I have an idea...

Post » Fri Nov 05, 2010 11:25 am

I'll be interested to see if anyone on this forum has thoughts about the following.
I've been trying for 6 months to find enough time to build two different mods. Sadly time is tough to come by, and I find I'm not well enough versed yet in the Construction Set to make effective use of what little time I do have.
Would anyone who is proficient in the CS/OBSE have any interest in taking a shot at the following?

1. Armor mod
--Would automatically unequip armor when broken (this is already done by other available mods), and if clothing to replace the broken armor is in inventory, equip it
--Would limit the effectiveness of enchantments on armor, based on each armor piece's quality and condition. For example, it would no longer be possible to enchant a Rusty Iron Helm with 20% resist magic (attempting to do so might only yield, say, 5% resist magic based on some calculations I would develop); and as the Helm was damaged in battle, the resistance would continue to lower. This would also make 100% Chameleon, 100% Reflect Damage, etc. impossible, provided that the armor was responsible for part of that enchantment. (This raising/lowering of resistances would be handled through a permanent magic effect to the PC which would make all necessary enchantment adjustments, not through actually manipulating each armor piece's enchantment.)
--Clothing would not be affected by enchantment limits. I haven't decided whether jewelry should be.
--(possible addition) Grant a bonus to the character when they are in a weapon/armor shop or any location with an anvil. While near an anvil, the maximum repair level for a Journeyman would be 125%, and for an Expert or Master 150%. In other words, the character gets a bonus for actually repairing their weapons/armor where the right tools are available!


2. Complete weapon sets mod
--Ionis has already built a great weapons mod that adds Mithril and Orcish weapons to the game. This mod would retool the Mithril weapons as Fine Silver, and also add the weapons that are missing from the Amber and Madness sets (dagger, etc.) to SI, with stats that approximate what Bethesda would have used if they'd added those weapons. This mod would also pull in the custom rusty iron / fine iron / fine steel textures that another author on tesnexus has made, provided of course the needed permission is given!
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KIng James
 
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Post » Fri Nov 05, 2010 6:43 am

not a bad idea, and atleast it isn't some grandious proposition like "Make a mod for me where there is a full functioning and full anaimated Chain-Whip sword!".

Ofcourse asking for a modeler is a bit of a big request due to the lack of them here on the forms. But I wish you luck. I cannot help you due to several reasons, but number 1 being is that I lack the knowledge to create this mod for you.
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Anna Kyselova
 
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Post » Fri Nov 05, 2010 12:39 pm

Hey, thanks for the feedback! I'm really hoping someone with the needed combination of time and talent will see these ideas. I agree that these ideas are not overly ambitious, and honestly I think they'd add quite a bit to the game.
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Wayland Neace
 
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Post » Fri Nov 05, 2010 7:54 am

Well, it doesn't seem that this topic has generated much interest. I'll be honest, I'm not too surprised--after all were I a modder I wouldn't be very keen on developing other people's ideas.
Regarding the modeler--I do already have Ionis who has offered to work on textures for the second mod. And I have someone from the UESP pages who's interested in developing the meshes. And I'd be happy to work up the statistics and formulae myself. So really I just need someone who can write the mods and is interested.

If no one ends up volunteering I'll take a shot at it, but it could be months before I have the time to finish...
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Taylor Tifany
 
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Post » Fri Nov 05, 2010 12:45 pm

; : updated by ; 2010/05/18: created by ulrim; license: do whatever you want, just keep this header;------------------------------------------------------------------; Info: service quest;;       Puts clothes on PC based on conditions:;       - if pc is wearing armor;       - if armor health == 0;       - if pc inventory has clothes for corresponding armor slot;         (supported: upper body, lower body and foot);;       TODO:;       > add some form of GetEquipmentSlotMask comparison so that;         armor equiping more than one slot can pull more clothes;       > if armor is enchanted:;         - reduce enchantment based on percentage of armor health;           while armor is being worn.;; Related: autoDressUpQ (example quest name that runs this script,;                        start game enabled);------------------------------------------------------------------scn autoDressUpQscrfloat fQuestDelayTime; references for equipment that is currently equippedref headObjref upperObjref lowerObjref footObj; equipment current healthfloat headObjCurrHpfloat upperObjCurrHpfloat lowerObjCurrHpfloat footObjCurrHp; equipment base health - use to calculate degradation % for magic effect reduction;long headObjHp;long upperObjHp;long lowerObjHp;long footObjHp; check if it is enchanted magic item type;short emit; find clothesarray_var clothesarray_var itemref probeshort equippedbegin GameMode	if fQuestDelayTime == 0		let fQuestDelayTime := 2 ; time interval this runs (seconds)	endif		let headObj := (Player.GetEquippedObject 1) ; slot 1 is Head	let upperObj := (Player.GetEquippedObject 4) ; slot 4 is Upper	let lowerObj := (Player.GetEquippedObject 8) ; slot 8 is Lower	let footObj := (Player.GetEquippedObject 32) ; slot 32 is Foot		if headObj.IsArmor ; player has some helmet			let headObjCurrHp := headObj.GetCurrentHealth			if headObjCurrHp == 0 ; broken				Player.UnequipItem headObj			endif			; TODO: get magic effects and scale them based on the			;       health of the armor.			;       Side effects expected: armor gets zero magnitude			;       and possibly cannot be re-enchanted.	endif		if upperObj.IsArmor		let upperObjCurrHp := upperObj.GetCurrentHealth		if upperObjCurrHp == 0			Player.UnequipItem upperObj			let clothes := Player.GetItems 22 ; item type 22 is clothes			ForEach item <- clothes				let probe := item["value"]				if ((GetEquipmentSlot probe == 4) && (equipped == 0))					probe.EquipMe					let equipped := 1				endif			loop			let equipped := 0		endif	endif		if lowerObj.IsArmor		let lowerObjCurrHp := lowerObj.GetCurrentHealth		if lowerObjCurrHp == 0			Player.UnequipItem lowerObj			let clothes := Player.GetItems 22 ; item type 22 is clothes			ForEach item <- clothes				let probe := item["value"]				if ((GetEquipmentSlot probe == 8) && (equipped == 0))					probe.EquipMe					let equipped := 1				endif			loop			let equipped := 0		endif	endif		if footObj.IsArmor		let footObjCurrHp := footObj.GetCurrentHealth		if footObjCurrHp == 0			Player.UnequipItem footObj			let clothes := Player.GetItems 22 ; item type 22 is clothes			ForEach item <- clothes				let probe := item["value"]				if ((GetEquipmentSlot probe == 32) && (equipped == 0))					probe.EquipMe					let equipped := 1				endif			loop			let equipped := 0		endif	endifend


Req. - OBSE v18

I know what's like to get a little help now and then, so, here you have something to work on.
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jeremey wisor
 
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Post » Fri Nov 05, 2010 5:50 am

Thanks again, ulrim, for the help! I've adapted the code you supplied me with to the mod I have in mind. I had to change the values I used for equipment slots (for example UpperBody = ID of 2, not bit value of 8) but otherwise have it working pretty well.

The only thing I'm having trouble with is the if ((GetEquipmentSlot probe == 2)) section. I can't get the mod to correctly identify clothing types.
I put a debug line in there and found I am getting values of 3, 4, 0, and 255 for debugcounter in the below code, no matter what clothing I have in inventory. I've tried it with all types, and I've tried it with no clothing at all in inventory, and I still get the same values! Any idea what I might be doing wrong?
Here's a block of the modified code (which, as you'll see, hasn't changed that much from what you supplied):

Spoiler

(ArmorBodySlot = 2 for cuirass only, or 18/19/20 for multipart armor/robes/etc.)

if IsArmor UpperObj == 1
let UpperObjCurHP := Player.GetEquippedCurrentHealth ArmorBodySlot

if UpperObjCurHP <= 0
player.UnequipitemNS UpperObj
let clothing := player.GetItems 22 ;20 = armor, 22 = clothes, 33 = weapon


ForEach item <- clothing
let probe := item["Value"]
let debugcounter := GetEquipmentSlot probe
Message "Item with value %g", debugcounter

if ((GetEquipmentSlot probe == ArmorBodySlot))
Message "Found shirt"
probe.EquipMe
Break
endif
loop


else
let UpperObjHP := GetObjectHealth UpperObj
let Percentage := UpperObjCurHP / UpperObjHP
endif
endif

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Jaylene Brower
 
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Post » Fri Nov 05, 2010 7:29 am

So...any ideas on what I'm doing wrong with my coding? (Post above this one)
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maria Dwyer
 
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