monsteara Posted November 29, 2016 Share Posted November 29, 2016 Hello everyone! I'm one of those people who have never made a mod before, but I've wanted to get into modding for a while and I believe I have the perfect first project. Unfortunately, I have no idea where to start. The idea is this; I want to make a simple script that will check the power of the player's bow, and adjust the speed of their arrows accordingly. So for example, if you had a low Archery skill and a simple longbow, your arrows would fire perhaps a bit slower than vanilla, while an upgraded Dragonbone bow with 100 Archery and a souped up potion would feel like you're firing lasers. I think it would approximate how your character's draw strength is improving, and different bows would perform better as you upgrade them. I do not want to have this affect NPCs, as it would throw off their aim and I'm not crazy/skilled enough to attempt modifying their AI for that. However, as I said, I have no clue on where to even begin implementing this. Fortunately I do have coding experience, and a lot of the scripting references I've seen are pretty easily dissected. I guess my questions are these:Where would be the best place to attach the script? My gut's telling me to attach it directly to the player, but I'm an utter noob here and don't know if that's a bad idea.Would this require an updated SKSE for the Special Edition to work? I have no idea what does and doesn't need script extensions.How could I avoid script bloat? My basic plan for implementation is to call the script in OnPlayerBowShot, and have it affect the arrow you just fired (making it so that changes to your power can happen dynamically) but again, utter noob - I have no clue how this would affect performance, and how to make sure the script doesn't stick around. Also I don't know if there's a better way to do it?And finally, is this as easy as it looks from an outsider's view? I'd like my first foray into modding to be a simple affair, not a herculean effort. Would something like this be best left to a more experienced modder/coder?Thanks in advance! Link to comment Share on other sites More sharing options...
Masterofnet Posted November 29, 2016 Share Posted November 29, 2016 (edited) What you are suggesting is a interesting Idea and sounds like it should be fairly simple, but unfortunately when you look at the functions you have available for modifying projectiles, you are going to find it very hard (and I don' t like to say this ) or impossible to do. Would this require an updated SKSE for the Special Edition to work? I have no idea what does and doesn't need script extensions?Yes if it is even Possible. OnPlayerBowShot would need to be placed on a player alias. Edited November 29, 2016 by Masterofnet Link to comment Share on other sites More sharing options...
monsteara Posted November 29, 2016 Author Share Posted November 29, 2016 Ah, all right. Too bad then, I was excited to try this out! Perhaps I'll wait until the new SKSE is out and see if that opens things up. Thanks though! Link to comment Share on other sites More sharing options...
ishmaeltheforsaken Posted November 30, 2016 Share Posted November 30, 2016 SKSE doesn't provide any functionality for projectiles, so you'd still not be able to do anything. You could always request the functions you'd need, but they've got a lot of work to do before they can even think about entertaining new functionality. Link to comment Share on other sites More sharing options...
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