Is it flat out IMPOSSIBLE adding a perk to a whole race?

Post » Tue Oct 21, 2014 1:47 am

I've... Done everything I could, TRYING to add an immunity to normal weapons to all of the daedric and ethereal/ghostly races... And while attaching the perks to individuals works, adding a spell effect that adds perks doesn't even, even adding a spell effect that adds a perk that adds a spell effect doesn't work. And I don't know if it's EVEN POSSIBLE to make a spell or ability that resists normal weapons without relying on perks. I wanted to alter the races themselves- because I can't imagine any other possible way, to make sure daedra/ghosts added from other mods are immune to normal weapons if my perk is active.

I remember the other day, I was shaking my fist in anger at an ancient frost atronach who would not become immune to my iron weapons, and I was like "HOW DARE you get hurt when I hit you with my sword, HOW DARE YOU!". Okay I didn't really say that, but I was thinking that.

I even finally figured out how to add spells to the dremora race- turn the disable swimming in combat or whatever it's called off, add the spell, then re-add it again. Could I possibly, even... I don't know, make a quest that starts at the start of the game, and it applies immunity to normal weapons? Can such a thing even be made into a spell effect? Could scripts be added to all of the iron/imperial/steel/wooden weapons? But then, could you make a script that would add that script to every iron/imperial/steel/wooden weapon?

Or is there LITERALLY absolutely NOTHING I can do, other than add the perk to every vanilla daedra/ghost, and simply avoid mods that add new daedra and new ghosts???

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Melanie
 
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Joined: Tue Dec 26, 2006 4:54 pm

Post » Mon Oct 20, 2014 5:37 pm

Ghosts are not a race in Skyrim. ANY race can be a ghost if the actor reference is given the right shaders, voice and some ghost spells.

I give ghosts some immunity to normal weapons in my combat mod, but it requires a convoluted script to identify ghosts with a variety of filters.

Such as:

Does the actor have ghost spells.

Does the actor use ghost voice.

Does the actor have the name "ghost" in their name.

Does the actor have "ghost" shaders.

....and even with my heavy handed filters a few mod added actors break my system.

Why, OH why Bethesda, why did you break cannon and make ghosts NOT immune to normal weapons?

I mean come on Bethesda.... does "canon" mean NOTHING to you? :confused:

To answer you question, YES...you will NOT be able to give normal weapon immunity to all mod added ghosts. Hopefully this will change in TES 6.

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Emma
 
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Post » Mon Oct 20, 2014 9:09 pm

While that's very saddening and disappointing, thanks for telling me. I needed to know if my goals were impossible, and now that I do, I won't stay up all night depriving myself of my basic needs, obsessively trying to mod in something that's impossible. I think that's an example of where Bethesda didn't give the CK enough power to change the vanilla game. Least I can stop obsessing over impossibilities now, even though this saddens me.

I thought I was gonna make a mod, that added ghost/daedric immunity to all normal weapons, that extended to every mod, thinking to myself about what a revolutionary mod that would be, so simple yet so revolutionary. And in hindsight it seems like there's a reason, that mod doesn't even exist yet, because the Creation Kit doesn't allow it, as lots of people have probably tried and failed to make such a thing.

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Rachell Katherine
 
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Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon Oct 20, 2014 3:49 pm

You could make a dynamic patcher that would add the perk/ability/script to races or do the filtering like spooky does of Actors or the like. I maintain SkyProc which is the Java plugin API, or TesVEdit supports pascal (I think) scripts that can do much of the same.

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Katie Samuel
 
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Joined: Tue Oct 10, 2006 5:20 am


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