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[LE] Silver Weapons - Perk and Enchantment?


linzizhu

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Hello everyone, I'm quite new to the modding scene, and wanted to adjust the silver weapon enchantment attribute to something more interesting. Poking around in the creation kit though, there's something odd about the way silver weapons work. I understand that the default Silver Sword and Silver Greatsword work by giving the player the SilverPerk, and then checking the race of the target when the player attacks with a silver weapon and applying extra damage when appropriate.

However, also in the game files are the EnchSilverSword enchantment and EnchSilverSwordFFContact magic effects, which do the exact same thing. In the base game they don't seem to be used for anything.

My question is: I can achieve the effect I want by using either path - Modifying the perk OR modifying EnchSilverSwordFFContact and giving both silver weapons EnchSilverSword, but which SHOULD I use? Is there a standard agreed upon by the community, or one that will cause fewer conflicts with other mods/elements of the base game?

Thank you very much for your time.

 

 

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is because of the dumb way the CK works

A spell starts the magic effect, and sometimes does other things.

The magic effect is the actual thing that runs, it can be seen under spells - active effects in game (unless hidden effect).

When the magic effect starts, it often applies a perk. This can be seen under "perk to apply" box.

In this case the magic effect and attached perk last indefinitely until you un-equip a silver weapon.

 

the three things are all necessary to start the next one.

spell--->magic effect--->perk

 

the only difference between these three things is that say with perk it allows much different effects than say magic effect. This can be seen by examining the options on each of the respective pages in the CK. Perk generally allows combat effects while magic effect does not, therefore magic effect has to start a perk in order for that type of buff

 

So in this case its a combat effect so you should modify the perk. First take a look at the perk tho and see what exactly it does.

Edited by masternoxx
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While that's definitely something I should consider for mods in the future, that doesn't seem to be the case for Silver weapon damage in particular though.

 

The base version of EnchSilverSwordFFContact doesn't apply the SilverPerk. Instead it appears to be added to the player character as a script attached to the SilverSword and SilverGreatsword. Furthermore it appears that enchsilversword has no users, and enchsilverswordffcontact has just the 1 user, enchsilversword.

 

https://puu.sh/CCzNA/c8342be96f.png

 

https://puu.sh/CCzOw/3178386341.png

 

https://puu.sh/CCzRN/d8bc82d64f.png

 

This probably answers my question though, that I should just edit the perk and leave the enchantment and magic effect well enough alone.

Is it fairly common for the CK to contain redundant data like this?

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Is it fairly common for the CK to contain redundant data like this?

 

Its quite common, the game devs tried different things, forgot to clean it with tes5edit , haha (since that didn't exist at the time)

 

this script seems to just add the perk onEquip. Probably a better way to do it, its faster, however you can't see it in active effects which is fine because its supposed to be hidden anyways.

If you use a magic effect you can add things like sound and visual FX tho when the buff gets applied, and you can see it under active magic effects in game, and there is a lot more options.

I learned by studying the Rested effect in the CK which is a quest, spell, magic effect, and perk, LOL. The probably wrote that one before learning how to do it faster with the AddPerk function or something

Edited by masternoxx
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