» Thu Feb 04, 2010 12:38 pm
Shaddow: Yeah, I've read through that a little bit. Should come in handy for other ideas if I ever get around to implementing them.
Danjb: I've seen those two mods before, and I want to incorporate their aspects as well.
I'll look into this "HasItemEquipped" method, hopefully I can get it to work to my standards. I don't know that I'll actually make this mod available to the public, I've never done that before, as most of my modding work has been to very personal preference, such as positioning Golden Saints near Seyda Neen (all equipped with Daedric and Glass items), or giving Duke Vedam Dren the Ebony Mail and a custom Ebony Scimitar.
Psycholex: From what I understand, trading in Diamond and Glass and Ebony armor/weapons isn't really illegal, since the Great Houses have been funding their operations with mining all of them for centuries. The way I see it, dealing in Dwemer artifacts should be treated differently because they're artifacts, not common sources of income like mining for shiny things, the Empire has a duty to protect them in some way. Granted, I disagree with claiming ownership over someone else's history, essentially, but that's beside the point. Illegalizing Dwemer items presents a fun challenge, at least it does to me, especially coupled with something else I've already significantly altered: stats. The weapons now do way more damage, and the armor now protects more than Ebony, and both can withstand way more of a beating than anything else, to reflect the fact that despite their significant age, this stuff is still around, and still useful. Everything Dwemer-related is also now considerably more valuable, including limeware.
Currently I'm in the process of combing through the game, removing Dwemer items from various places it really shouldn't be (like the Census and Excise Office, and Venim Manor), to further reflect its illegal nature and create a greater level of scarcity. Basically when I'm done the only places any of it will be found is smugglers' hideouts and the ruins, which I also plan to enhance the danger factor of (stuff like putting Advanced Steam Centurions from Tribunal into the ruins of Vvardenfell and making the Dwemer spectres a force to be reckoned with). I think I'd also like to incorporate that giant Dwemer Golem someone made, with credit of course, should I actually submit this to Planet Elder Scrolls or something. I haven't decided on that yet, I want to get the mod working properly first. It's going to take months, most likely, given I have other things to do as well.