script on Bound Armor

Post » Sun Aug 09, 2009 1:23 pm

I'm having trouble with what I thought was going to be a simple check to see if bound armor pieces were equipped or not, but it doesn't appear that the script is activating at all when (in this case) the Bound Helm spell is cast. The script is attached to ID: bound_helm.

Begin BoundHelmCheckshort OnPCEquipshort doOnceshort doTwiceif ( OnPCEquip )	if ( doOnce < 1 )		set doOnce to 1		set doTwice to 0		messagebox "Bound Helm is equipped"	endifelseif ( doTwice < 1 )	set doOnce to 0	set doTwice to 1	messagebox "Bound Helm is not equipped"endifEnd BoundHelmCheck


I figure that there would be trouble with the "not equipped" message box because the Bound Helm evaporates when the spell effect ends, but I should at least have gotten the "is equipped" message.
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Shannon Marie Jones
 
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Post » Sun Aug 09, 2009 5:31 pm

The bound helm's zero weight prevents the script from applying to the object. The engine won't allow it. You will need to run a global script.
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Shiarra Curtis
 
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Post » Sun Aug 09, 2009 1:17 pm

Ah, that's good to know. I suppose that would explain why a shield I made that had zero weight acted a lot like a bound shield.
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Nomee
 
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Post » Sun Aug 09, 2009 8:30 am

I have to figure out a different way to detect if a particular bound armor piece is equipped. The armor type is zero, and there is a specific spell effect from the enchantment, but that doesn't eliminate regular light armor that has been enchanted with the same effect.

Or, I could try to mess around with MWSE encumbrance tests, as in equipping a piece of light armor that doesn't change the current encumbrance value.
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marie breen
 
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Post » Sun Aug 09, 2009 7:18 pm

I have to figure out a different way to detect if a particular bound armor piece is equipped.

if ( player -> hasItemEquipped bound_helm == 1 )

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Jaylene Brower
 
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Post » Sun Aug 09, 2009 8:11 pm

Thank you; it's been too long since I did a lot of scripting, I'm so rusty! heh.
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Miss K
 
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Post » Sun Aug 09, 2009 10:37 am

Thank you; it's been too long since I did a lot of scripting, I'm so rusty! heh.

http://planetelderscrolls.gamespy.com/View.php?id=6083&view=Mods.Detail http://www.filefront.com/9147272/Morrowind-Scripting-for-Dummies-v9/ http://www.scribd.com/doc/7007668/Morrowind-Scripting-for-Dummies-9 http://www.tesnexus.com/downloads/file.php?id=13969
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marie breen
 
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Post » Sun Aug 09, 2009 3:05 pm

Well, it worked. I now have a version of the Dodge mod that treats Bound Armor (including pauldrons and greaves from Veet's Missing Bounds) as if they were Unarmored (that is, no penalty for the Dodge mod's Sanctuary effects).
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Rozlyn Robinson
 
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Post » Sun Aug 09, 2009 4:23 pm

I now have a version of the Dodge mod that treats Bound Armor as if they were Unarmored (that is, no penalty for the Dodge mod's Sanctuary effects).

Are you familiar with the Morrowind Cod Patch that negates any need for the Dodge Mod?

Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution.

http://www.tesnexus.com/downloads/file.php?id=19510 http://www.tesnexus.com/downloads/file.php?id=26348
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Laura Shipley
 
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Post » Sun Aug 09, 2009 5:41 am

Are you familiar with the Morrowind Cod Patch that negates any need for the Dodge Mod?

Yes, I know; I just like having a good Unarmored skill rewarded by Sanctuary. I understand it's not for everyone.
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WYatt REed
 
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