Erenussocrates Posted November 17, 2013 Share Posted November 17, 2013 Guys, seriously, I really need help on this. I want a sword with custom special abilities (which has a personality and with it's quest if possible, anyone know Malevolent mod from Oblivion? Something like that.) which can be upgraded forever either by hitting enemies or killing them. If you also know the Soul Calibur lore, you could see what I am trying to mean. I am not looking for a dull Soul Edge implementation but something more special like I said. Infinite weapon damage upgrade and infinite absorb health upgrade would be much appreciated. A knockback effect would be much appreciated too. A multi-pathed quest mod would be greatly appreciated. (maybe even bringing it's counter part Soul Calibur into account in order to destroy the sword, if player is roleplaying a good character) If not any of these, is there a quest mod similar to Malevolent? Or maybe something like Lilarcor? Link to comment Share on other sites More sharing options...
Xander9009 Posted November 17, 2013 Share Posted November 17, 2013 (edited) Getting a sword to be do more damage each time it hits an enemy would need to use GetBaseDamage and SetBaseDamage (both are SKSE functions). The absorb health, however, I have no idea about. Actually, you could probably make a custom enchantment which absorb health manually instead of using the normal absorb health enchantment. Have that enchantment check a global variable for its magnitude. When the sword hits something, increase the variable. I'll help out with the scripts, but the quest is up to you or someone else (although, if you do start it, feel free to ask questions). You'd need a scripted enchantment with the following GlobalVariable Property AbsorbHealthGlobal Auto GlobalVariable Property DamageGlobal Auto ObjectReference Property SwordREF Auto Event OnEffectStart(Actor akTarget, Actor akCaster) AbsorbHealth = AbsorbHealthGlobal.GetValue()+1 DamageValue = DamageGlobal.GetValue()+1 SwordREF.SetBaseDamage(DamageGlobal.GetValue()) akTarget.DamageAV(Health, AbsorbHealth) akCaster.RestoreAV(Health, AbsorbHealth) AbsorbHealthGlobal.SetValue(AbsorbHealth) DamageGlobal.SetValue(DamageValue) EndEvent The three properties would need to be filled with the reference to the sword, a global variable you make to store the damage of the sword, and a global variable you make to store the absorb magnitude of the sword. EDIT: Fixed a typo Edited November 18, 2013 by Xander9009 Link to comment Share on other sites More sharing options...
Erenussocrates Posted November 17, 2013 Author Share Posted November 17, 2013 Hmm, that's really quite helpful, but what if we wanted to increase the sword's damage by each kill instead of hits? Link to comment Share on other sites More sharing options...
Xander9009 Posted November 18, 2013 Share Posted November 18, 2013 (edited) I don't know if this would work, but it might. Move the increment to a finish event. GlobalVariable Property AbsorbHealthGlobal Auto GlobalVariable Property DamageGlobal Auto ObjectReference Property SwordREF Auto Event OnEffectStart(Actor akTarget, Actor akCaster) AbsorbHealth = AbsorbHealthGlobal.GetValue() DamageValue = DamageGlobal.GetValue() SwordREF.SetBaseDamage(DamageValue) akTarget.DamageAV(Health, AbsorbHealth) akCaster.RestoreAV(Health, AbsorbHealth) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) If ( akTarget.IsDead() ) AbsorbHealthGlobal.SetValue(AbsorbHealthGlobal.GetValue()+1) DamageGlobal.SetValue(DamageGlobal.GetValue()+1) EndIf EndEvent EDIT: Fixed a typo Edited November 18, 2013 by Xander9009 Link to comment Share on other sites More sharing options...
Erenussocrates Posted November 19, 2013 Author Share Posted November 19, 2013 (edited) Thank you very much for all of your helpful points. But in appearance of current situations, I am studying 10 hours a day and will be doing that until next summer. As I have little time to spend infront of a computer, I have little room for trying and learning the stuff right now as well having other activities, as I don't even have any experience of scripting from before. If only someone more experienced could see this, just see this, and agree with this idea's awesomeness, and make it for all of us...You have just showed the scripts as well, so it's obvious how it could be done, I guess. Again, thanks for your help. Edited November 19, 2013 by Erenussocrates Link to comment Share on other sites More sharing options...
fifteenspades Posted November 19, 2013 Share Posted November 19, 2013 I'm confused, there are already weapons that gain X upon killing Y and stack. Why not just use those effects on w/e weapon you want it on? Link to comment Share on other sites More sharing options...
Erenussocrates Posted November 20, 2013 Author Share Posted November 20, 2013 (edited) You are confused because clearly you didn't read it to the end.I said that I wanted the weapon to be upgradable endlessly, meaning it won't ever have a cap as player keeps killing Y, and X will continue stacking forever. Is there really any mod that accomplishes these things that I said? Edited November 20, 2013 by Erenussocrates Link to comment Share on other sites More sharing options...
Xander9009 Posted November 20, 2013 Share Posted November 20, 2013 fifteenspades, you might be thinking of Ebony Blade but it has a limit. And the way it becomes more powerful means it can't not have a limit. Link to comment Share on other sites More sharing options...
Erenussocrates Posted November 21, 2013 Author Share Posted November 21, 2013 Oh damn, if only someone could see this :( Link to comment Share on other sites More sharing options...
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