Gorsondor Posted September 2, 2014 Share Posted September 2, 2014 Agreed:) That shouldn't be difficult to do, except with the fact that i'm trying to avoid SKSE. The vanilla game's script functions don't seem to allow a damage modifier through papyrus. Maybe you can try a perk that modifies enchantment power, multiply by actor values (in this case, dragonsouls) and a script that stops that process? Link to comment Share on other sites More sharing options...
Catman030 Posted September 2, 2014 Share Posted September 2, 2014 That would work in theory. However, i'm not entirely sure if i can call upon an actor value for a perk without scripting. I have no problem scripting the entire enchantment, but unfortunately it doesn't seem like I can modify a specific weapon's damage with papyrus, only one handed damage in general. This is the problem i'm currently facing with regards to the current enchantment. It applies to all one handed weapons for the duration of the shout. Link to comment Share on other sites More sharing options...
Gorsondor Posted September 3, 2014 Share Posted September 3, 2014 That would work in theory. However, i'm not entirely sure if i can call upon an actor value for a perk without scripting. I have no problem scripting the entire enchantment, but unfortunately it doesn't seem like I can modify a specific weapon's damage with papyrus, only one handed damage in general. This is the problem i'm currently facing with regards to the current enchantment. It applies to all one handed weapons for the duration of the shout. As far as I know, only Perks can modify specific weapon damage with actor values if and only if said weapon has its own special keyword without SKSE. This comes from my experience with making Bound Weapons scale by giving them their own special keyword and having their damage multiply corresponding to your Conjuration skill. Link to comment Share on other sites More sharing options...
tr1st4n0xn4m Posted September 4, 2014 Share Posted September 4, 2014 http://steamcommunity.com/sharedfiles/filedetails/?id=309720431 MOSTLY completed just a few errors that i WILL FIX Link to comment Share on other sites More sharing options...
lofgren Posted September 4, 2014 Share Posted September 4, 2014 There are multiple options for making the damage scale, depending on the final effect that you want. It doesn't need its own keyword but a perk might be the best way to go. Or it might not. Really depends on the ultimate goal. Link to comment Share on other sites More sharing options...
Catman030 Posted September 4, 2014 Share Posted September 4, 2014 (edited) Yea, since the trick is to modify this weapon only, I think this is actually the only way to go without using skse. I'm looking into the perks right now sinceive never really used or made them. @tr1st4n0xn4m, I haven't downloaded your mod to take a look or anything, but from what it seems your mod doesn't look like anything more than what ghosu uploaded... so technically the code isn't even yours to forbid other people from using :) Edited September 4, 2014 by Catman030 Link to comment Share on other sites More sharing options...
Catman030 Posted September 4, 2014 Share Posted September 4, 2014 (edited) @Karkron, any idea how to apply the perk specifcally to the weapon? Am I just using a "HasKeyword" condition? EDIT: Nevermind, got it working perfectly :) Edited September 4, 2014 by Catman030 Link to comment Share on other sites More sharing options...
Gorsondor Posted September 5, 2014 Share Posted September 5, 2014 (edited) @Karkron, any idea how to apply the perk specifcally to the weapon? Am I just using a "HasKeyword" condition? EDIT: Nevermind, got it working perfectly :smile: Yes and it as to apply to Subject (default setting for conditions) with a value of at least 1 or greater, any thing below that and the perk (or anything with the condition really) will refuse to apply itself to anything with said keyword. Edit: I didn't notice your Edit until I edit my post 0o Edited September 5, 2014 by Karkron Link to comment Share on other sites More sharing options...
Catman030 Posted September 5, 2014 Share Posted September 5, 2014 Okay so the enchantment is working just about perfectly, with the exception of the bug i posted about in the comments on my mod. I wanna update asap but i'd rather pack as much as I can into this before I update. Specifically, i'm working on making the shout cancel when the weapon sheathes. The armor and enchantment is easy, but making the dragonborn go away before the wait timer is up seems almost impossible to me. Does anyone wanna take a look at them or have any ideas? Link to comment Share on other sites More sharing options...
Gorsondor Posted September 5, 2014 Share Posted September 5, 2014 (edited) Okay so the enchantment is working just about perfectly, with the exception of the bug i posted about in the comments on my mod. I wanna update asap but i'd rather pack as much as I can into this before I update. Specifically, i'm working on making the shout cancel when the weapon sheathes. The armor and enchantment is easy, but making the dragonborn go away before the wait timer is up seems almost impossible to me. Does anyone wanna take a look at them or have any ideas? First a question for you, is it a custom script you used to get the army affect or is it a vanilla script? Edited September 5, 2014 by Karkron Link to comment Share on other sites More sharing options...
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