TheGreatEater Posted January 17, 2017 Share Posted January 17, 2017 I finally got the ability to work with Nif-files, and I admit I'm having a blast (even if I'm slow as heck when it comes to modeling, it's still fun). But before I got too into it. I was wondering if it's something the community or others would find interesting in the overhaul I'm making (well it's more like a ton of mods in one mod. But still counts right?). So I was thinking of types of mage armor and heavy armor that would be cool. And am atm starting with villainous npc gear. What I am working on atm is a Necratic Sword (a necromancer sword that will be craftable). When: ;Is the player in combat?If ( Game.GetPlayer().GetCombatState() == 0 ) ;State is 0, so player is peacefulDebug.Notification("Player is not in combat") (this will instead be an EquipItem(name of mage gloves).Else ;State is not 0, so player is not peacefulDebug.Notification("Player is in combat") (this will instead be an EquipItem(swordname).EndIf So when out of combat the person who has this equiped would have a form of light necromancer armor (Since I also have the Heart and Flesh of all main racial types as alchemical ingredients. I could have different types of weapons / fist armor depending on what was "Sacrificed" for it.). But when in combat the gloves would transform into a sword that has fragments of the species skull and fingers, with necromatic energies around the chunks making a black blade. _____________________ So ... is that something worth continuing? Or is shapeshifting weapons that also function as armor something not worth persuing? Link to comment Share on other sites More sharing options...
NexusComa Posted January 17, 2017 Share Posted January 17, 2017 (edited) Sounds cool in a way ... but, I also see drawbacks. What happens to the gloves - do you just end up bare handed. Also I like to see my weapon sheathed. Now considering it's a magic type weapon I can see how it would work out (like for a mage). Maybe it don't have to be gloves. Maybe jewelry item ... On the other hand mages are not suppose to use sharpen weapons (but that's real D&D stuff). Maybe have it turn into a staff. That would seem more realistic as it is a magic thing. I've seen in the movies many times where a mage pulls a staff out of nowhere or it just appears ... Maybe all along they have been using this mod ... :smile: Also mages look kinda dumb with a huge staff on their back. This would be a perfect legit alternative.Any-who that's my 2 cents ... good luck! Edited January 17, 2017 by NexusComa Link to comment Share on other sites More sharing options...
TheGreatEater Posted January 17, 2017 Author Share Posted January 17, 2017 The gloves in a way transform into the weapon. Think of it like having a bound weapon, but stored rather than the aether, in a physical location. Then when the battles over the spell sword reverts back to it's mundane counterpart. Since I'll be doing an EquipItem with the sibling items, it shouldn't be too much trouble to mod armor rating when the sword is formed. Or ... and this just popped into my head, the inherent drawback of loosing AR (by gloves amount) would be enough to sway people InVerse on whether to take it or not (especially since in my group of mods (tied to my alchemy / perk upgrade mod section) Light and Heavy Armor has a direct affect on unarmed damage (so punching people out is a viable fighting strategy). Thanks for your two cents ^_^. Link to comment Share on other sites More sharing options...
LooseEnds Posted January 19, 2017 Share Posted January 19, 2017 Are the gloves a unique item, a one of? Even if its not you could try adding in the Target Conditions Box "IsInCombat" the magical weapon will only turn up when you have enemy around and going into combat and then will return to its original state when not in use. The downside for me so far is the item I've got my magic on tends to make everyone tell me to tone down the magic as though the magic is just there but not visable. Still it's a work in progress. I've tried a couple of enchantments on Jewelry using the above condition and they have work great. They have all been Defensive spells like Flame Cloaks, Frost Cloaks and DragonHide. No scripting needed. Good luck Link to comment Share on other sites More sharing options...
TheGreatEater Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) Are the gloves a unique item, a one of? Even if its not you could try adding in the Target Conditions Box "IsInCombat" the magical weapon will only turn up when you have enemy around and going into combat and then will return to its original state when not in use. The downside for me so far is the item I've got my magic on tends to make everyone tell me to tone down the magic as though the magic is just there but not visable. Still it's a work in progress. I've tried a couple of enchantments on Jewelry using the above condition and they have work great. They have all been Defensive spells like Flame Cloaks, Frost Cloaks and DragonHide. No scripting needed. Good luck What's the difference between using the "IsInCombat" and using the "GetCombatState" script commands? And they'll be both craftable, as well as found on enemies in the world. But I was thinking they'd be interesting to not only have, but also give variety and story immersion to magical enemies, by having them wield magic armor that is appropriate for their type of spell casting. Edit: Oh BTW, I finally made a sword (I'm working on the other items atm). Here's what it looks like. http://i127.photobucket.com/albums/p142/nemrog/NecroSwordShowcase_zps6zf8qiej.gif Edited January 20, 2017 by TheGreatEater Link to comment Share on other sites More sharing options...
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