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Gauntlets act as Weapons


tnu

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Ye' can't. They can be *either* armor *or* weapons. They can, however, be weapons. And using some nifty tricks, you can make a dummy (read: invisible) object act as one of them (so they work as both weapon *and* armor). I'll upload a POC.
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no its supposed to be somthing that would work with hand to hand combat. surely someone wearing Ebony Gauntlets would do more hand to hand damege then someone with nothing.
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no its supposed to be somthing that would work with hand to hand combat. surely someone wearing Ebony Gauntlets would do more hand to hand damege then someone with nothing.

Having anything worn as a weapon will override the animations used for hand to hand. Meaning that at best, you would just be copying some of the hand to hand mods already in existance, and be just as limited as they are.

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no its supposed to be somthing that would work with hand to hand combat. surely someone wearing Ebony Gauntlets would do more hand to hand damege then someone with nothing.

 

I've done a script that is compatible with all mods, and does additional handtohand damage based on skill and gauntlet condition. Granted it was for a specific set that had wrist-blades attached (kind of like being Wolverine). I'll see about modifying it for all gautlets. :biggrin:

 

There are glitches though.....the only way to truly do hit detection is in script modification on all actors/creatures. Approximation can be done using distance, LOS, Player state, controls pressed, and actor/creature health changes. The glitch in my script is that another character could hit the actor/creature your trying to hit at the same time. The script would still do the damage bonus even though it wasn't you that did the hit. :down:

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how about putting a drain health on it?

You can't put an offensive enchantment on gloves. Any enchantment which is given, is applied to the player. This is one of those hard coded aspects of the game, and even playing around with enchantment type of a specific enchantment n a hex editor will not allow you to attach an onstrike enchantment to a piece of equipment. It'll get changed to a constant effect in game.

 

The reason why this doesn't work too well is the same reason why most wrist blade mods don't work too well. Either you're still using the standard attack animations with an invisible, or oddly positioned weapon, or you're using scripting which is not particularly reliable.

 

At best, you might be able to script specific gauntlets, or an ability with OBSE to detect the defense of gauntlets worn, and then modify the player's Attack Bonus if no weapon is being used.

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