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Adding additional effects to weapon and armour types

modding weapons armour armor

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#1
TheFinalTier

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Is there a way to give catergories of armour and weapons base, non-enchantment-related effects? I.e, could I give all axe types an additional 50% damage, all light armour increases sneak chance and but all steel armour specifically decreased shout cooldowns etc? And how would I go about doing this?

 

I essentially want to give swords, axes and maces their own mechanical flavour, more distinctions between Light armour and Heavy armour, and promote more gameplay differences between each of the catergories in the smithing tree (Steel, Dwarven, Daedric etc).

 

Any help regarding this would be very appreciated, thanks.


Edited by TheFinalTier, 13 January 2021 - 09:51 PM.


#2
thumbincubation

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I'm not where I can get into CK to look, but take a look into keywords and how they're implemented with regard to armor type, armor material, etc., and how that triggers certain things, like upsmithing Orcish armor being affected by the Orcish Smithing perk, for additional strength.



#3
TheFinalTier

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Ah thank you, I didn't consider looking into keywords. Will take a look. Thank you!



#4
thumbincubation

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I was able to get into CK a few minutes ago and take a look.  In the past, for Oldrim, I had been able to make a couple of mods that gave a particular power or perk to the player when equipped, one of which was a circlet and hood that gave the power of night eye, another was a set of fine clothes that gave the wearer the merchant perk, and I a dagger that gave a vampiric hypnosis effect.  All of those used a script, based off the vanilla silver sword script with just the pertinent bits changed.  The vanilla script just activates the silver perk (more damage to vamps, etc) on equip, so a duplicate and a couple of changes and it worked. 

 

Now, having played with more script mods and experienced much lag, I am thinking the keywords might be more instant/less draining.   Looking at CK, there are of course already stealth perks, and there is one specific perk called PerkSkillBoosts which seems to be the central coordinating perk for assigning them for certain entry point conditions.  I see an entry point for modifying detection, and there are damage modifiers for both light and heavy armor in there as well.  I don't know (never tried this before) if you could get away with making your own custom entry points, or if you would have to get into playing with the conditions of existing ones, but it looks like it would be doable, along the same lines as the fists of steel perk for heavy armor.

 

I hope this helps.



#5
TheFinalTier

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Ahh thank you, that is actually really good to know. Gives me some hope that it's doable and won't take me years to script. Especially if they can work similar to Silver Weapons, as I relly want to keep the ability for players to enchant their items. Thanks for the help. Will post here at some point in time about how successful I've been.







Also tagged with one or more of these keywords: modding, weapons, armour, armor

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