Adding Keywords to vanilla armorsweapons? Is this bad?

Post » Wed Jun 20, 2012 1:06 am

Is this considered a modding faux paw?

I'm wanting to tie in some perks with certain types of weapons/armors being worn. I.E. a perk that gives you as boost if you are wearing X heavy armor boots. The only way for the ability/perk conditions and the scripting conditions to check and see what type of armor/weapon something is through keywords.

Unfortunately, vanilla armors/weapons have very general keywords associated with them. I.E. your typical Iron Armor has the keyword ArmorHeavy and ArmorMaterialIron and ArmorCuirass associated with it.

The problem is, scripting/perk/spell effect conditionals are global things. This means if you are trying to detect if a player is wearing an Iron Curiass (or hell, if he/she is just wearing a heavy armor cuirass in-general!), you'd check if the player has ArmorMaterialIron equipped and ArmorCuirass keywords... but since EVERY iron article of clothing has ArmorMaterialIron, and EVERY Curiass has ArmorCuirass keywords, this means that wearing something like a fur cuirass while you are also wearing iron boots would trigger the perk's effects.

As far as I am aware, there's no way to check if the player is wearing/equipped with a specific item type without using keywords, which means I'll need to add my own custom keywords to distinquish an Iron Helmit vs a Leather Helmit.

But is this bad to do? I wouldn't be altering the base weapon stats or anything, just adding keywords. I want to try and keep things as compatable as possible.

Or is it possible to add keywords to items via scripting? If so, this would be ideal. Hell, if there's some way to check in a script what the actual name of the item is, then give it a keyword if it has the word "IRON" in it's name that'd be awesome too :tongue: That would mean I could dynamically add keywords to even modded weapons, which would make it so my perk would work with modded items/armors from the get-go.
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Bethany Watkin
 
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