Spicycat Posted May 16, 2013 Share Posted May 16, 2013 I've been bashing my head against Papyrus trying to figure this out, and it's frustrating because it seems like an experienced modder/scripter should be able to make it in all of ten minutes. I've been trying to make a mod that scales the Khajiit claw damage based on player level, at one point per level. No need for a new perk tree or an unarmed skill or anything fancy like that, just something that checks every so often and sets it to the right level. Or even a mod that would let me 'sharpen' claws on a grindstone to recalculate. If I could figure out how to set the claw ability magnitude with a script, I'd do it myself. >_< So please, any experienced modder that wants to toss in a clue or perhaps make and package a mod like this... help? Link to comment Share on other sites More sharing options...
blacksupernova Posted May 16, 2013 Share Posted May 16, 2013 Hey, I am no experienced modder but I took a look about that. So far, I was able to create a quest which starts and repeat itself whenever the player level up (using Increase Level Event). Initially, I used modav but since the quest starts only once when you level, if you increase 10 levels at the same time, the unarmed damage is still increased by 1. I changed to use SetAV and, due to the straightforward of the mechanism (1 point per level) it works. However, I don't like the use of SetAV very much so if anyone has better idea, I'll be willing to learn. Link to comment Share on other sites More sharing options...
Spicycat Posted May 17, 2013 Author Share Posted May 17, 2013 I would think that instead of increasing the unarmed damage by one on level up it would be just as easy to set it to your (current level - 12) on level up. That would fix it getting out of step with actual levels, and if you also had it set the same on initialization then it would apply as soon as you started. I didn't even think of using modav or setav, I was trying to modify the khajiit unarmed damage ability directly. Perhaps it would be best to set it to magnitude 0 and just use modav instead? Hm... Link to comment Share on other sites More sharing options...
Spicycat Posted May 17, 2013 Author Share Posted May 17, 2013 I ended up adding a bunch of duplicated khajiit unarmed damage bonus effects to the ability, each one conditional on the player's level. I didn't add in every level, but I have it roughly scaling at a point per level up to 200, starting at +12 for the first 12 levels. I guess I'll upload it to Nexus, as soon as I figure out how to make it NMM-ready. Does anyone know how to package a mod? Link to comment Share on other sites More sharing options...
GrimyBunyip Posted May 17, 2013 Share Posted May 17, 2013 Eh, I don't think a single khajiit claw damage change is worth making into a mod. If it works just use it and be happy with it. a multilayered ability isn't the most optimal way to implement this anyways. The best would probably be a script with both an onstorylevelincrease event and a player load game event since unarmed damage resets on reload. Link to comment Share on other sites More sharing options...
Spicycat Posted May 17, 2013 Author Share Posted May 17, 2013 No, it's not only not optimal, it doesn't actually change if I level up! >_< I guess I'll go back and poke at making a script that uses setav. Link to comment Share on other sites More sharing options...
jogsta Posted May 17, 2013 Share Posted May 17, 2013 I'd highly appreciate a possibility to make any fist damage scale with the one armed perk...it's stupid that your weapon damage scales but your fist damage doesn't...how is that evel logical? Link to comment Share on other sites More sharing options...
budcat Posted May 17, 2013 Share Posted May 17, 2013 There are these options: Every 5 levels gain unarmed damage:Levelled Unarmed Boost by Ilserothhttp://skyrim.nexusmods.com/mods/23959/ And Unarmed damage is tied to the One-handed tree in this mod:Unarmed Warfare 1 by Shawnhttp://skyrim.nexusmods.com/mods/8288//? There's also my unarmed mod :biggrin:, but whatever suits you best. Link to comment Share on other sites More sharing options...
Spicycat Posted May 18, 2013 Author Share Posted May 18, 2013 Ok, that's frustrating. That mod by Ilseroth does EXACTLY what I tried to do with claws, only for some reason hers works while mine doesn't. I can't find a bit of difference in how it was implemented except that I used different numbers for the levels, but the concept is exactly the same. No scripts or anything... so why didn't mine work? ..sigh. Maybe I'll just give up on trying to figure this out, and just request it from people that know what they're doing. Link to comment Share on other sites More sharing options...
Recommended Posts