Mod idea: Daedraghosts immune to normal weapons.

Post » Tue Sep 22, 2015 4:58 pm

So I've gotten an idea, of a fairly easy, extremely simple, yet I think very immersive mod. I know now how to create resistance to normal weapons, and possibly even, total immunity. Normal weapons being anything that is steel, iron, imperial, or wooden. Unfortunately I can't replicate the "If it is or isn't enchanted" thing from Morrowind, and unarmed has no keywords afaik, but I can get something very similar, which is still much better than vanilla Skyrim in that regard.

I don't know about you, but personally being able to kill golden saints with an iron dagger, just totally destroys my ability to see daedra as these very powerful, unearthly supernatural creatures... And I bet I'm not the only one irritated by that.

So in theory I'd just add the immune to normal weapons effect to all ghosts and daedra, and then the sense of accomplishment from your first dwarven or silver weapon is that much bigger- and you'll value these types of weapons so much more. Only one specific little issue.

Only problem is, wouldn't new daedra and ghosts added by other mods still be attackable with iron daggers (and other common weapons)? How would I get around this? Could I somehow make a perk that applies to an entire race ingame?

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Ricky Rayner
 
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Joined: Fri Jul 13, 2007 2:13 am

Post » Tue Sep 22, 2015 8:15 am

Well, you could just add the perk directly to the races, but this would make your mod incompatible with other mods editing those races.

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Adrian Powers
 
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Joined: Fri Oct 26, 2007 4:44 pm

Post » Tue Sep 22, 2015 2:13 pm

There is a mod on Nexus "Scary Ghosts" or something like that which already does that for ghosts, maybe have a look at it and see how the author has gone about it.

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Sarah Bishop
 
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Post » Tue Sep 22, 2015 6:18 am

Good luck. The best I could do in Corpse Prep w/ enchanting is to determine if they are wielding an enchanted weapon, but it doesn't matter which hand.

Done with 1 Perk and 3 entries

Entry 1 (Priority 2)

  • Mod Incoming Damage
  • No Conditions
  • Negative Absolute Value

Entry 2 (Priority 1)

  • Mod Incoming Damage
  • AttackerWeapon HasKeyword WeapMaterialSilver == 1 OR
  • AttackerWeapon HasKeyword WeapMaterialSilver
  • Absolute Value

Entry 3 (Priority 0)

  • Mod Incoming Damage
  • Attacker GetCurrentDeliveryType Left == 1 OR
  • Attacker GetCurrentDeliveryType Right == 1
  • Absolute Value

There may be condition functions out there that can be run on the attacker to determine which weapon they're attacking with, but I'm not quite sure... Dual wielding makes things hard :/.

Perhaps with this? http://www.creationkit.com/GetGraphVariableInt

I might try to investigate later...

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Chris Cross Cabaret Man
 
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