUSaruman_RUNA
                 AnimationName	 = IUSaruman_RUNA
                 AnimationMode	 = LOOP
             End
        End

        ;;; FIRE BALL SPECIAL POWER ;;;
        AnimationState          = SPECIAL_WEAPON_ONE
            Animation                = Throwing Fireball
                AnimationName        = IUSaruman_ATKB
                AnimationMode        = ONCE
            End
            FrameForPristineBonePositions = 27
        End
                          
         ;;; WIZARD BLAST SPECIAL POWER ;;;
         AnimationState	    =  SPECIAL_WEAPON_TWO
            StateName = Attacking
            Animation
                AnimationName	   = IUSaruman_ATKB
                AnimationMode	   = ONCE
            End
            FrameForPristineBonePositions = 27
        End
        
        ;;; LIGHTING BOLT SPECIAL POWER ;;;
        AnimationState          = SPECIAL_WEAPON_THREE
            Animation                = Throwing Fireball
                AnimationName        = IUSaruman_SPCA
                AnimationMode        = ONCE
                UseWeaponTiming        =    Yes
            End
            
            FrameForPristineBonePositions = 48
        End
        
        ;;; WORD OF POWER ANIMS ON FOOT ;;;
        AnimationState	    =  SPECIAL_WEAPON_ONE
            Animation                = Throwing Fireball
                AnimationName		   = IUSaruman_SPCA                
                AnimationMode	       = ONCE
                UseWeaponTiming        =    Yes
            End
            FXEvent            = Frame:5 Name:FX_GandalfPreAttackBlast
        End


        ; --- Attacking Anims [Weapon_A]
        AnimationState	    = FIRING_OR_PREATTACK_A            
            Animation		   = IUSaruman_ATKC
                AnimationName	 = IUSaruman_ATKC
                AnimationMode	 = ONCE
                UseWeaponTiming        =    Yes    
            End
            
            Animation		   = IUSaruman_ATKD
                AnimationName	 = IUSaruman_ATKD
                AnimationMode	 = ONCE
                UseWeaponTiming        =    Yes    
            End            
        End

        AnimationState = WAR_CHANT
            ;Animation = Chant
            ;    AnimationName = IUSaruman_TNTA
            ;    AnimationMode = ONCE
            ;End
            Animation = Chant
                AnimationName = IUSaruman_TNTB
                AnimationMode = LOOP
            End            
        End
        
        AnimationState = EMOTION_TAUNTING
            Animation = Chant
                AnimationName = IUSaruman_TNTA
                AnimationMode = ONCE
            End
            Flags                        = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
        End

        AnimationState = EMOTION_CELEBRATING
            Animation = Chant
                AnimationName = IUSaruman_TNTB
                AnimationMode = ONCE
            End            
            Flags                        = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
        End

        ; --------- Click and Hit Reactions ------------
        AnimationState = HIT_REACTION
            Animation = Hit_Level_1_a
                AnimationName = IUSaruman_HITA
                AnimationMode = ONCE
            End
        End
        
        ; ATTACKING
        AnimationState	    = ATTACKING
            Animation		   = ALERT_1
                AnimationName	 = IUSaruman_IDLA
                AnimationMode	 = LOOP
            End
        End
                
        TransitionState                    =    TRANS_Idle_to_Selected
            Animation                    =    ATNA
                AnimationName            =    IUSaruman_ATNA
                AnimationMode            =    ONCE
            End
        End
        
        TransitionState                    =    TRANS_Selected_To_Idle
            Animation                    =    ATND
                AnimationName            =    IUSaruman_ATND
                AnimationMode            =    ONCE
            End
        End

        ; LEVEL Up Anim
        AnimationState	    = LEVELED
            Animation = Yippee
                AnimationName	   = IUSaruman_TNTA
                AnimationMode	   = ONCE
            End
        End

         ; READY IDLE
        AnimationState	    = EMOTION_ALERT
            Animation		   = ALERT_1
                AnimationName	 = IUSaruman_IDLA
                AnimationMode	 = LOOP
            End
        End
        
        AnimationState = RAISING_FLAG
            Animation = Chant
                AnimationName = IUSaruman_TNTA
                AnimationMode = ONCE
            End
            Animation = Chant
                AnimationName = IUSaruman_TNTB
                AnimationMode = ONCE
            End            
            Flags                        = RESTART_ANIM_WHEN_COMPLETE
        End

        AnimationState                =    SELECTED
            StateName                =    Selected
            SimilarRestart            =   Yes            
            Animation                =    ATNB            
                AnimationName        =    IUSaruman_ATNB
                AnimationMode        =    LOOP
                AnimationBlendTime  =   15
            End
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
            EndScript
        End
    End

    #include "......includesStunDrawModuleSmall.inc"

    ; ***DESIGN parameters ***
    Side = Isengard
    EditorSorting = UNIT
    ThreatLevel = SARUMAN_THREAT_LEVEL
    ThingClass = CHARACTER_UNIT
        BuildCost		   = SARUMAN_BUILDCOST                
       BuildTime		   = SARUMAN_BUILDTIME    
    ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
    ;//DisplayMeleeDamage = SARUMAN_DAMAGE
            
    TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
    WeaponSet
        Conditions = None
        Weapon = PRIMARY    SarumanWeapon
        AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End
    ArmorSet
        Conditions	  = None
        Armor		   = ToughHeroArmor ; ;HeroArmor
        DamageFX	    = NormalDamageFX
    End
    
    VisionRange = VISION_STANDARD_MELEE
        ShroudClearingRange = SHROUD_CLEAR_HERO
    
        MaxVisionBonusPercent = 300%
    VisionBonusTestRadius = 200
    VisionBonusPercentPerFoot = 1.0%

      BountyValue	 = ISENGARD_SARUMAN_BOUNTY_VALUE
    DisplayName        = OBJECT:IsengardSaruman
    RecruitText        = CONTROLBAR:IsengardSarumanRecruit
    ReviveText        = CONTROLBAR:IsengardSarumanRevive
    Hotkey            = CONTROLBAR:IsengardSarumanHotkey
    CrushableLevel    = 2  ;What am I?:	    0 = for infantry, 1 = for trees, 2 = general vehicles
    CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles

    CommandSet = SarumanCommandSet
    CommandPoints = 80 ; ;75


    ; *** AUTO RESOLVE DATA ***
    AutoResolveUnitType = AutoResolveUnit_Hero
    AutoResolveCombatChain = AutoResolve_HeroCombatChain

    AutoResolveBody = AutoResolve_SarumanBody
    
    AutoResolveArmor
        Armor = AutoResolve_SarumanArmor
    End

    AutoResolveWeapon
        Weapon = AutoResolve_SarumanWeapon
    End
    
    ;AutoResolveLeadership = AutoResolve_SarumanBonus


    ; *** AUDIO Parameters ***;

    VoiceAttack                    = SarumanVoiceAttack
    VoiceAttackCharge            = SarumanVoiceAttackCharge
    ;VoiceCreated                = CampOrcCreateSaruman        ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
    ;VoiceFullyCreated             = CampOrcCreateSaruman        ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
    VoiceFear                     = SarumanVoiceHelpMe
    VoiceGuard                    = SarumanVoiceMove
    VoiceMove                    = SarumanVoiceMove
    VoiceMoveWhileAttacking        = SarumanVoiceDisengage
    VoicePriority                = 92
    VoiceSelect                    = SarumanVoiceSelectMS
    VoiceSelectBattle             = SarumanVoiceSelectBattle

    SoundImpact                    = ImpactHorse

    UnitSpecificSounds
        VoiceEnterUnitEvilMenTransportShip    = SarumanVoiceMove
        VoiceEnterUnitMordorMumakil            = SarumanVoiceMove
        VoiceEnterUnitSlaughterHouse        = SarumanVoiceMove
        VoiceGarrison                        = SarumanVoiceMove
        VoiceInitiateCaptureBuilding        = SarumanVoiceMove
    End

    CrowdResponseKey = EvilMen1

    #include "......includesStandardUnitEvaEvents.inc"
    EvaEventDieOwner            = SarumanDie        ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
                                        ;For deaths you can respawn from, use the DeathFX

    Behavior = LargeGroupAudioUpdate ModuleTag_LGAU        ;Tie into LargeGroupAudio system
        Key = Humanoid_Male Man Man_Male Hero
    End

    ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
        MaxUpdateRangeCap = 800
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_ATKB    Frames:39 104
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_ATKC     Frames:43 92
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_ATKD     Frames:13 29 55
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_ATRA    Frames:9 20 31 43 55 67
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_DIEB    Frames:20
        AnimationSound = Sound:BodyFallGenericNoArmor    Animation:IUSaruman_SKL.IUSaruman_DIEB    Frames:34
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_GTPA    Frames:51 75 113 139
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_HITA    Frames:12
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_IDLC    Frames:116 188
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_IDLD    Frames:43
        AnimationSound = Sound:BodyFallGenericNoArmor    Animation:IUSaruman_SKL.IUSaruman_LNDA    Frames:4
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_MFDA    Frames:10 19 29 39 48 57 66
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_RUNA    Frames:11 22 34 46 57 69
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_RUNB    Frames:10 23 36 49 62 75
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_TNTA    Frames:36 49 103 123
        AnimationSound = Sound:FootstepDirtA        Animation:IUSaruman_SKL.IUSaruman_TNTB    Frames:24 111
    End


    ; *** ENGINEERING Parameters ***

    RadarPriority = UNIT
    KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE NOTIFY_OF_PREATTACK ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER
    PathfindDiameter = 40.0

    Body = RespawnBody ModuleTag_RespawnBody
        CheerRadius             = EMOTION_CHEER_RADIUS
        MaxHealth	            = SARUMAN_HEALTH        ;BALANCE Saruman Health
        PermanentlyKilledByFilter    = NONE        ;Who kills me permanently?
            DodgePercent	          = HERO_DODGE_PERCENT
        BurningDeathBehavior    = Yes
        BurningDeathFX            = FX_InfantryBurningFlame
        CheerRadius                = EMOTION_CHEER_RADIUS
    End
    Behavior = RespawnUpdate ModuleTag_RespawnUpdate
        DeathAnim                = DYING
        ;DeathAnim                = STUNNED            ;Model condition to play when killed-to-respawn
        DeathFX                = FX_SarumanDieToRespawn    ;FXList to play when killed-to-respawn
        DeathAnimationTime        = 5500 ;1133            ;How long DeathAnim will take.
        InitialSpawnFX            = FX_SarumanInitialSpawn
        RespawnAnim                = LEVELED                ;Animation to play when respawning.
        RespawnFX                = FX_SarumanRespawn        ;FXList to play when respawning.
        RespawnAnimationTime        = 2000                ;Time it takes for respawn to play.
        AutoRespawnAtObjectFilter    = NONE +CASTLE_KEEP        ;Respawn at this location -- and at it's exit production point if possible.
        ButtonImage                = HISaruman_res
        
        ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
        ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
        RespawnRules =    AutoSpawn:No        Cost:1500        Time:70000        Health:100%        ;DEFAULT VALUES
        RespawnEntry =    Level:2                Cost:1500        Time:70000                        ; ;50% cost, 1x buildtime ;For other levels, only override what is different.
        RespawnEntry =    Level:3                Cost:1500        Time:70000
        RespawnEntry =    Level:4                Cost:1500        Time:70000
        RespawnEntry =    Level:5                Cost:1950        Time:140000                        ; ;65% cost, 2x buildtime
        RespawnEntry =    Level:6                Cost:1950        Time:140000
        RespawnEntry =    Level:7                Cost:1950        Time:140000
        RespawnEntry =    Level:8                Cost:2400        Time:210000                     ; ;80% cost, 3x buildtime
        RespawnEntry =    Level:9                Cost:2400        Time:210000
        RespawnEntry =    Level:10            Cost:2400        Time:210000
    End
    
    Behavior = AutoHealBehavior ModuleTag_SarumanHealing
        StartsActive = Yes
        HealingAmount = HERO_HEAL_AMOUNT
        HealingDelay = 1000
        StartHealingDelay = HERO_HEAL_DELAY
        HealOnlyIfNotInCombat = Yes
    End

    Behavior = StancesBehavior ModuleTag_StancesBehavior
	    StanceTemplate = Hero
    End
    
    #include "......includesCaptureBuilding.inc"

    Behavior = AIUpdateInterface ModuleTag_03
        AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
        AttackPriority                =     AttackPriority_Infantry
        BurningDeathTime            =    BURNINGDEATH_DURATION_INFANTRY
    End

    Behavior = EmotionTrackerUpdate    Module_EmotionTracker
        TauntAndPointDistance                = 300
        TauntAndPointUpdateDelay            = 10000
        AddEmotion            =    Doom_Base
        //    AddEmotion            =   BraceForBeingCrushed_Base
        //    AddEmotion            =    FearIdle_Base
        //    AddEmotion            =    FearBusy_Base
        AddEmotion            =    Point_Base
        AddEmotion            =    Taunt_Base
         AddEmotion            =    CheerIdle_Base
        AddEmotion            =    CheerBusy_Base
        //    AddEmotion            =    HeroCheerIdle_Base
        //    AddEmotion            =    HeroCheerBusy_Base
        AddEmotion            =    Alert_Base
        AddEmotion            =    CheerForAboutToCrush_Base
    End
    
    LocomotorSet
        Locomotor = HumanLocomotor
        Condition = SET_NORMAL
        Speed	 = NORMAL_EVIL_HERO_SPEED
    End
    
    LocomotorSet
        Locomotor = HumanWanderLocomotor
        Condition = SET_WANDER
        Speed	 = 32
    End
    
    LocomotorSet
        Locomotor = BurningDeathLocomotorInfantry
        Condition = SET_BURNINGDEATH
        Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
    End

    Behavior = PhysicsBehavior ModuleTag_04
        GravityMult = 1.0
        ShockStandingTime        = 4000 ;msec
    End
    
    Behavior = SlowDeathBehavior ModuleTag_05
        DeathTypes = ALL
        SinkDelay = 3000
        SinkRate = 0.40	 ; in Dist/Sec
        DestructionDelay = 8000
        Sound = INITIAL SarumanVoiceDie
        ShadowWhenDead = No
    End
    
    Behavior = SquishCollide ModuleTag_06
        ;nothing
    End
    
    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
        HitReactionLifeTimer1 = 3000    ; level 1 (light  damage)  hit reaction animations in ms
        HitReactionThreshold1 = 5.0        ; level 1 (light  damage) threshold trigger
    End

    ;;;    FIRE BALL SPECIAL POWER ;;;
     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireballEnabler
        SpecialPowerTemplate    = SpecialAbilitySarumanFireball
        TriggeredBy                = Upgrade_SarumanFireBall
    End

    Behavior = SpecialPowerModule ModuleTag_FireballStarter					  
        SpecialPowerTemplate        = SpecialAbilitySarumanFireball
        UpdateModuleStartsAttack    = Yes
        StartsPaused            = Yes
        InitiateSound            = SarumanVoiceAttackFireball
    End

    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate   
        SpecialPowerTemplate    = SpecialAbilitySarumanFireball
        WhichSpecialWeapon        = 1
        SkipContinue            = Yes

        UnpackTime		         = 800
        PreparationTime            = 1   
        PersistentPrepTime        = 1000
        PackTime                = 100
        
        AwardXPForTriggering    = 0
        
        StartAbilityRange        = SARUMAN_FIREBALL_RANGE
        MustFinishAbility        = Yes
        SpecialWeapon            = SarumanFireball
    End

    Behavior = AutoAbilityBehavior ModuleTag_FirBallAutoAbility
        SpecialAbility                = SpecialAbilitySarumanFireball
        MaxScanRange                = #SUBTRACT( SARUMAN_FIREBALL_RANGE 25 )
        Query                        = 1 ALL ENEMIES -STRUCTURE

    End

    
     ;;; DOMINATE SPECIAL POWER ;;;
     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler
        SpecialPowerTemplate        = SpecialAbilityDominateEnemy
        TriggeredBy                    = Upgrade_SarumanDominate
    End

    Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule
        SpecialPowerTemplate        = SpecialAbilityDominateEnemy
        StartsPaused            = Yes
        UpdateModuleStartsAttack    = Yes
        InitiateSound            = SarumanVoiceDominate
    End

     Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower
	    SpecialPowerTemplate        = SpecialAbilityDominateEnemy
        UnpackingVariation            = 1
        StartAbilityRange            = 275.0 ; ;200.0
        
        AttributeModifierAffects    = ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL

        DominateRadius                = 80 ; ;60 ;100 ;150
        DominatedFX                    = FX_SarumanDominateTargets
        TriggerFX                    = FX_SarumanDominateTrigger
        
        UnpackTime                    = 1200 ; ;2000
        PreparationTime                = 1   
        FreezeAfterTriggerDuration    = 2500 ; Hold AI for this long after we fire.        
    End
 
    ;;; SPEECH CRAFT LEVEL GAIN SPECIAL POWER ;;;
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
        SpecialPowerTemplate        = SpecialAbilityKingsFavor
        TriggeredBy                    = Upgrade_SarumanSpeechCraft
    End

     Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
	    SpecialPowerTemplate        = SpecialAbilityKingsFavor
	    StartsPaused                = Yes
        UpdateModuleStartsAttack    = Yes
	    InitiateSound                = SarumanVoiceSpeechCraft
    End

     Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
        SpecialPowerTemplate        = SpecialAbilityKingsFavor
        UnpackingVariation            = 2
        StartAbilityRange            = 200.0
;        LevelFX = FX_PorterDeliver

        Experience                    = 50
        RadiusEffect                = 100
        AcceptanceFilter            = KINGSFAVOR_OBJECTFILTER
        LevelFX                        = FX_LevelUp
        
        UnpackTime                    = 2000
        PreparationTime                = 1   
        FreezeAfterTriggerDuration    = 2500 ; Hold AI for this long after we fire.        
    End
    
    ;;; WIZARD BLAST SPECIAL POWER ;;;    

    Behavior = SpecialPowerModule ModuleTag_WizardBlastStarter                            
        SpecialPowerTemplate        = SpecialPowerTelekeneticPush
        UpdateModuleStartsAttack    = Yes
        InitiateSound            = SarumanVoiceAttackWizardBlast
    End    

    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastUpdate
        SpecialPowerTemplate        = SpecialPowerTelekeneticPush
        WhichSpecialWeapon       	 = 2 ;
        SkipContinue                = Yes
        UnpackTime                    = 700
        PreparationTime                = 1   
        PersistentPrepTime            = 1000
        PackTime                    = 100
        
        AwardXPForTriggering        = 0
        StartAbilityRange            = 80.0
        MustFinishAbility            = Yes
        SpecialWeapon                = SarumanWizardBlast
    End

    Behavior = AutoAbilityBehavior ModuleTag_WizardBlastAutoAbility
        SpecialAbility                = SpecialPowerTelekeneticPush
        MaxScanRange                = #SUBTRACT( GANDALF_FORCE_ATTACK_RANGE 25 )
        Query                        = 1 ALL ENEMIES -STRUCTURE
    End
    

;//---------------------------------LIGHTNING BLAST-----------------------------------------
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IstariLightEnabler
        SpecialPowerTemplate = SpecialAbilityLightingBolt
        TriggeredBy = Upgrade_SarumanThunderBolt
    End
    Behavior = SpecialPowerModule ModuleTag_IstariLightPower					  
        SpecialPowerTemplate        = SpecialAbilityLightingBolt
        UpdateModuleStartsAttack    = Yes
        StartsPaused                = Yes
        InitiateSound                = SarumanVoiceAttackCharge
    End

    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IstariLightUpdate
        SpecialPowerTemplate    = SpecialAbilityLightingBolt
        SkipContinue            = Yes

        UnpackTime			  = 1500
         PreparationTime		 = 1  
         PersistentPrepTime	  = 1000
         PackTime			    = 500
        AwardXPForTriggering    = 0
        StartAbilityRange        = 290; Note: This has to be smaller than the weapon range or it'll never succeed
        ApproachRequiresLOS        = Yes        
        SpecialWeapon            = SarumanLightningBlastWeapon
        MustFinishAbility        = Yes
        WhichSpecialWeapon        = 3
        BusyForDuration            = 2500
    End

    Behavior = AutoAbilityBehavior ModuleTag_LighntingAutoAbility
        SpecialAbility                = SpecialAbilityLightingBolt
        MaxScanRange                = #SUBTRACT( SARUMAN_LIGHTNING_RANGE 25 )
        Query                        = 1 ALL ENEMIES -STRUCTURE
    End

; ;
    Behavior = AttributeModifierAuraUpdate ModuleTag_SarumanLeadershipUpdate
        StartsActive    = Yes
        BonusName        = GenericHeroLeadership
        RefreshDelay    = 2000
        Range            = 200
        ObjectFilter    = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
    End    

    ;------- WORD OF POWER (BLUE RING BLAST) SPELL -----------------------------------
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
        SpecialPowerTemplate = SpecialAbilitySarumanWordOfPower
        TriggeredBy = Upgrade_SarumanWordOfPower
    End

    Behavior = SpecialPowerModule ModuleTag_WordStarter	   
        SpecialPowerTemplate	  = SpecialAbilitySarumanWordOfPower
        UpdateModuleStartsAttack  = Yes
        StartsPaused                = No
    End

    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate   
        SpecialPowerTemplate       = SpecialAbilitySarumanWordOfPower
        WhichSpecialWeapon           = 1
        SkipContinue               = Yes

        UnpackTime                   = 1700
        PackTime                   = 1       
        FreezeAfterTriggerDuration = 2500 // Hold AI for this long after we    fire.
        AwardXPForTriggering       = 0       
        StartAbilityRange           = 180.0
        SpecialWeapon               = SarumanWordOfPower
    End


    ;///////////////////
    ; AISpecialPowers
    ;///////////////////


    Behavior = AISpecialPowerUpdate SarumanWordOfPowerAI
        CommandButtonName = Command_SpecialAbilityWordOfPower
        SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
        SpecialPowerRadius = 250
    End

    Behavior = AISpecialPowerUpdate GandalfToggleMountedAI
        CommandButtonName = Command_SpecialAbilitySpeechCraft
        SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
        SpecialPowerRadius = 30.0
    End

    Behavior = AISpecialPowerUpdate WizardBlastAI
        CommandButtonName = Command_SpecialAbilityIsengardWizardBlast
        SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST
        SpecialPowerRadius = 100
    End
    
    Behavior = AISpecialPowerUpdate FireballAI
        CommandButtonName = Command_SarumanFireball
        SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
    End

    Behavior = AISpecialPowerUpdate ThunderboltAI
        CommandButtonName = Command_SarumanThunderBolt
        SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
    End
    
;//---------------------------------------------------------------------------------------    

    Geometry                = CYLINDER
    GeometryMajorRadius        = 8.0
    GeometryMinorRadius        = 8.0
    GeometryHeight            = 19.2
    GeometryIsSmall            = Yes
    
    Shadow                    = SHADOW_DECAL
    ShadowSizeX                = 19
    ShadowSizeY                = 19
    ShadowTexture            = ShadowI
End
[/codebox]

specialpower.ini
[code]
;------------------------------------------------------------------------------
SpecialPower SpecialAbilitySarumanWordOfPower
    Enum                           = SPECIAL_WORD_OF_POWER
    ReloadTime                           = 360000
End
[/code]

upgrade.ini
[code]
Upgrade Upgrade_SarumanWordOfPower
  Type			  = OBJECT
End
[/code]

weapon.ini
[code]
;------------------------------------------------------------------------------
Weapon SarumanWordOfPower ; Big Blue Ring Blast
    IdleAfterFiringDelay = 0
    AttackRange = 150
    MinimumAttackRange = 0.8
    WeaponSpeed = 401		 ; dist/sec
    MinWeaponSpeed = 241
    MaxWeaponSpeed = 601	  ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
    ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
    RadiusDamageAffects = ENEMIES NOT_SIMILAR
    DelayBetweenShots = 5000			   ; time between shots, msec
    PreAttackDelay	    = 2600
    PreAttackType		 = PER_ATTACK ; Do the delay each time we attack a new target
    PreAttackFX		   = FX_GandalfPreAttackBlastReal
    FireFX			    = FX_GandalfBlast
    FiringDuration	  = 1400
    DamageNugget					    ; A basic Nugget that just does damage
        Damage            = 1000
        Radius            = 250.0
        DamageType        = MAGIC
        DamageFXType    = MAGIC
        DeathType        = EXPLODED
        DamageSpeed        = 700.0 ; must match the ShockWaveSpeed below
    End
    MetaImpactNugget				    ; A Nugget that throws things back with force
;        HeroResist            = .75
        ShockWaveAmount   = 150
        ShockWaveRadius   = 500.0
        ShockWaveTaperOff = 1.0
        ShockWaveZMult    = 2.000
        ShockWaveSpeed      = 700.0
    End
End

Ok this is all the code… I hope it helps…

Ridder Geel

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#16

Dovakhin

Posted 28 May 2012 — 12:43 PM

I want the opening of 10 levels. But on a per level.

ExperienceLevel SarumanLevel10
TargetNames	 = IsengardSaruman
RequiredExperience   = SARUMAN_LVL10_EXP_NEEDED 
ExperienceAward    = SARUMAN_LVL10_EXP_AWARD
AttributeModifiers   = HeroLevelUpDamage9
Rank	  = 10
LevelUpFx	 = FX:GandalfLevelUp1FX
Upgrades	 = Upgrade_SarumanThunderBolt Upgrade_SarumanWordofPower
SelectionDecal
  Texture	 = decal_hero_evil
  Style	 = SHADOW_ALPHA_DECAL
  OpacityMin    = 50%
  OpacityMax    = 100%
  MinRadius    = 40
  MaxRadius    = 200
  MaxSelectedUnits  = 40
End
END [/background][/font][/color]
[color=#333333][font=arial, sans-serif][background=rgb(245, 245, 245)]

I did not like anyway.

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#17

Ridder Geel

Ridder Geel

    Master Yelloh

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Posted 28 May 2012 — 01:11 PM

…whut? I don’t really get what you mean… if you want everything to start at level 10 put it there, if you want the character to start at level 10 then make the required experience 0.

Ridder Geel

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#18

Dovakhin

Posted 28 May 2012 — 01:22 PM

No. Word of power opened level 10.I’ll have this.

Edited by Dovakhin, 28 May 2012 — 01:23 PM.

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#19

Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
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  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 28 May 2012 — 04:38 PM

Oh ok :p So its not a problem? :xd:
because that is how you would do that yes ;)

Edited by Ridder Geel, 28 May 2012 — 04:39 PM.

Ridder Geel

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#20

Dovakhin

Posted 28 May 2012 — 06:16 PM

Let the 10 levels of skill, such as Gandalf. Can this be?

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#1

Posted 27 December 2014 — 05:00 am

samamurai

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I cannot learn the Dragon Aspect word of power with Frea inside the Temple of Miraak or any other word of power. Soul Trap will cast but the soul gems won’t fill and the Wagon Driver won’t take me to Towns as he used to. This is odd I’m at level 28 and I believe I noticed the Soul Trap issue around level 25. TES5 says I have no conflicts or otherwise with my load order and BOSS seems to agree although it does say there are plenty of ways to ‘clean’ the DLC patches. Anyone had this issue or know fixes? Pls help. Will be happy to provide any other information that will aid in finding a solution that doesn’t require me to abandon a character.

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#2



samamurai

Posted 28 December 2014 — 02:04 am

samamurai

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So no solutions out there and no one has encountered this problem? Anyone willing to even hazard a guess? Cause I’m a total pleb.

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Dragon Souls and Words of power not triggering?

I am getting this as well. I killed a dragon at level 22 and absorbed its soul. Then I located and Dragon Shrine were the words of power are found, and they where not activating. So I was like that’s odd, maybe I have to kill the dragon first. Killed the dragon and Kosrith…. still no thu’um word, I turn around and notice that the dragon has not disintegrated and I have not received a soul. So I wonder around looking for another dragon. Find the dragon kill it and again does not dissolve and I do not receive a soul. This a very BASIC and KEY component of the game. If this is broken I can’t imagine what other sort of triggering glitches are present in this game.

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helen buchan
 
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Post » Thu May 17, 2012 2:23 am

I am getting this as well. I killed a dragon at level 22 and absorbed its soul. Then I located and Dragon Shrine were the words of power are found, and they where not activating. So I was like that’s odd, maybe I have to kill the dragon first. Killed the dragon and Kosrith…. still no thu’um word, I turn around and notice that the dragon has not disintegrated and I have not received a soul. So I wonder around looking for another dragon. Find the dragon kill it and again does not dissolve and I do not receive a soul. This a very BASIC and KEY component of the game. If this is broken I can’t imagine what other sort of triggering glitches are present in this game.

yea, sometimes i also dont get a soul, havent had problems with Tu’um walls tho

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Angela Woods
 
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Post » Thu May 17, 2012 4:49 am

yea, sometimes i also dont get a soul, havent had problems with Tu’um walls tho

probaly the dragons souls not triggering has to do with which kind of dragon youve killed

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Anne marie
 
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Post » Wed May 16, 2012 6:42 pm

probaly the dragons souls not triggering has to do with which kind of dragon youve killed

I killed a «Dragon» and a «Blood Dragon» I don’t see anything mentioned by Bethesda about certain dragons not giving souls anymore? Do you have a link that indicates that as a real thing?

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Nichola Haynes
 
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Post » Wed May 16, 2012 2:31 pm

I killed a «Dragon» and a «Blood Dragon» I don’t see anything mentioned by Bethesda about certain dragons not giving souls anymore? Do you have a link that indicates that as a real thing?

no, what i meant was that, after lvl 20 you will get new types of dragons maybe one of those is bugged.

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KU Fint
 
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Post » Wed May 16, 2012 6:11 pm

I’ve had a problem with the Thu’Um wall in Hag’s End. No word highlighted in it, walking up to it doesn’t allow you to learn anything.

I agree, there’s no excuse for broken basics of the game like that.

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Michelle Smith
 
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Post » Wed May 16, 2012 4:00 pm

I’ve had a problem with the Thu’Um wall in Hag’s End. No word highlighted in it, walking up to it doesn’t allow you to learn anything.

I agree, there’s no excuse for broken basics of the game like that.

I have not tried a second word of power yet since i didnt have time to find another, i will check at Hag’s End tomorrow when I get home from work to see if its ALL walls and or just this one.

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Melanie
 
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Post » Thu May 17, 2012 1:17 am

So I just got the bug as well.

I have reloaded and I’m sure I’m the one giving the dragon the final blow. The dragon is fully disentigrating and on the screen the message «DRAGON SOUL ABSORBED» appears.
Then I open my menu and go to shouts, and when I try to unlock that «Ice Form» shout, a pop-up message says: «Dragon souls are required to unlock shouts».

This is really frustrating! Second time this happens.

The dragon is at the Shearpoint wall btw, and its name is simply «Dragon».

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Alkira rose Nankivell
 
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Post » Thu May 17, 2012 5:47 am

So I just got the bug as well.

I have reloaded and I’m sure I’m the one giving the dragon the final blow. The dragon is fully disentigrating and on the screen the message «DRAGON SOUL ABSORBED» appears.
Then I open my menu and go to shouts, and when I try to unlock that «Ice Form» shout, a pop-up message says: «Dragon souls are required to unlock shouts».

This is really frustrating! Second time this happens.

The dragon is at the Shearpoint wall btw, and its name is simply «Dragon».

It does not fix itself, I have over 10 dragon souls and over four words of power that will not activate even though it’s telling me I have absorbed the soul.

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Elizabeth Falvey
 
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Post » Wed May 16, 2012 10:17 pm

I got the same problem folks, 2 dragons in a row. Maybe I am killing them too fast? I’m usually done with them in 3 flurries of my dual wielded weapons. Both times it was a blood dragon.

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Mike Plumley
 
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Post » Wed May 16, 2012 6:39 pm

Third in a row, a frost draogn this time, all at shrines I cleared before. Maybe that’s the problem?

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Sarah Kim
 
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Post » Wed May 16, 2012 3:37 pm

fourth dragon, named «dragon» at a location I hadn’t visited before, DID grant a soul. Location related? Another thing I did differently is that I didn’t have my horse with me. It’s a special horse, received during a faction’s questline…. I dare not say more for spoilers..

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courtnay
 
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Post » Wed May 16, 2012 6:17 pm

The problem I’ve had with shouts is that they won’t go when I activate them. He will say the words but the shout affect won’t happen. This also triggers the recharge time so I get double fisted..

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Vera Maslar
 
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Post » Thu May 17, 2012 5:40 am

The problem I’ve had with shouts is that they won’t go when I activate them. He will say the words but the shout affect won’t happen. This also triggers the recharge time so I get double fisted..

Wrong thread?

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Sunnii Bebiieh
 
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Post » Wed May 16, 2012 2:09 pm

I got 2 souls but it is not letting me select a word to assign it to. I get a response that it requires dragon,souls. Does it auto asign? Do I need to catch up from the words I got at the throat of the world?

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Symone Velez
 
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Post » Wed May 16, 2012 5:41 pm

I first learned the «fire breath» shout, and killed both a fire and frost breathing dragon last night. Both of them had the soul capture animation and on screen prompt that I had captured the soul, yet I am unable to unlock the «fire breath» shout.

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mimi_lys
 
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Post » Thu May 17, 2012 12:38 am

It does not fix itself, I have over 10 dragon souls and over four words of power that will not activate even though it’s telling me I have absorbed the soul.

this happened to me too. I have two words to unlock and 5 souls. no problems learning the words and no problems absorbing the souls. this needs fixing.

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Darrell Fawcett
 
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Post » Wed May 16, 2012 4:34 pm

Just read some more on other threads, and I will post more when I try this later, but other threads said to make sure you are pressing the actual «unlock» button (x on the 360 i believe) rather than hitting a to select the shout which I was doing. So just try and see, I will too. post results please.

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Batricia Alele
 
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Post » Wed May 16, 2012 3:52 pm

I killed, reloaded and killed 3 more times, my first Blood Dragon around level 20. It was a Winterhold. I was able to loot the body, but no soul and no skeleton. The dead animation was just a bunch of floating blots of blood. After completing the 3rd part of the mage quests, and returning to the College, I found a Blood Dragon stuck in the entrance. That was 12 levels and 2 in-game weeks ago. It’s still there, in the courtyard. It clips in and out of the ground, everytime the cell loads. It’s a full body animation, no skeleton and no soul.

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Scared humanity
 
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Post » Thu May 17, 2012 5:40 am

Just read some more on other threads, and I will post more when I try this later, but other threads said to make sure you are pressing the actual «unlock» button (x on the 360 i believe) rather than hitting a to select the shout which I was doing. So just try and see, I will too. post results please.

If you were getting the «you need a soul to unlock» type message do as i did because it works make sure you hit the unlock button. x is the button, as for the not absorbing the souls gamesas has got to fix that.

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danni Marchant
 
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Post » Wed May 16, 2012 4:41 pm

Okay so i’m lvl 30 now and i just encountered my first dragons with no soul rewards.Tried 3 nests so far «Dragon» , «Blood Dragon» , it doesn’t matter, their body is not burning up and i absorb no souls.Does anyone know if this issue is known to bethesda,so that we can hope for a fix in the upcoming patch?

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sarah
 
Posts: 3430
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Post » Wed May 16, 2012 10:15 pm

I’ve had a problem with the Thu’Um wall in Hag’s End. No word highlighted in it, walking up to it doesn’t allow you to learn anything.

I agree, there’s no excuse for broken basics of the game like that.

This is happening to me as well. Any fix for it? Reloading doesn’t seem to work. This was at lvl 25, just after I killed by first Blood Dragon.

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Daniel Holgate
 
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Post » Thu May 17, 2012 2:44 am

I’ve had issues absorbing souls from 4 different dragons now. Fortunately I have had no trouble reading words from walls, but the soul absorbtion thing is getting irritating to say the least.

Edit-

Seems the absorbtions issue has been handled in the patch, notes just released.

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Emily Graham
 
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Return to V — Skyrim

  • #1

Hi, can somebody please help..Im having a problem getting the 3rd Shout..»Learn Word of Power from Wulfgar» I went to wulfgar and gave him the horn, he then presented me the words on the floor..It is glowing on the floor and they are all standing around it, but for some reason i cant learn it…I have tried starring at it for minutes, move from side to side..nothing works..please help

  • #2

Have you tried reloading your last save? Doing that seems to fix a lot of bugs in the game like this. Is this the part where they teach you the «Clear Skies» shout to travel to the Throat of the World? If so, maybe you need to read all the words from left to right? I’m not sure, I have never heard of this.

Rayven


  • #3

You need to place yourself in front of Wulfgar and try ‘talking’ to him. He needs to share his knowledge of the word with you (this is how you learn them without using up a dragon soul).

Make sure it’s Wulfgar you’re in front of and not Argneir (who is the actual guy who takes the horn).

  • #4

Oh wait, I’m a fool. If you just returned the horn, this is the remaining words of Unrelenting Force. I would suggest loading your last save. That’s all I really know. I will look at the wiki for you.

  • #5

Its the horn of wind caller, the 3rd word of power..But yes ive tried that and i got back and they just stand around it and do nothing

  • #6

Hmm, there were no bugs listed on the wiki for this. So the word is on the ground, and you haven’t learned the word at all. And reloading a save didnt help? Man I’m stumped

  • #7

Ive tried that raven, he just waves his arms over the glowing words on floor, and then nothing happens..I tried talking to all of them and they just stand there..

  • #8

And the quest journal still says «Learn the word of power from Wulfgar?» Poop, this would be easier if I could see what was going on haha. You probably need someone with more brain power than me to help you haha! :confused:

  • #9

Yes, it stills says «learn word of power from wulfgar»..and Thank you anyways the_deadlie, any help im thankful for.

Rayven


  • #10

Here’s one note in the bugs section of the UESP entry you might try:

Master Wulfgar may not teach you the last word for the shout Unrelenting Force and will bow at you when you try to talk to him. A solution is to go outside and close the big gate that you had to use Whirlwind Sprint with. The Greybeards will then follow you inside and you can learn the final word of the shout.

  • #11

Yes Raven i read that before also, but thats if he hasnt took the horn from you and before he put the glowing words on the ground..I’ve got them to come inside and take the horn from me and said they were gonna teach me the power, but i for some reason cant read/absorb the glowing lettering on the floor.

Rayven


  • #12

Have you tried leaving and coming back? Just exiting the High Hrothgar building and coming back in?

  • #13

Yes, i actually went and did other quests and have like 5 more hrs of time played and went back and its still same thing.

  • #14

Ive seen that many people have had problems with this, but usually its the cant get wulfgar to put the lettering on the floor or even talk to them..But he actually took the horn from me and said he was going to teach me and put it on the ground..but for some reasoni cannot absorb/ read it..

  • #15

Have you tried leaving and coming back? Just exiting the High Hrothgar building and coming back in?

That’s what I was going to say next haha. Wow, it looks like you have tried just about everything. Sheesh

  • #16

What platform are you playing on BTW?

  • #18

yeah that happens all the time to me ( on ps3 ) but i just start mashing the controller buttons and it works :p

Hope that helps!

  • #19

Lol, at this point ill try anything

  • #20

Mashing buttons huh? Might be crazy enough to work! Trolololo ;)

While this may not be a direct response to your comments, it might help… possibly?
At one point, there was an introduction to Words of Power on the website, but that seems to have vanished during the redesign. Even older players may have read a blog post, that’s also now «gone.» I’ve got a copy of that though, and here it is:

Elder Game, October 28, 2011.
Words of Power

I needed something for the Lore skill to do. It’s a prerequisite skill (meaning lots of skills will require it), but it felt stupid without a job of its own, too. So I decided they could research Words of Power. These seem pretty fun so far.
Words of Power are randomly-generated sequences of phonemes. (For example, ‘Twimjot’, ‘Fledbydpal’, or ‘Chruggomdye’. The’re gibberish, but not completely random letters, so you can kind of figure out how they would be pronounced.) To use a word of power, you just type it into the chat window. When spoken aloud, the word’s power is triggered and the word is used up, replaced with a new word. Words of Power only ever work once.

If you have a high Lore skill, you can research Words of Power via the crafting system. When you attempt the research, you can choose items to sacrifice. The more valuable the sacrificed items, the bigger your chance of success. If the recipe works, you discover one of the current words, along with an explanation of what it does. Their effects range from strong buffs to potent debuffs to killing yourself instantly, turning into a harmless animal, and a large number of other random effects. I’ve only implemented a few effects so far, but I intend for this to be one of the dumping grounds for any crazy effects I think up.
One interesting thing about Words of Power, though, is that this is a shared resource. There are (say) 10,000 active words in the universe and it’s possible for two players to research the same one (but unlikely, given the large number of them). Once anybody says a word of power, it stops being a word of power. So it doesn’t make sense to hoard too many words at once — eventually somebody else will discover your words and use them before you get a chance to!

There will be many levels and types of words, their effects becoming ever more arcane and bizarre. Nestled in among the thousands of words will be ones that bend the rules of the game: for instance, there’s a word that can kill everyone in a 20-meter radius, even though this isn’t a PvP game, and there’s otherwise no way to kill players. (So if you want to kill somebody really badly there’s a way to do it. However, it will cost you an exorbitant fee, it works only once, and your victims are likely to thank you afterward because it gives Dying XP from a cause of death they probably can’t achieve otherwise).
Since they’re just words, they can be traded in-game or out… as long as you really trust somebody. Or they can be shouted out in chat: “Somebody say ‘foafulpetzel’, something great will happen!” Words of power are a social device, and not an entirely positive one. I think it’s important for a game to have some sources of player drama like this, as long as the drama is entirely opt-in. But I dunno, we’ll see. Really, this is one of the design philosophies of this MMO: I’m intentionally doing things that are unusual, and combining them together in a complex world where it’s not really possible to predict how things will play out in the end. If it ends up being broken, I’ll just have to roll with it.

But anyway, back to trading them. There needs to be some reliable way to trade words of power. So I think there will be another research method that costs more, but doesn’t reveal the word to you outright. Instead, it gives you a scroll. When the scroll is read, you learn the word, and then the scroll disappears. Internally, it picks the word right when the scroll is read, guaranteeing that it’s still valid. That’s important, since nobody wants to buy a scroll with a used-up word on it. But the down side is that you can’t know beforehand exactly what the word will do. The scrolls have pretty generic labels (e.g. one might be labeled as a “Level 4 word of power”). Somebody looking for a very specific word may have to buy quite a few scrolls to find what they’re looking for. That’s okay — words of power aren’t supposed to be a particularly reliable or commonplace commodity.

Guessable Words? That’s Terrible! Wait, I Mean Great!

The words are generated from a list of phonemes. The more phonemes in the word, the more powerful its effect is (in general). Super-powered words are 30+ characters long and quite awkward to type. Less-powerful words are much shorter. For instance, right now on the test server the words “Follyik”, “Taithig”, and “Chrobog” are all bottom-tier words of power.
When I first implemented this, my instinct was that the above words were too short. People could guess them without researching! Especially after players learn the phonemes that are used, it would become relatively easy to guess. There are only about 100 phonemes, and these low-level words only have two phonemes in them, so there’s only about ten thousand possibilities… hundreds of which will be valid at any given time. You could have a 1-in-20 chance of guessing a word — or even better odds!

That seemed broken, so I fixed it, making all the words longer. And then it hit me: wait, no, that’s not broken, it’s great. If you’re at the bottom of a dungeon, trapped and out of ideas, and you resort to mumbling random phrases hoping to find a word of power, that’s… kind of wonderful, really, in a thematic sense.

The guessable words aren’t powerful enough to damage the game balance, but they can mimic items you may not have on hand. For instance, a low-level Word of Restoration gives a big health-regeneration effect for five minutes.

The server protects against chat-spamming, so you can’t type too many attempts too quickly (or, just as importantly, hack the client to try thousands of guesses per second). Thus it would still take you a while to find a word of power by random guessing. But there is definitely a real danger to this system because it rewards excessive patience. (This is called “balancing via tedium” and is a big no-no in MMO design, unlike other game types like board games, where it’s often harmless.) So I’ve taken pains to make sure that people aren’t necessarily rewarded for just standing around typing words for hours. If guessing random words somehow came to be seen as the “right” way to beat monsters, that would be tragic.

That’s why I added the nasty effects. No matter what you’re trying to do, there’s an effect that will probably ruin your plans. Some kill you instantly, some teleport you to an odd location, some make you unable to wear pants for 30 minutes, and on and on. It’s true that the “good” combat effects might get you out of a jam, but these low-level words aren’t much better than a store-bought item. A Potion of Regeneration is a much saner survival tool.

Toys For The Rich And Powerful

Of course, the high-level words have a different role in the game: they’re where I stick the really weird stuff. For instance, one of the words polymorphs you into a pig permanently. (Yes, forever and ever, unless you obtain a rare dispelling potion. No, I don’t know why you’d want to be a pig forever, I just had the model handy and needed some insane power words. Ooh I know, I should make it so pigs can detect truffles from 60 meters! Let me write that down.) Other top-tier words permanently affect your stats, randomly raising or lowering your max hit points. Some turn boss monsters into harmless mini-monsters, or turn lakes to blood. But these words are insanely expensive to research. They’re money-sinks, in other words: toys for the overly rich.

(But to protect newbies, I’ll add a skill restriction on them… it’s one thing for an experienced player to be tricked into saying the Pig Polymorph word by a guildmate gone rogue, but it’s quite another thing to trick a newbie into saying it without understanding the dangers!)

The lower tiers of words, on the other hand, are generally more workmanlike. If you’ve got a high Lore skill, it might be worth your time to research some good level-two words for a weekend raid or planned boss battle. They’re for that sort of thing: semi-special occasions.

And the guessable lowest tier of words can be just as detrimental as useful. So if I get the balance right, then guessing words will be seen as a pretty desperate move… but if you’re desperate enough, or bored in town and want to experiment, hey, knock yourself out! Or blow yourself up, whichever happens first.

level 1

· 2 yr. ago

Wholesome

I had the same problem, i ended up saving, stabbing him, loading the save, then quitting to the menu and going back in and he was fixed

3

level 2

[deleted]

· 1 yr. ago

THANK YOU KIND SIR

1

level 2

· 1 yr. ago

I know this is almost a year old, but thank you. This just fixed me. I was 60+ hours into a new play and had this happen

1

Continue this thread 

level 1

· 2 yr. ago

The usual issue with Skyrim is solved by reloading the game. Some bugs require even further back though

1

Description:
Glyph of Power Word: Shield does not work.

Description of the problem or issue here.

Current behaviour:
Works until 21 million spell power

Tell us what happens.
Once I get 22 million spell power it doesn’t heal

Expected behaviour:
When you use Power Word: Shield you should been healed for 20% of the absorption amount.

Tell us what should happen instead.
Should work regardless of how much spell power you have.
Source:

Proof, e.g wowwiki link.
https://wowwiki-archive.fandom.com/wiki/Glyph_of_Power_Word:_Shield

https://www.wowhead.com/wotlk/item=42408/glyph-of-power-word-shield

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