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Weaknesses and Resistances of NPCs and creatures: a text compilation / a mod for showing it in-game / somewhere in CK


shumkar

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Hi.

 

As I am playing a mage on a high difficulty level, knowingly not taking Impact perk and not using exploits, this question is actual for me.

 

I've searched here in Nexus, in elderscrolls.fandom.com, in en.uesp.net and in Google. The most complete compilation that I found is here: https://www.nexusmods.com/skyrimspecialedition/mods/22223?tab=description . But there isn't complete set even there. Anyone knows a more complete one?

 

I haven't got much help from mods neither: MoreHud displays the enemy level only; More Informative Console shows much information but I haven't been able to find what I need. Is there a mod that will help me?

 

May be, I could make this compilation myself in a reasonable amount of time with CK. But I have not worked much with CK yet. If this is an option, please tell me, what is the shortest path to obtain this information, in which Object Window sections/items.

 

I need four parameters values: Resistance(>0) / Weakness(<0) for Frost/Fire/Shock/Poison, in vanilla Skyrim SE.

Edited by shumkar
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Well... Not getting an answer, I started to create my own mod. I planned to create a spell that will show weaknesses/resistances in a simple debug messagebox. And already in the process of searching information for this task I finally found a mod that has the desired functionality: https://www.nexusmods.com/skyrim/mods/12453 .

 

On the one hand it’s good, because I finally found what I was looking for.

 

On the other hand it’s bad, because I have my heart already set on making my own decision... :smile:

 

Arguments for writing my own: that mod has not been ported to SE; there is no permission for porting on the mod page; that mod has more options (and versions) that I need; while writing my own I will get a helpful experience.

 

May be these are silly questions, but I'm a newbie in modding for Skyrim, so I ask for advice... How can I avoid suspicion of plagiarism? if I do decide to write my own mod, what is better: not to even look at the code of that mode for LE and to do everything from scratch, or to look at its code in order to do it another way?

 

Before that I only worked with open sources...

 

Edit: I was inattentive; there is a note on the mod page: I have included the source code of the script if you want to change any aspects of the spell, but if you re-release it please give credit where credit is due. So, I think, I can look at the code :smile:

Edited by shumkar
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