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[LE] Change model based on tempering state


FrankFamily

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Is it posible to change the model of a weapon from a script based on its current tempering level?

 

Am i right in that wornobject script is the only way to handle it and the lack of a setmodel function there means this is impossible without a skse plugin adding said function or there is another way to approach it?

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I think the main obstacle is that model is determined by the base form, so it's not possible to e.g. have a single steel sword with a different model from all other steel swords. If you were dealing with a unique item added by your mod, that would be a different story.
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Is it posible to change the model of a weapon from a script based on its current tempering level?

 

Am i right in that wornobject script is the only way to handle it and the lack of a setmodel function there means this is impossible without a skse plugin adding said function or there is another way to approach it?

Skse is required afaik.

Using SetModelPath-Weapon should let you swap out the strings to the path on the weapon. You can also use GetModelPath to store the original path string to swap it back.

 

Edit: Nvm you already have that figured out.

Edited by Di0nysys
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Yeah, the thing would be to be able to do it with steel swords unfortunately, if there was a setmodel on wornobject script then it would work, right? i mean those work on the specific item not the base form, maybe its posible to "port" the function from weapon to wornobject, but no idea how hsrd thst would be, never even attempted to make a skse plugin. That or maybe using netimmerseoverride to swap textures, could be an alternative, i thimk it works on specific items too, though maybe you have to get an object reference which is tricky.
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  • 4 years later...

Did you ever figure this out? I was inspired to try setting different texture and mesh paths for different levels of tempered weapons and armor. I seem to be running into a wall now. I was able to get the creation kit to load a texture set for Blades armor under ArmorBladesCuirassFine and BladesCuirassFineAA and but beyond that I haven't figured out how to get it to appear in game.

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SKSE free I would say add an enchant, and make that enchant be a visual one which has conditions to be visible on the weapon. That visual can be of an enhanced version of your weapon model

 

An uncertainty is I dont recall if there is a "Get Temper Level" condition. If there is that might be the easiest route to "upgrade" the model. I also suppose VFX dont show when sheathed so yeah, might need to be a nif edit. Without SKSE this may not be very doable to the extent you want. Got me a little curious now

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