godssin Posted September 5, 2013 Share Posted September 5, 2013 So, i was thinking of making a mod that has rings that give the corresponding races stats/abilities. i.e.: "Ring of the Altmer" +50 Magicka +50%Magicka Regen Rate (Since idk how to make it give you highborn power) and +10 Illusion i.e.: "Ring of the Khajiiit" +15 Unarmed Damage - Night Eye - +10 Sneak Just throwing it out there, of course i would make something you need to fight to obtain these so it isnt to easy to obtain them. I want to make one for each race. If someone has already made this than sorry for posting this. I just thought that this would be a way to do something becuase i def need to contribute. ive downloaded so many mods and dont contribute. Sound okay? NOTE: There will be no new meshes and textures (Unless somebody wants to make them for me, ill credit them than) becuase i have no idea how to make them. Link to comment Share on other sites More sharing options...
drakshdw Posted September 5, 2013 Share Posted September 5, 2013 You can use the following script to add abilities, powers, and/or spells to the player when the item is equipped. Scriptname MyAwesomeScript extends ObjectReference ;change MyAwesomeScript to whatever name you wish Spell property SpellToAdd1 Auto Spell property SpellToAdd2 Auto Spell property SpellToAdd3 Auto Spell property SpellToAdd4 Auto Spell property SpellToAdd5 Auto Event OnEquipped(Actor akActor) if (SpellToAdd1 != None) akActor.AddSpell(SpellToAdd1) EndIf if (SpellToAdd2 != None) akActor.AddSpell(SpellToAdd2) EndIf if (SpellToAdd3 != None) akActor.AddSpell(SpellToAdd3) EndIf if (SpellToAdd4 != None) akActor.AddSpell(SpellToAdd4) EndIf if (SpellToAdd5 != None) akActor.AddSpell(SpellToAdd5) EndIf EndEvent Event OnUnequipped(Actor akActor) Spell left = akActor.GetEquippedSpell(0) Spell right = akActor.GetEquippedSpell(1) if (SpellToAdd1 != None) if (left == SpellToAdd1) akActor.UnequipSpell(SpellToAdd1, 0) EndIf if (right == SpellToAdd1) akActor.UnequipSpell(SpellToAdd1, 1) EndIf akActor.RemoveSpell(SpellToAdd1) EndIf if (SpellToAdd2 != None) if (left == SpellToAdd2) akActor.UnequipSpell(SpellToAdd2, 0) EndIf if (right == SpellToAdd2) akActor.UnequipSpell(SpellToAdd2, 1) EndIf akActor.RemoveSpell(SpellToAdd2) EndIf if (SpellToAdd3 != None) if (left == SpellToAdd3) akActor.UnequipSpell(SpellToAdd3, 0) EndIf if (right == SpellToAdd3) akActor.UnequipSpell(SpellToAdd3, 1) EndIf akActor.RemoveSpell(SpellToAdd3) EndIf if (SpellToAdd4 != None) if (left == SpellToAdd4) akActor.UnequipSpell(SpellToAdd4, 0) EndIf if (right == SpellToAdd4) akActor.UnequipSpell(SpellToAdd4, 1) EndIf akActor.RemoveSpell(SpellToAdd4) EndIf if (SpellToAdd5 != None) if (left == SpellToAdd5) akActor.UnequipSpell(SpellToAdd5, 0) EndIf if (right == SpellToAdd5) akActor.UnequipSpell(SpellToAdd5, 1) EndIf akActor.RemoveSpell(SpellToAdd5) EndIf EndEvent You can add up to 5 different abilities, spells, or powers. For example"Ring of the Altmer" can be equipped and adds "AbHighElfMagicka" (+50 magicka) and "PowerHighElfMagickaRegen" (Highborn power)."Ring of the Khajiit" can be equipped and adds "RaceKhajiitClaws" (+12 unarmed damage*) and "PowerKhajiitNightEye" (toggled Night Eye lesser power) * Despite the in-game description "Khajiit claws do 15 points of damage." it in fact only increases the unarmed damage by 12. I believe the description error is fixed with the Unofficial Skyrim Patch. When the item is unequipped it will remove the abilities, powers, and/or spells. Link to comment Share on other sites More sharing options...
godssin Posted September 6, 2013 Author Share Posted September 6, 2013 Thank You for this bit of information, will get on this asap, (I knew about the 12 damage thing, the reason i said 15 is becuase some ppl dont and would think im stupid for saying 12 xD) Link to comment Share on other sites More sharing options...
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