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[LE] How to add innate ability to item.


Morturgul

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So I decided to run down a rabbit hole and try the Creation Editor. Long story short I want to make some gear with innate properties like the Wuuthrad and Zephyr. Was using Wuuthrad as an example, but can't find the actual WuuthradPerk that it adds when equipped so I can use it as a model to write my own script.

So can someone help a newb out and explain or point me in the direction of an explanation on how to do this?

 

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Wuuthrad for example adds the perk which is just a damage modifer in reality by adding a short script (that adds the perk on equip, and removes the perk when unequipped) to the item itself.

 

If you view the source of the script you'll see that it's a really short and easy script. And you'll see it say WuuthradScript (or however it's spelled), that said, that is not the true name of the script but the name of the property reference that points to the perk.

 

To see the property definitions, when clicking in the script from the item screen either double click or click properties and you'll see that the Wuuthrad Script is actually a longer name, something akin to C06BladeofYsmagorPerk or such.

 

So you'll want to make a script for your item (compile/save), make the perk(ability) you want to add and then make sure to fill your property with the perk you made.

 

Assuming all that worked, you should now have an item that has an "innate ability", now you just have to figure out how to get it into the game so either the player or another actor can get it.

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Not sure how much of a noob you currently are, but if you're going to be editing scripts to your liking and creating new ones, you'll need SKSE for your mods, and a program to edit the scripts (not sure if the creation kit does?). This is a rabbit hole I haven't even went down yet, but I have a feeling there are many google-able tutorials on how to extract vanilla scripts, edit them, and then implement them into game. Hope this is helpful to you or anyone completely new stumbling upon this.

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Realized what I was doing wrong that was making the forum think I was posting too many emoticons so.....

Update:

 

 

OK. So I found the four things named C06BladeOfYsgramor. To explain I am taking the Heartscale from the Alteration Ritual Spell Quest and turning it into a mat that lends Dragonhide to clothing made out of it as an innate.
Using the Wuuthrad and Dragonhide perks as templates I duped the Dragonhide perk, and then changed the settings to mimic the Wuuthrad while leaving the Dragonhide perk entires.
Next I did the same for the Magical Effect entries. Duped the Dragonhide one and changed the setting to mimic the Wuuthrad.
Next I set up an Enchantment by duping the Wuuthrad enchantment and changing it to point toward the Magical Effect I set up.
Now I am just down to making a test piece. I am setting up the item, but I am having a problem with the script. The Wuuthrad script is as follows:
Scriptname WuuthradScript extends ObjectReference
Perk Property WuuthradPerk auto
Event OnEquipped(Actor akActor)
akActor.AddPerk(WuuthradPerk)
EndEvent
Event OnUnEquipped(Actor akActor)
akActor.RemovePerk(WuuthradPerk)
EndEvent
So what in this points toward the C06BladeofYsgramorPerk. The Wuuthrad perk's name field is blank when I look at it, so I don't get what I should do next to point to my perk in the new script.
Edited by Morturgul
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Update:


So I figured out how to use the built in script window. Realized they had added the Wuuthradscript through that and then named a property Wuuthradperk and attached it to Wuuthrad script. So I set up the same thing using a modified script for my item.


When I tried it though it didn't work so I figure there was something wrong with the script. Searched some more on the subject with google and found this process:




Used that process so had to rename my original magical effect, then dupe the Dragonhide Spell and modify the settings, then duped the magical effect and modified a couple of settings, then modified the enchant I made to have the new effect. This works to add the perk to character without scripting.


Going to play with the further directions for scripting and see if I can get it to work that way. I don't quite get why my scripting didn't work the first time unless I had something set up wrong in the other files.

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Anyone know how to get the "incoming magic magnitude" property to just block damage from enemy spells instead of everything like potions and healing spells cast on self?

Yes. There is an actor Value associated with this called "MagicResist" from hostile/enemy spells.

You can use "Entry point functions" - see https://www.creationkit.com/index.php?title=Perk_Entry_Point

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Anyone know how to get the "incoming magic magnitude" property to just block damage from enemy spells instead of everything like potions and healing spells cast on self?

 

I believe you can use the condition IsHostileToActor in the perk's conditions to filter out friendly spells.

Edited by foamyesque
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