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Script to Check Attached Weapon Mods?


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Is such a thing possible? From what I have seen with my bumbling attempts at modding using xEdit, weapon mods seem to just be weapon enchantments that stack. Is there a way to reference what "enchantments" are attached to a weapon and use that information in another script? Specifically, I am trying to find a way to make it so that you can break down weapons into their component mods when you scrap them, rather than just getting scrap. Anyone out there with more experience who could help teach me a few things?

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There is no generic way to check which mods are attached to a weapon. The only thing you can do is add unique keywords to your weapon mods and then check whether a weapon has this keyword. But this then only works for your weapons mods.

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So in theory I could just add a new keyword for every single vanilla weapon mod, then use a script to check for those keywords? That's... far from elegant, haha. There has to be a way to do it. Like how in Skyrim the enchanting table knew which enchantment was on a weapon when you went to disenchant things.

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So in theory I could just add a new keyword for every single vanilla weapon mod, then use a script to check for those keywords? That's... far from elegant, haha. There has to be a way to do it. Like how in Skyrim the enchanting table knew which enchantment was on a weapon when you went to disenchant things.

The problem is that the enchanting table in Skyrim is powered by Scaleform / Flash, so it could do things that Papyrus could not.

Edited by Reneer
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