[REQQuestion] How do I modify damage values on an item?

Post » Wed May 16, 2012 1:28 pm

Is there a way through console commands or some other way to modify the attributes of items?

I for instance want to beef up Dawnbreaker's enchantments and dam a bit. Make it do damage on par to a Daedric Longsword, even when both have been upgraded with smithing at 100 skill, and do about 30+ fire damage.

Let it count as a Daedric(as in the Daedric Smithing perk) weapon and let smithing effect it to a further point. I can make my Daedric Longsword go up to very high dam with smithing but Dawnbreaker seems to be effected by smithing to a very basic amount. With 100 skill and 220% smithing it only has 98 dam while the Daedric Longswords have 176+ or so with one handed maxed out as well. Basically what I am asking is this.

Have Dawnbreaker scale with smithing to the same degree as a Daedric Longsword and have the same damage as the Daedric Longsword while giving it a stronger base enchantment. Keep the other enchantment as well though. Fiery explosions killing undead is a nice touch. Just want this weapon to feel more powerful.

If it requires modding. A slightly longer blade and some small crossguard's coming out of the lighted area of the weapon would be nice as well. As you may have noticed...I am kind of in love with this weapon but it feels underwhelming. Even at mid-lower levels(22) when my best weapon is an Elven Longsword upgraded with smithing.

Of course if someone knows a way for me to tweak this myself without the CK an explanation would be welcome. I do not know how if I can. I looked at all the Console commands and none seem able to do this. And I am unaware of any other method. Thanks.
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Pat RiMsey
 
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Post » Wed May 16, 2012 2:10 pm

TLDR?
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Samantha Mitchell
 
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Post » Wed May 16, 2012 8:38 am

Your OP is a bit hard to read yes. Essentially you want to increase Dawnbreaker's damage? That must be done with an ESP.

Making an ESP that changes the weapon damage isn't really a problem when you know how to use http://www.newvegasnexus.com/downloads/file.php?id=36901.

So this here increases the weapon's damage by 50% (last word in the DATA entry changed from 0C00 = 12 to 1200 = 18)

http://mods.jo-ge.net/sk/dl/dawnbreaker.esp

The problem is the strings. Where TESsnip expects a text-string as name, Skyrim uses pointers into one of the files in the Strings folder. Thus the esp above also renames Dawnbreaker into something like ?_^. If you can live with that use it, otherwise you may need to compare skyrim.esm and dawnbreaker.esp with a hex editor or wait for the CK, or another tool that can properly handle Skyrim's strings.

Edit:
This one seems to work:
http://mods.jo-ge.net/sk/dl/dawnbreaker_2.esp

I simply changed the FULL entry from semi-random junk letters to "Dawnbreaker" but I have no idea if this will have any side effects.
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Causon-Chambers
 
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Post » Wed May 16, 2012 11:11 pm

Thanks will give it a try. It was confusing because I was complaining and explaining at the same time I think.

Just want Dawnbreaker to be worthwhile as a Daedric Artifact. I should not be able to create a simple weapon that utterly destroys a Daedric Princes Artifact in terms of effectiveness, For example. A smithing enhanced steel longsword with enchantments pretty much outperforms it easily. Regular steel, not skyforge. If you have decently high Enchant and Smithing as most people tend to have this time around.

Edit: Cannot seem to open it after download. Do I need FOMM? Modding tard here.
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Myles
 
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Post » Wed May 16, 2012 11:59 am

Edit: Cannot seem to open it after download. Do I need FOMM? Modding tard here.

You need FOMM to view / edit it, or put it into your data folder and activate it like any other mod.

  • Copy the esp to Steam\steamapps\common\skyrim\data
  • Start the Skyrim Launcher and click on "data files"
  • If "data files" is grayed out open Documents\My Games\Skyrim\Skyrimprefs.ini and search for the [Launcher] section and add bEnableFileSelection=1
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roxxii lenaghan
 
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