Tempering Enchanted Items.

Post » Fri Sep 04, 2015 1:57 am

So I'm working on a new mod. That makes fist weapons, but using armored gloves with an enchantment that enhances unarmed combat damage.

I've added temper recipes and all. But my question is. Will tempring these items only increase the "Armor Rating" of the gloves, or will it effect the Enchantments as well ?

Also beyond, creating the temper recipe. I feel like there's something more I need to create ?

Is there a tempering list, that I have to create. Which defines the effects of the tempering ? Like how many points of AR are improved and such ??

User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Thu Sep 03, 2015 7:35 pm

Tempering anything only increases its damage or armor, it has never altered enchantment properties.

The Tempering recipes for an object seem to have no way to change how much is improved, just materials needed, and/or conditions needed to temper, from what I can make out having made more than a few tempering and crafting recipes in past.

User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Thu Sep 03, 2015 10:55 pm

Alright then.. I have been trying to wrap my head around the unarmed mechanic.

Cause I have been thinking if I made a weapon, it would no longer count as an unarmed attack but melee.

So thats why I used armor as the mechanic. And just put an enchantment on it.

Well there is the Smithing Perk which lets you temper enchantments I thought.

User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Fri Sep 04, 2015 1:26 am

If you want to increase the damage the gloves do (or how much they enhance Unarmed Combat damage) I think you will need a script or a hidden perk that changes the amount of damage they do/enhance unarmed combat at each "rank" when they are tempered.

Maybe Unarmed Damage Bonus = Armour Rating or something, or AR/2, whatever works for your concept of how the mod should work.

They are armour items, after all, not weapons, and from what I remember, there is no difference between unarmed damage with bare fists or Deadric Gloves. The unarmed combat system in Skyrim is pretty poor, despite werewolves, trolls etc using claws as natural weapons.

This would be something similar to the way silvered weapons do more damage against undead and lycanthropes via a hidden perk.

You might want to check out the Khajiit racial perk (although I think this works off claws as natural weapons) and the mod The Way of the Monk, which has an unarmed and unarmoured combat system, and see how they do it. It might give you some ideas. In my Mithril and Silver weapon smithing mod I used hidden perks such that the bonus damage depends on weapon material type when equipped and whether the target was undead, ghost, vampire or werewolf race etc. Those mods are not available for you to look at atm, though, as they need updating.

User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Fri Sep 04, 2015 5:12 am

I'm still a bit new to the whole modding, and this is my first "Big deal " as far as I am concerned. And what you suggest, sounds pretty intimidation just yet. But I will check out the khajit claw power to see. Trying to figure out recipes and such. A thought came to mind just now:

Maybe I can create new recipes that require the weapon they just tempered to create an improved weapon with the upgraded damage?

User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri Sep 04, 2015 1:02 am

Khajiit Claws: Yeah, thats the mechanic I am using pretty much to add an effect onto the gloves for bonus damage.

User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Fri Sep 04, 2015 1:51 am

I numbered your points for clarity.

1. The unarmed mechanic is pretty poor as there is no perk tree in Vanilla for Unarmed Combat and I think the damage is always the same, regardless of level, regardless of One-Handed, Two-Handed or Dual Wielding Skill, regardless of Health or Stamina and regardless of the hidden stats STR, AGI, END etc.

2. Unarmed Attacks are melee combat. They are hardly missile fire or spell casting, after all :smile: I think you meant "weapon combat"

3. You could, possibly, use Armour Rating if you had a script/hidden perk system as I mentioned above that related AR of the gloves to bonus unarmed damage. As you temper them up, the damage bonus would increase.

4. Smithing allows you to temper weapons:

a) which have intrinsic enchants due to the material of the weapon (such as silver against Undead and Lycanthropes, although Vanilla does not allow this and even mods that allow the crafting of silver weapons will not change the bonus damage vs undead when they are tempered);

b.) enchanted weapons which have spell-like properties, such as Fire and Lightning damage;

but Smithing only increases the base damage of the weapon, not the enchantment. The strength of the enchantment depends on your Enchanting Skill and the reagents you used at the time you placed the enchantment on the weapon.

The Strongest enchantments use the largest Soul Gems and the enchanting is done with all Perks and Enchanting Skill of 100 while wearing gear that enhances your Enchanting skill and also after drinking Alchemical potions that increase your enchanting skill, just as the most powerful weapons and armour are made while wearing gear and drinking potions that buff your Smithing Skill.

Tempering an enchanted item later on with massive Smithing Skill can improve an already tempered weapon, but will not change the strength of it's Enchantment.

User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Fri Sep 04, 2015 9:35 am

Alright thank you. I think this tells me which way I should go with the Mod. Instead of tempering. I'll let players smith a new upgrade, if the have the original weapon. This will let them bump up the armor rating and damage, and all I have to do is work out some new items and enchantments. Since I ahve no clue about scripting.

User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm


Return to V - Skyrim