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Scripting around the single enchantment limit?


ironsightsffs

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Basically I've made a custom sword that damages armor on strike. I wanted this to be an inherent property of the blade itself and not a magical effect. Basically I have gotten to the point where I have an enchantment that is a script effect, the script adds and then removes a custom ability of "disintegrate armor on self". So it looks correct but I want the blade to still be enchantable in-game. Is there a way to make an object script that behaves just like an enchantment, or a way to tell the game not to consider the blade enchanted while retaining the script effect?
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Basically I've made a custom sword that damages armor on strike. I wanted this to be an inherent property of the blade itself and not a magical effect. Basically I have gotten to the point where I have an enchantment that is a script effect, the script adds and then removes a custom ability of "disintegrate armor on self". So it looks correct but I want the blade to still be enchantable in-game. Is there a way to make an object script that behaves just like an enchantment, or a way to tell the game not to consider the blade enchanted while retaining the script effect?

 

You could just take the blade into the game as is without enchantments and then make an enchantment that adds both the effects you desire available in game. Just modify a current enchantment option in TES construction set or create a whole new one.

 

Just an alternate option :P

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Basically I've made a custom sword that damages armor on strike. I wanted this to be an inherent property of the blade itself and not a magical effect. Basically I have gotten to the point where I have an enchantment that is a script effect, the script adds and then removes a custom ability of "disintegrate armor on self". So it looks correct but I want the blade to still be enchantable in-game. Is there a way to make an object script that behaves just like an enchantment, or a way to tell the game not to consider the blade enchanted while retaining the script effect?

 

You could just take the blade into the game as is without enchantments and then make an enchantment that adds both the effects you desire available in game. Just modify a current enchantment option in TES construction set or create a whole new one.

 

Just an alternate option :P

 

Thanks for the reply. I want whoever downloads my mod to be able to add whatever enchantment they want to it, without losing the script effect, in-game. The best solution I have found so far is to (direct them to) use another mod, "Advanced Magecraft" by smoke to add the additional enchants.

 

I'm thinking I could probably do something like this with OBSE but when I run the editor from the obse loader, the editor still gives me errors when I try to put OBSE functions into my scripts. Using OBSE 18 and game version 1.2.0146 (no SI).

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Well you can use a begin on hit script and cast a spell on the player who is being hit It would go like this

 

Begin Onhitwith yourweapon

castspell aayourcustomspell ( the spell will be the one that you want to affect the player or npc )

end

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Well you can use a begin on hit script and cast a spell on the player who is being hit It would go like this

 

Begin Onhitwith yourweapon

castspell aayourcustomspell ( the spell will be the one that you want to affect the player or npc )

end

 

Thanks for the help. I'm a total noob at scripting. I just tried this:

Begin Onhitwith damascusbatsu

addspell damascusAB

end

 

And it didn't seem to work. "damascusbatsu" is the Editor ID of the weapon within the CS. When I use cast, it wants an object reference ID at the end, but putting "damascusbatsu" throws an invalid reference ID.

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Hmm if you send me your nif file i could do it for you

 

You want the NPC you are hitting to take disintehrate armor damage right ?

 

There's the version that uses the enchantment:

http://tesnexus.com/downloads/file.php?id=34172

 

And yes, disintegrate armor mag. 33350, and no spell animation.

You can find the weapon under the "samurai" catagory in the CS.

You'll know it's working when NPCs drop their shield after a single hit, and any piece of armor you hit with it is completely broken when you check their inventory.

 

Thanks.

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