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Mod that adds special effects of armors


pidiw

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Hi guys,

 

im new here and literally, i dont know how to mod.

 

i would like to know if someone has made a mod that instead of increasing the armors defense rate per category of armor, it will have unique effects instead.

 

while heavy armor defense should still be higher than light armor, it would have equal defense rate from steel-dragon and leather-glass. however, glass armors will and should have better effects than the lower ranks.

 

ex.

 

steel armor set will have +15 one hand and +20% more damage to draugr while ebony armor set will have +15 to one hand and +20% more damage to dwarvens (or something more useful)

 

i noticed that when we increase our rank in smithing and unlock another category to forge, the latter ones are becoming useless and obsolete because we are focusing on the better equips.

 

my solution is giving them unique effects and attributes for it to be useful even until the long playing times

 

if someone already made this mod, please let me know.

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That sounds like a pretty interesting idea; not super fast to make, but not too difficult. I will look into it.

 

Do you have any specific ideas and requests beyond what you listed?

 

I'm thinking that having the same +15/20% skill and damage boosts on each piece of equipment (boots, head, gloves, etc) would be too OP, so unless that's what you want I think I'll see about spreading it out amongst the set.

 

Correction: requires either scripting that I'm not qualified to do or will make all armor in the game count as enchanted, which seems like it would break more than it would fix.

 

Edit again; I figured out the script, I think. This is going to take a while, though, so go on with requests/suggestions for effects.

Edited by AnkhAscendant
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Hmm... as far as going for the effects im really not sure cause the game has too many effects and its hard to think for a balance one.

 

 

How about instead of adding % we will just use the basic addition, i mean +5 to one hand then +10 more damage when atacking elven (like wuuthrad effect)

 

So my initial suggestion is

 

Steel set:

for each armor,gauntlets,boots,headgear - +1 damage when using one hand, +1 damage to creatures on the outland (so that means bears,wolves,skeevers,spriggans).

 

its better to segregate the effect so the player has free choice of combinations he will but of course, if you want a full buff damage on a specific enemy, then use all of the armor

 

so next for the Steel smithing is either Elven or Dwarven. Those 2 should have better effects

 

Elven could be: more damage to falmers and chorus then +5 sneak during night for each equip (or if whole elven set is equipped, player will have +20 bow damage)

 

Dwarven could be: more damage to summoned creature then adds chance of finding more gold coins in chests or something for each equip

 

Anyway thats just my random thoughts and most certainly someone can think a bit more creative than that lol.

 

In other note, if this would be a success to you and wont conflict anything. i would really like the weapons to have the same too.

 

 

PS: im really not sure but will this conflict the enchantments??

Edited by pidiw
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No, doing it by script won't conflict with any enchantments, as far as I can tell. It will conflict with any and every other mod that changes the vanilla armors, though, if that's a concern. And the weapons shouldn't conflict with anything in here, but I think that the amrors is a big enough project for now. :tongue: I may get this one done first and see about that. (This is going to take a while; I lot of tedious editing of every base armor.)

 

I'm not sure whether changing the damage changes Percent or just adds Points of damage, but you can't actually change which one it does (which is kind of a dumb thing, really) that that's kind of a moot point. I do like damage vs creatures for the effect on Steel. It makes sense with who has it.

 

I started with Glass, just at random, and instead of fortifying any weapon skills I gave it a bonus to magicka regeneration - not necessarily useful for most fighters, but it does make sense since it's usually elves who have it. And since Elven used to be a closely guarded secret of the Altmer smiths, I was thinking of giving it a bonus against humans, actually. And Fur armor (the bandit stuff) a resistance to frost (because they're always hanging around living outside). But that's really about as far ahead as I've thought.

 

Looking at it, it seemed a little unrealistic for Leather and Dragonscale to have the same armor rating, so I thought to leave some variation in, but not nearly as much as normal. Mostly it's in tiers and a lot of stuff, especially the high end cuirasses, have been underpowered. If you're interested, here's my list.

 

 

 

Nothings set in stone, of course. I haven't done most of it, just about a third of the Glass armor, and effects are easy to change at any point.

 

 

 

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Thats actually a good list and really support your suggestions regarding some stuffs. As you say, there still should be a significant difference of armor rating for heavy and light although the same heavy armors and same light armors shouldnt be much of a difference.

 

Additional ideas:

 

Dwarven armor - Will give bonus damage to falmers or add gold coin since they are addicted to gold

 

Vampire armor - HP increase during night or HP regen increase during night (can also be magicka)

 

Wolf armor - (is there any way the system detect if its full moon? cause i would really suggest a berzerk type of buff during full moon) or just faster movement speed

 

Nordic armor - Defense to creatures or speech buff when talking to a nord race

 

Thats all for now. Feel free to revise to a more creative one.

 

Hopefully if you can work this one out, we can make compatibility patches to other armor mods and stuff (i really like CBBE armors for female since they look like dudes with the vanilla ones)

 

PS: I would like to know if this will affect those unique items (hopefully not)?

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Sorry for the delay, I was out of town for four days.

 

No, I wasn't planning on changing the unique items, mostly because that would just be a lot of tedious extra work, although I would if you wanted (I'm glad you don't).

 

I like your ideas, although I'm not sure if there's a way to detect phase of the moon, mostly because I'm not sure if vanilla Skyrim has moon phases... I don't play werewolves, so it might and I just never noticed ^^; If it does I can figure that out probably eventually.

 

I should warn you that November is going to be very, very busy for me, so I probably won't have much opportunity to do anything until December, then it will be a couple weeks of adding scripts to everything and figuring out enchantments. After that, in theory, doing it for the CBBE versions presumably won't be too much trouble. Or depending on how the CBBE version works, it might take effect without needing any sort of patch. (Don't quote me on that though, since I'm guessing. I'll see eventually.)

 

In the meantime, just as a general note to anyone reading, still open to all sorts of lore-friendly effect suggestions.

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no, what i meant is if this will affect the unique items, it might get conflict with the likes of ebony blade,wuuuthrad etc...

 

to tell you honestly, i sucked at giving suggestions lol so if anyone has alots of idea for this request, the stage is all yours :D

 

and you dont have to worry on my side since im only play occassionally (i just finished skyrim once 2 years ago and just thought of playing it again last couple of weeks)

 

take all the time you have.

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