IThreeDawgI Posted June 10, 2014 Share Posted June 10, 2014 (edited) Is it possible to make the speed at which the player and enemies swing their weapons a function of both weapon skill and weapon weight? Can the same be done for raising your shield or weapon to block? What about for bows and draw time? Thanks. Edited June 10, 2014 by IThreeDawgI Link to comment Share on other sites More sharing options...
Novem99 Posted June 10, 2014 Share Posted June 10, 2014 I don't think that it is possible to make the speed automatically dependent on skill and weight. However you can edit the speed of a weapon in the Creation Kit by hand. But for every weapon this could be big effort. Link to comment Share on other sites More sharing options...
lofgren Posted June 10, 2014 Share Posted June 10, 2014 weapon skill is easy. For weapon weight you would probably want to edit the weapon directly, although workarounds are possible albeit clunky. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 15, 2014 Share Posted June 15, 2014 There is likely a way to set the weapon speed depending on skill and weight. I'm not entirely sure how to do it, but it would probably require SKSE. And definitely scripting. It would go something like this:Scriptname WeightAndSkillWeaponSpeedScript Extends ObjectReference ? Property WeaponWeight Auto ? Property OneHandedSkill Auto ; create more properties referring to each type of combat skill, like archery, block, etc. Function GetSpeedWeightSkill(weaponweight as int, onehandedskill as int; add parameters for all ;the skills ) If ;use a keyword for the type of weapon - 1handed, 2handed, shield, etc. Self().SetWeapSpeed(weaponweight - (onehandedskill/10)) EndIf EndEvent Clearly, there are many things wrong with that script. I don't know what type of property skills are, or weight. You would also need to cast them as an int, but I'm not entirely sure how to do that. SetWeapSpeed isn't an actual function, but you would need to find a function to set the speed of the weapon. I don't usually mess around with this type of scripting, so I wouldn't know. I'm not sure if you would have to create a separate function for each type of skill, or a separate If statement for each type of skill, or if you could create an array/formlist type of thing to refer to all the combat skills at once, and then only need one If statement. For the Keyword, you could find something like IsWeapon or something like that. I really don't know enough to tell you how to execute such a thing. I'm not sure if you would have to place this on every weapon in the game, and if you did, then there would be an issue with mod-added weapons. There are probably plenty of ways to do this, but I work more on quest creation, so I wouldn't really know. Link to comment Share on other sites More sharing options...
lofgren Posted June 15, 2014 Share Posted June 15, 2014 SetSpeed() is a function. http://www.creationkit.com/SetSpeed_-_Weapon as is GetWeight() http://www.creationkit.com/GetWeight_-_Form You wouldn't put the script on a weapon, you would put it on a player alias because it would have to be reapplied to the player's currently equipped weapon every game load. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 15, 2014 Share Posted June 15, 2014 On 6/15/2014 at 3:19 AM, lofgren said: SetSpeed() is a function. http://www.creationkit.com/SetSpeed_-_Weapon as is GetWeight() http://www.creationkit.com/GetWeight_-_Form You wouldn't put the script on a weapon, you would put it on a player alias because it would have to be reapplied to the player's currently equipped weapon every game load.What if you wanted to apply it to NPCs wielding weapons as well? Link to comment Share on other sites More sharing options...
lofgren Posted June 15, 2014 Share Posted June 15, 2014 (edited) Cloak spell. Edit: One thing you definitely would not do is add a script to every single item in the game. Your mod would conflict with hundreds of mods and you would get nothing out of it. If you were going to every weapon in the game, you would just set their speed to whatever you think it ought to be based on their weight and use the WeaponSpeedMult actor value to adjust the target's speed based on what they are wielding. That way you could at least use a bash patch to import your weapon stats and not have to worry about the fact that you have dirtied every single weapon in a single mod. Edit2: Pretty sure NPCs don't fire OnEquip() events anyway, so the script wouldn't even work on an NPC if it was on a weapon. Edited June 15, 2014 by lofgren Link to comment Share on other sites More sharing options...
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