Egypt9 Posted May 7, 2007 Share Posted May 7, 2007 I've been working on a script this afternoon, there are descriptions nested in my script that will pretty much explain it. A few things I want to do and I am confused on- I want to make it so that this script runs the check very few times, like maybe just once a level? I know i need a DoOnce in here somwhere but i'm confused how to set it up without forcing the player to level in order to recieve the first wave of benefits. I *am* aware that there is a mod out there that redistributes leveled rewards, unfortunatly, DBARmor is not included nor does it take into account that I might not want to prance around in big gold flashy armor while trying to assasinate someone. I am using the set/modObjectValue feature in this script that is included with the newer version of the Expanded lanuage but there was currently no documentation showing exactly how to apply it. I'm waiting for them to upload some, if you know how, please tell. I know i probably could have just flatout changed the objectvalues as i checked the levels now that I look at this. i did this in notepad, the spacing needs fixed. ScriptName DarkFix Begin onLoad short currentLevelshort otherARBodyshort otherARHoodshort otherWeightBodyshort otherweightHoodshort otherHealthHoodshort otherHealthBodyshort dbARBodyshort dbARHood set currentLevel to ( Getlevel player )set dbARHood to GetObjectValue 150 000347F4set dbARBody to GetObjectValue 150 000347F7 ;Checks the players levels then fills apropriate variables with data to create;a profile of the armor stats desired if ( player.Getlevel >= 3 ) set otherARHood to 2.5 set otherWeightHood to 1.5 set otherARBody to 15.5 set otherWeightBody to 15 set otherHealthBody to 440 set otherHealthHood to 80 elseif ( player.Getlevel <= 6 ) ;Chainmail Without Shield set otherARHood to 3.0 set otherWeightHood to 1.8 set otherARBody to 18.5 set otherWeightBody to 18.2 set otherHealthBody to 742 set otherHealthHood to 135 elseif ( player.Getlevel <= 10 ) ;Mithril Without Shield set otherARBody to 21.0 set otherWeightBody to 23.1 set otherARHood to 3.5 set otherWeightHood to 2.2 set otherHealthBody to 1320 set otherhealthHood to 240 elseif ( player.Getlevel <= 14 ) ;Elven Without Shield set otherARBody to 24.0 set otherWeightBody to 27.3 set otherARHood to 4.0 set otherWeightHood to 2.6 set otherHealthBody to 2420 set otherHealthHood to 440 elseif ( player.Getlevel <= 20 ) ;Glass Without Shield set otherARBody to 30.0 set otherWeightBody to 31.5 set otherARHood to 5.0 set otherWeightHood to 3.0 set otherHealthBody to 3700 set otherHealthHood to 675 endif ;Performs a check on the current AR against our profile armor (what it should be like);if it's different, it corrects it if ( otherARHood < dbARHood ) && (otherARBody < dbARBody ) set ObjectValue 150 to otherARBody 000347F7 set ObjectValue 0 to otherWeightBody 000347F7 set ObjectValue 150 to otherARHood 000347F4 set ObjectValue 0 to otherWeightHood 000347F4 set ObjectValue 2 to otherHealthBody 000347F7 set ObjectValue 2 to OtherHealthHood 000347F4 MessageBox "Sithis, greatly pleased with the souls you have harvested, empowers your armor", "Ok" endifEnd Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 7, 2007 Share Posted May 7, 2007 I think you'd be better off just making copies of the DB armor in the CS with the adjustments already set, then using the script to just swap out the pieces of armor as the player levels. It's certainly easier to script, and can cause fewer problems than trying to augment worn items. This is what the quest reward replacers do, and it works fairly well in cases where what you are upgrading already has a preset enchantment. What you're trying to do would only make sense if you wanted to upgrade equipment that wasn't already enchanted (as the new upgraded replacement wouldn't have the same affects as the previous). As far as that goes, it's difficult, requires OBSE, and can be prone to causing serious problems, equipment by design wasn't meant to be adjusted that way, the OBSE team found a way around it, but there is nothing to say that their methods are without problems. Link to comment Share on other sites More sharing options...
Egypt9 Posted May 8, 2007 Author Share Posted May 8, 2007 I think you'd be better off just making copies of the DB armor in the CS with the adjustments already set, then using the script to just swap out the pieces of armor as the player levels. It's certainly easier to script, and can cause fewer problems than trying to augment worn items. This is what the quest reward replacers do, and it works fairly well in cases where what you are upgrading already has a preset enchantment. What you're trying to do would only make sense if you wanted to upgrade equipment that wasn't already enchanted (as the new upgraded replacement wouldn't have the same affects as the previous). As far as that goes, it's difficult, requires OBSE, and can be prone to causing serious problems, equipment by design wasn't meant to be adjusted that way, the OBSE team found a way around it, but there is nothing to say that their methods are without problems. I appreciate your suggestion! So what your saying is, just duplicate the armor, change the armorclass/weight/health and then make a script that just checks the level, removes the current armor, and adds the newer version? I think that does sound a lot easier! I will most likely script/mod the game to do this, however, I have a question. The set/modObjectValue feature, if i read right, will also add enchantments, do you think that if i decided to try and 'rehash' the enchantments on the armor, maybe make a set of armor with custom enchantments on them, that I could use a script to do that? I have heard many people say it is not phsyically possible to edit/change enchantments as they are hardcoded. I am frustrated by this, do you have a suggestion? Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 8, 2007 Share Posted May 8, 2007 do you have a suggestion?Nope, don't use OBSE myself, I see it as something which occasionally leads to this sort of issue where people overcomplicate things when they don't need to. As you'd still be adjusting the enchantment by a specific amount, proportionate to the armor itself, you could just make upgraded versions of the enchantment and attach it to the upgraded armor. The OBSE function (if it works on enchantments) would only be viable for non-specific instances, like being able to put a piece of random equipment inside a chest, hit the chest with a spell, and have a related effect added to the equipment (would be a real task to do, IF it's even possible). Since we're talking about a specific set of equipment, with a specific set of enchantments, it's easier to just make multiple versions of various strength. Link to comment Share on other sites More sharing options...
Egypt9 Posted May 8, 2007 Author Share Posted May 8, 2007 do you have a suggestion?Nope, don't use OBSE myself, I see it as something which occasionally leads to this sort of issue where people overcomplicate things when they don't need to. As you'd still be adjusting the enchantment by a specific amount, proportionate to the armor itself, you could just make upgraded versions of the enchantment and attach it to the upgraded armor. The OBSE function (if it works on enchantments) would only be viable for non-specific instances, like being able to put a piece of random equipment inside a chest, hit the chest with a spell, and have a related effect added to the equipment (would be a real task to do, IF it's even possible). Since we're talking about a specific set of equipment, with a specific set of enchantments, it's easier to just make multiple versions of various strength. Can you point me to a tutorial that discusses this "making upgraded versions of enchantment X and attaching it to armor" process? That would be killer. Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 8, 2007 Share Posted May 8, 2007 do you have a suggestion?Nope, don't use OBSE myself, I see it as something which occasionally leads to this sort of issue where people overcomplicate things when they don't need to. As you'd still be adjusting the enchantment by a specific amount, proportionate to the armor itself, you could just make upgraded versions of the enchantment and attach it to the upgraded armor. The OBSE function (if it works on enchantments) would only be viable for non-specific instances, like being able to put a piece of random equipment inside a chest, hit the chest with a spell, and have a related effect added to the equipment (would be a real task to do, IF it's even possible). Since we're talking about a specific set of equipment, with a specific set of enchantments, it's easier to just make multiple versions of various strength. Can you point me to a tutorial that discusses this "making upgraded versions of enchantment X and attaching it to armor" process? That would be killer.No tutorial is really needed, just find the enchantment that's used by the DB armor in the CS, make copies of it, like you did the DB armor, and attach the new enchantments to the armor for that specific level.http://cs.elderscrolls.com/constwiki/index.php/Enchantmenthttp://cs.elderscrolls.com/constwiki/index.php/Armor Link to comment Share on other sites More sharing options...
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