Deleted1848331User Posted July 25, 2010 Share Posted July 25, 2010 To make a Leveled Weapon (IE it lvling with you) All you do is this if its dusk/dawn it changes, right? Well, in the script, you put a block like the following: if (Player.GetLevel == 5) ;5 is an examplePlayer.AddItem formIDPlayer.RemoveITem formID endifend where form IDs are the IDs of the items.you would add this somewhere in the dawnfang/duskfang script, thus leveling it with you everytime it changes. This is a complicated explanation :P Link to comment Share on other sites More sharing options...
forli Posted July 25, 2010 Author Share Posted July 25, 2010 Some mods like THIS use only one weapon, and change the stats, meshes and enchantments through scripts. When i look at these scripts my head explodes, but an expert modder can write a similar script for the duskfang/dawnfang. No need to keep 10-20 versions of the weapon, then add a stronger version and remove the weaker one, every 5-10 levels. (This is the vanilla system) Just keep one, change damage, health and enchantment based on your level, and every dawn/dusk switch enchantments (of the same level) and meshes (Dawn and dusk have different meshes). As I say in the first post, the weapon will not resets it's health and charge, don't loses the poison and the quick-key In other words, this is the vanilla system:28 weapons (14 dusk, 14 dawn)28 enchantments With the new system:1 weapon28 enchantment (It's possible to create a similar system with enchantments, by increasing the fire/frost damage, but It's really to much work)However, nobody else look at the first idea? It's much more easy than the second, but still to much for my skills "forli.getAV modderSkills" give 2 as results! Link to comment Share on other sites More sharing options...
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