vojteek Posted July 25, 2009 Share Posted July 25, 2009 Hi all. Is there any mod that makes sword possible to knock down someone at every hit? :thanks: Link to comment Share on other sites More sharing options...
nosisab Posted July 25, 2009 Share Posted July 25, 2009 Hi all. Is there any mod that makes sword possible to knock down someone at every hit? :thanks:At every hit would be a little cheap, but one that ignores foe defenses (magic or physical) does not damage that can be reflected to you... will knock down and send afloat anything smaller than a ogre when conect a critical (and even do a one hit kill at anything if you are luck enough)... and still keeping the fun and danger sense... try the Afinity sword mod. You may be surprised as that baby follows your own enhancements and leveling. Link to comment Share on other sites More sharing options...
vojteek Posted July 25, 2009 Author Share Posted July 25, 2009 How i can make my own sword do that? Just knock down without killing in 1 hit. Link to comment Share on other sites More sharing options...
Barlas Posted July 25, 2009 Share Posted July 25, 2009 make a sword in CS and make a custom enchant that makes it drain 5000 fatigue per hit. negative fatigue makes anything fall over, until it regenerates. Link to comment Share on other sites More sharing options...
nosisab Posted July 25, 2009 Share Posted July 25, 2009 How i can make my own sword do that? Just knock down without killing in 1 hit.it's an scripted effect, that afinity sword mod told above have two scripts (one for the 'physical' and another for the 'magical' strike) with many features one can replicate in his/her own scripts (including dynamic changes in its characteristics that uses the player's statuses to adjust to his/her level and such). They are easy to find since everything related to that mod is prefixed by RWL in the name. The quest itself have scripted effect that allows the character teleporting while under magic animation (something that crashes the game if care is not taken) that may be used as template too. PS: that knockdown I did understand it was the 'pushaway' function that do exactly what the name says, not directly related to damage unless the trow send the 'victim' over a precipice. Link to comment Share on other sites More sharing options...
vojteek Posted July 25, 2009 Author Share Posted July 25, 2009 nosisab, pushaway its what i ment. I have no idea how to script items or sth, but i saw "add script" option in TES Construction set - what should i put there to get "pushaway" function in a weapon? Link to comment Share on other sites More sharing options...
vojteek Posted July 26, 2009 Author Share Posted July 26, 2009 help plz Link to comment Share on other sites More sharing options...
Pronam Posted July 26, 2009 Share Posted July 26, 2009 Using PushActorAway in a weapon requires an enchantment.So you would need a spellscript...that needs to be added to the effect of a new enchantment, which in turn needs to be added to the sword. Link to comment Share on other sites More sharing options...
vojteek Posted July 28, 2009 Author Share Posted July 28, 2009 is it possible to make "backwards attack" 100% effective? Link to comment Share on other sites More sharing options...
nosisab Posted July 28, 2009 Share Posted July 28, 2009 nosisab, pushaway its what i ment. I have no idea how to script items or sth, but i saw "add script" option in TES Construction set - what should i put there to get "pushaway" function in a weapon?I already did answer, look for the scripts from the afinity sword mod. Everything from the mod is prefixed as RWL so to be easy to find. Those scripts uses several functions you may want to look, including the pushaway of course. for example, that sword verify the player status and adjusts the base damage accordingly, changes the effective 'length' of the blade reflecting the 'acrobatics', the weight based on strength and 'blade', the ninbleness second speed. Indeed several factors actuate in the weapon characteristics.... but it is in the 'magic' department it shines. It deals a non outrageous amount of damage but that magical damage can't be blocked, neither by armor nor magic means and better, can't be reflected. The weapon have a reasonable to easy critical chance which beyond increased damage will "pushaway" the foe allowing a strategic retreat/positioning or less often it will inflict a single blow kill. a third script will account the use and eventually the own weapon will be substituted for an evolved version that will include soultrap and, heavens forbid, that already awesome weapon will heal the player with a reasonable fraction of the damage done to the foe (something like drain but not the same). The quest script shows a way to enable teleporting while a magical animation is on course (something that crashes the game if done wrongly)... and so on... Yet those scripts do not impact performance more than the strictly necessary and runs only when are 'de facto' used. PS: One will understand the real power of that "defenses bypassing" characteristic when confronting some highly resistant enemies, like gargoyles that can vanquish a mob of ogres exactly because are so hard to hit... Have you seen the face of that one who hits a lich with an awesome 1000 lightning damage plus paralyze weapon just to see it reflected to the PC? :) Link to comment Share on other sites More sharing options...
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