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Weapon Procs?!?!


60mm

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I don't know about anyone else but the enchanted weapons in Oblivion always drove me nuts. I just use regular weapons because running out of charges all the time is a pain in the ass. The thing that really gets me is how it's effect procs every time you use it so you either drain it quickly fighting regular mobs, pull it out only for tough mobs or have a good soul trap recycling thing going on which isn't fair for all character types. I for one would like to see a mod that changes enchanted weapons to have a chance to proc when you hit. The mod could include several versions at different percentages to suit the user's taste. I would kill to have a 5% proc so I can stop carrying around multiple weapons and just have one good enchanted weapon.

I've done simple mods like changing weapons characteristics/making custom ones for fallout 3, making a home in oblivion so I have some basic knowledge of modding and plan on spending some time today tinkering around to see if i can figure out a way. If anybody knows how or is interested in helping let me know. Of course if this mod already exists, please point me to it!

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I want to keep the charges, I like the whole soul gem/recharge system. I just don't like that they run out in a heartbeat. Plus weapons that go off sometimes and not all the time are more exciting for many.
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A lot of reading later... <.<

 

ScriptName MyWeaponProc

ref target
ref item
short ProcChance
float StrikeCost
float ProcCost
float CurrentCharge
short NewCharge

begin ScriptEffectStart
set StrikeCost to 0;Cost of on strike effect.
set ProcCost to 10;Cost of the proc effect.
set ProcChance to 49;Proc chance, 0-99.
set target to GetSelf
set item to player.GetEquippedObject 16
set CurrentCharge to player.GetEquippedCurrentCharge 16
;	Code for on strike effect.
if CurrentCharge < StrikeCost
;	Weapon doesn't have enough charges for on strike effect.
elseif CurrentCharge >= StrikeCost
;	Weapon has enough charges for on strike effect.
	set NewCharge to CurrentCharge - StrikeCost;Calculate weapons new charge count.
	player.SetEquippedCurrentCharge NewCharge 16;Update weapons charge.
;	Places a Shader effect on target and player for 2 seconds.
	target.PlayMagicShaderVisuals GhostEffect 2
endif;End Strike Effect
if GetRandomPercent < ProcChance
;	Weapon Proc Effect
	if CurrentCharge < ProcCost
;	Weapon doesn't have enough charges to proc.
		MessageEx "%n doesn't have enough charges." item
	elseif CurrentCharge >= ProcCost
;	Weapon has enough charges to proc.
		set NewCharge to CurrentCharge - ProcCost;Calculate weapons new charge count.
		player.SetEquippedCurrentCharge NewCharge 16;Update weapons charge.
		MessageEx "%n Proced." item;Proc message.
;	Our weapon procs effect code goes from here till endif.
;	Places a Shader effect on target and player for 2 seconds.  Change effectAbsorb and 2 to change shader type and duration.
;	Or remove entirely to not use a shader effect.
		target.PlayMagicShaderVisuals effectAbsorb 2
		player.PlayMagicShaderVisuals effectAbsorb 2
;	Lowers target health by 100. A positive number would restore health or attribute.
		target.ModActorValueC 8 -100
;	Increases player health by 100.
		player.ModActorValueC 8 100
	endif;End Weapon had enough charges.
endif;End proc.
end

 

Should be fairly straight forward. This requires OBSE 18, yes that is the beta version. I believe I've commented everything that would need commenting in the code. Save your script as a magic effect and create a new enchantment with a script effect using your script. Then just create your item in the CS with your enchantment, make sure you give it a charge value. Using the above gives you a slightly over powered absorb health effect.

 

You can find actor value codes here.

 

While this doesn't change all enchants in the game like I think you may have wanted it gives you a fairly easy to implement script to make your own proc enchants that wont conflict with anything else.

 

Edit:

Updated with an updated base script. Has a code area for on strike effects, with a cost, prior to proc effects.

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