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[LE] Adding a constant magic effect via an armor set


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There's 2 methods I've seen used.

  1. Add a perk to the player that checks for how many pieces are being worn with the keyword. You can look at the perks "MatchingSet" or "MatchingSetHeavy" to see how that's done. The particulars are the entry point conditions not the perk enabling conditions (those are for the perk tree selection). The perk would likely be added to the player via a run on start quest.
  2. Use a script attached to all the relevant pieces of armor that monitors the OnItemEquipped event and increments some sort of counter or checks how many are worn at each event then triggers to cast a spell on the player. Subsequently using the OnItemUnequipped event to remove said spell.

Personally I like the perk method best as it is the most reliable I think. The script method is prone to errors but offers more flexibility if you wanted to do something like have you need X points of some armor relevance. Then you have your gloves give something like 5, boots give 5, helmet 5, but torso give 15. So you could have the script check if the value of equipped items is >= 15 trigger (so torso only would do it, or all 3 of the other parts, thus not requiring a full set). Or play with it how you want.

 

I know this isn't a step by step walkthrough tutorial. This isn't meant to make your mod for you, just give some guidance as to how you could do it.

Edited by BigAndFlabby
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I feel like it would be much easier to put a regular enchantment on just one piece of the set, then put conditions on the magic effect so the player has to have all the other pieces of the set equipped for it to be active.

Good point. I hadn't thought of that since one of the recent projects I was working with wanted a weighted system instead of an all or nothing. But since the desire is to require all pieces anyway it wouldn't matter which one it was on then.

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