jmalkavian Posted January 12, 2012 Share Posted January 12, 2012 (edited) Have noticed that some weapons are faster than others Eg: kahvozeins -possibly fastest dagger in game, so use it instead of a crafted weapon {preferred} and would like to be able to up the speed on any weapon whether crafted by mod or vanilla---to the max speed possible.....either by enchantment or whatever means is possible.....enchantment would be better as would also have opportunity to change the name. Also if enchanted make it so it never needs to be re-charged Is this possible? or is it too difficult?. Or has this topic been addressed {haven't seen it}...if so ...my apologies and could someone point me in the right direction. ty. Edited January 12, 2012 by jmalkavian Link to comment Share on other sites More sharing options...
Lardtree3 Posted January 12, 2012 Share Posted January 12, 2012 Should be very easy with CS, but at the moment I don't think anything currently exists. Link to comment Share on other sites More sharing options...
AndyXvers2 Posted January 12, 2012 Share Posted January 12, 2012 * like * swing and draw weapons faster, with weapons you craft yourself? that would be totally worth it Link to comment Share on other sites More sharing options...
descenttotruth Posted May 22, 2013 Share Posted May 22, 2013 Should be very easy with CS, but at the moment I don't think anything currently exists.CS? Link to comment Share on other sites More sharing options...
budcat Posted May 22, 2013 Share Posted May 22, 2013 (edited) Perhaps I'm misunderstanding the OP, but there is no "fastest speed possible" really, some daggers and weapons just have altered speed values making them faster or slower than others. At any given time, the modded dagger with the highest speed value is the "fastest dagger" but someone can always make a faster one to the point of absurdity. Weapon speed is easily edited in the Creation Kit. You could make a mod where a higher smithing skill allows you to make a lighter, faster weapon. While it'd be a bit sloppy in the Creation Kit, and workload heavy, you could execute it a fashion undetected by the player.Example:Iron Dagger - Requires Iron Smithing AND Smithing < 50, default speed value x 1.00, default weight x 1.00Iron Dagger - Requires Iron Smithing AND Smithing ≥ 50 AND Smithing < 75, default speed value x 1.25, default weight x 0.75Iron Dagger - Requires Iron Smithing AND Smithing ≥ 75, default speed value x 1.50, default weight x 0.50 In this method, even though you've altered the original item and recipe, and created two new items and recipes, the player would never see anything but the original Iron Dagger option in their crafting menu and notice nothing different but that they can create lighter daggers as their skill increases. But you could also rename them "Balanced Iron Dagger" or "Lightweight Iron Dagger" or whatever if you chose, it would just scramble up the smithing menu a bit. Or you could just make them new options on top of the old. It's all up to personal preference really. Because there are so many variable weapon types and the need to make new recipes for crafting and smithing, it is a rather large number of edits, but rather simple edits, that amount to not much more than your average daily workload at a data entry job. There's also a few logical issues such as daedric weapons require a smithing skill of 90 so there may not be any room for improvement on such an advanced weapon, etc. But it's a cool idea, assuming I didn't just miss the point entirely and that wasn't the idea at all. I may make this mod. Edited May 22, 2013 by budcat Link to comment Share on other sites More sharing options...
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