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Items Dynamically Level Up With You


Matt1713

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OK, so anyone who has played Dragon Age games knows there is an "enchantment" for weapons where they level up along with you. This includes (if I remember correctly) the enchantments for with them. I wish to make this so for Skyrim. This will put an end to the problem of finding good items (like chillrend or nightengale blade) early on and having their base damage and enchantments on par with the low level you got them in the game. Wouldn't be nice if you could keep using them as they get better as you level up? I'm hoping I could get some help with this mod as I don't even know where I would begin. Otherwise any suggestions or advice would be more than welcome. If anyone thinks they have the time and experience needed to can actually accomplish this mod; by all means let me know so I might not start making the same thing.

 

Things to still keep in mind:

 

1) The materials should still matter (iron obviously should still have lower base stats than dragonbone/scales)

2) Enchantments should properly scale and not become game breaking when you reach upper levels. A cap might have to be made for enchantments leveling.

3) Basically the same as 2 but regarding the base stats. Weapon damage should not exceed past a certain point or else you'll have 1 hit kills all the time or your armor will make you pretty much invincible when you reach upper levels.

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Probably not the answer you are looking for....

 

Dragon Age 2 has hard engine coding to support and drive the evolving stat weapons/armor, TES/FO anything does not have any coding to support it and would require something like SKSE or the like to inject code to support that type of functionality. You need to be or find a coder to do what you are suggesting, and it won't be trivial.

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Probably not the answer you are looking for....

 

Dragon Age 2 has hard engine coding to support and drive the evolving stat weapons/armor, TES/FO anything does not have any coding to support it and would require something like SKSE or the like to inject code to support that type of functionality. You need to be or find a coder to do what you are suggesting, and it won't be trivial.

 

Sigh...I figured as much, but still kept my hopes up. Thanks for clearing that up; however it seems to still be doable. I'm a Computer Scientist, so I do have some coding background and could at least start the code necessary, but I would need to know where to begin. Like which files I would need to alter using SKSE, and a coding tutorial for Skyrim script would probably be terrific. If you happen to know where I can find a good one, please let me know.

 

P.S.

Hey Sunnie, it's been a while. Haven't discussed mods with you ever since DAII.

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Like which files I would need to alter using SKSE, and a coding tutorial for Skyrim script would probably be terrific. If you happen to know where I can find a good one, please let me know.

 

P.S.

Hey Sunnie, it's been a while. Haven't discussed mods with you ever since DAII.

/wave

Yes, it's been some time, for sure!

 

Sorry, don't have any suggestions for any tutorials for that, might try asking around the folks who have written SKSE modules.

 

 

I don't know of a way to level the base damage of an item, but it is possible to create levelled enchantment damage. So for example, a weapon might do 10 points of fire damage at level 4, but when you hit level 8 the weapon now does 20 points of fire damage.

What you describe here is one of the things the evolving attribute on DA2 items does, but it is only one of a few components to make the whole item grow with the user (and a rather minor component at that for melee weapons since the majority of their damage is from base melee damage modified by skill level and perks).

 

@both

In all honesty, an evolving system in TES would really need to depend on the skill level in the skill tree that governs the use of the item, which already sort of happens with certain perks in certain trees. I'm not sure a system based off of "player level" would work without completely screwing up the skill system.

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Like which files I would need to alter using SKSE, and a coding tutorial for Skyrim script would probably be terrific. If you happen to know where I can find a good one, please let me know.

 

P.S.

Hey Sunnie, it's been a while. Haven't discussed mods with you ever since DAII.

/wave

Yes, it's been some time, for sure!

 

Sorry, don't have any suggestions for any tutorials for that, might try asking around the folks who have written SKSE modules.

 

 

I don't know of a way to level the base damage of an item, but it is possible to create levelled enchantment damage. So for example, a weapon might do 10 points of fire damage at level 4, but when you hit level 8 the weapon now does 20 points of fire damage.

What you describe here is one of the things the evolving attribute on DA2 items does, but it is only one of a few components to make the whole item grow with the user (and a rather minor component at that for melee weapons since the majority of their damage is from base melee damage modified by skill level and perks).

 

@both

In all honesty, an evolving system in TES would really need to depend on the skill level in the skill tree that governs the use of the item, which already sort of happens with certain perks in certain trees. I'm not sure a system based off of "player level" would work without completely screwing up the skill system.

 

hmmm, well from what I can tell then, the base damage should be left alone then. However, I am interested in getting the enchantments to still level up with you. This has been a problem from the beginning as people always regret doing some quests early on (like the Thieve's Guild Quest where you get Chillrend) due to the enchantments being very poor as you level up around 5-10 levels.

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