jackalhead Posted November 30, 2011 Share Posted November 30, 2011 Is there any way to extract a list of all the weapons in the game? If so, I'm willing to bet there are specific creature only attacks listed. I'm also willing to bet that using player.additem # # and played.equipitem #, we can equip these creature specific weapons to us in a quadruped polymorphed state, allowing us to FINALLY do melee attacks. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 30, 2011 Share Posted November 30, 2011 creatures will probably have their own attacks yes, not sure if many would be like equiping weapons though, they will simply be attack animation sets. So looking in 'weapons' might not be the right place. I would guess in the characters entry or in an actor ability entry somewhere. Link to comment Share on other sites More sharing options...
danshive Posted November 30, 2011 Share Posted November 30, 2011 I can almost guarantee that the unarmed attacks are technically considered weapons. When modding the Fallout games, all the enemies had their "unarmed attacks" equipped. This COULD, of course, be somehow different in the Skyrim creation kit, but that's why I'm saying almost-- wait. Has anyone used the console command "inv" on an animal? TO THE CONSOLE COMMAND LINE! I'll be back. Side note: Using player.additem and player.equipitem probably won't work due to the items not being playable, by which I mean a specific setting in the editor, likely in the form of a checkbox, not being checked. Link to comment Share on other sites More sharing options...
danshive Posted November 30, 2011 Share Posted November 30, 2011 (edited) OMG I'M BACK. Okay. I summoned a mud crab, no inventory. BUT! In my search for mud crab codes, I witnessed not equipment for crab claws, but SPELLS. There were two, both named crab claws: 000F392B000F392C I didn't do anything beyond that, but I THINK those are how the crabs attack. EDIT: Okay, if those are the attacks, I don't know how to get them to work. I turned myself into a mudcrab, gave myself both of them, and used console commands to equip them. I could click all I wanted, but I couldn't attack. EDIT EDIT: It has just occurred to me that the spells could just as easily have that checkbox I mentioned for equipment earlier, meaning that them being spells doesn't mean we don't have to worry about that complication ^^; Edited November 30, 2011 by danshive Link to comment Share on other sites More sharing options...
jackalhead Posted November 30, 2011 Share Posted November 30, 2011 OMG I'M BACK. Okay. I summoned a mud crab, no inventory. BUT! In my search for mud crab codes, I witnessed not equipment for crab claws, but SPELLS. There were two, both named crab claws: 000F392B000F392C I didn't do anything beyond that, but I THINK those are how the crabs attack. EDIT: Okay, if those are the attacks, I don't know how to get them to work. I turned myself into a mudcrab, gave myself both of them, and used console commands to equip them. I could click all I wanted, but I couldn't attack. EDIT EDIT: It has just occurred to me that the spells could just as easily have that checkbox I mentioned for equipment earlier, meaning that them being spells doesn't mean we don't have to worry about that complication ^^; Well done, Danshive! Could you please tell me how you found the 'spells' called mudcrab claws? Did you find them with some trick in the console or did you extract from a certain BSA file? Please enlighten all of us. :] Link to comment Share on other sites More sharing options...
danshive Posted November 30, 2011 Share Posted November 30, 2011 Oh! Sorry. I should've included that. I wanted to summon a crab, which is done by clicking on a reference while in the console and typing the following: placeatme ######## 1 I needed the code, so I did this search: help "crab" 4 This returns all the objects, like NPCs, spells, weapons, etc that have "crab" in the name. What type is included, so it's easy to find all the perks, npcs, spells, etc with "crab" in the name. This was more than fit on screen, so I had to use the page up and page down buttons on my keyboard. I didn't write down the code, but there was another spell called "crab abilities", or something like that. As for giving myself the spells: player.addspell #######player.equipspell (right or left) ####### That didn't actually let me do anything crabby, but I didn't get any errors, either, so it presumably worked. There's just something that keeps me from using them, which is why I suspect there's a setting built into the spells that keep them from being playable. This is supported by the fact that, in spite of successfully adding the spells to my character and being able to equip them, they were not listed anywhere in my spell list. Link to comment Share on other sites More sharing options...
jackalhead Posted November 30, 2011 Share Posted November 30, 2011 Interesting. I went in the game to poke around with your discovery and it appears the werewolf has a spell called 'werewolf claws' as well. In fact, there were about 8 entries of werewolf claws. However, I couldn't find any spell attacks for the wolves, spiders or bears (the three other monsters I looked at in the console). Nearly every creature as a spell called abilities though. I'm not sure what that does. Anyways, yeah I equipped the mudcrab claws as a mudcrab and still couldn't attack. So you are saying you suspect that there's a check box in the CK that says something along the lines of 'can be used by player' under the spells / weapons / attacks of each creature? Link to comment Share on other sites More sharing options...
danshive Posted November 30, 2011 Share Posted November 30, 2011 I suspect there is. Fallout basically had a checkbox for letting the player use the weapon and for letting enemies use the weapon. So you could, in theory, have weapons that: Only players can use.Only enemies can use.Both players and enemies can use.Neither can use. Not sure why you'd make a weapon that nobody can use, but in theory that was possible... Link to comment Share on other sites More sharing options...
natula123 Posted November 30, 2011 Share Posted November 30, 2011 Hey Guys,This is an awesome thing here. I have tried to do this myself, but have become stuck at copying to a dog, cause I dont know which files to replace. I know which ones to copy. I was wondering if someone could upload the files for any meshes changes they have done soo others can test em and see it? Thanks! Link to comment Share on other sites More sharing options...
Midicow Posted November 30, 2011 Share Posted November 30, 2011 (edited) I edited a skyrimized esp that makes armours playable (using tesnip) and cleared it out, then added the GRUP (SPEL) after the TES4 and all the required esp header info, then in the spell I copied from skyrim.esm the SPEL (crSpider01PoisonBite).I then edited the FULL subrecord to have a name with an asterisk infront. (ie *spiderbite)Saved it, loaded it in skyrim. Found that this spell showed up now (it didn't before) with help. Changed player into frostbite spider, gave them the spell and equipped on left hand. Attacking with the left hand would then cause a frostspider poison bite attack. Edited November 30, 2011 by Midicow Link to comment Share on other sites More sharing options...
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