Weight for arrows, is there some data somewhere?

Post » Wed May 11, 2016 3:51 pm

I am aware that you can't set the weight of arrows in the Creation Kit, but ingame there still is a weight indicator (weight: 0). This makes me wonder whether there is some data somewhere which indicates the arrow weights 0 and whether it is possible to change it. If anyone knows more about this, I would appreciate it.



Thanks in advance



Kind regards



Sac

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Anne marie
 
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Post » Wed May 11, 2016 11:08 pm

I've not looked into it myself, but I do believe there are Mods which add Weight to Arrows--it's possible that they just use a dummy item, however; that said, there is a 'Get/SetWeight' function in SKSE, which is just for 'Forms', so may be applicable to Arrows--try running it, perhaps, and see if it actually changes their in-game weight?

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Talitha Kukk
 
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Post » Wed May 11, 2016 8:44 pm

Unfortunately, I tried both options. The mods which use dummy items have some issues, when the arrows are moved into followers (or other NPCs inventories) or when your inventory gets emptied when you go to jail. Also, the actual arrow weight won't show up in the ingame UI. I've also tried the SKSE SetWeight, using an activator linked to an arrow. Unfortunately that didn't work either for some reason.

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:)Colleenn
 
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Post » Wed May 11, 2016 11:47 pm

Have you tried SetWeight on the BaseForm?



Not sure what the Code is off the top of my head, something like



MyArrow.GetBaseObject().SetWeight(5.0)

I know some functions work on the Base Forms, rather than the Reference Forms, and with you saying it was an activator linked to an Arrow... If you have, :shrug: no idea :/ (Also, don't forget to use 'Player.GetAV CarryWeight' via the console -- the Arrow Form might not have the display, but if the Base Form accepts the weight, it should still influence your Carry Weight (even if it appears not to)--then you could set the Weight as the name?

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Natasha Callaghan
 
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Post » Wed May 11, 2016 8:32 am

I tried it with both an arrow and a steel dagger, the steel dagger did get an updated 0.1 carry weight, the arrow didn't.



I did it using this script:



Scriptname Whatever extends ObjectReference

Event OnActivate(ObjectReference akActionRef)
If GetLinkedRef()
GetLinkedRef().GetBaseObject().SetWeight(0.1)
EndIf
EndEvent

Well, the change was not visible. But I'll check using the Player.getav carryweight. Thanks for the suggestion! :)



Edit: Alas, carryweight remains the same, at 300.00 before and after I picked up the arrow. :( But wait, isn't 300 the max carry weight, rather than the current carry weight? I'll check again by setting the arrow weight at 5 and see if anything noticeable happens.



Edit: Same result. :-/ 97 current weight before I picked up the arrow and 97 after.

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Amysaurusrex
 
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Post » Wed May 11, 2016 3:31 pm

You sure you are doing this on the AMMO not the ARROWs or projectiles. They are not the same thing. Sorry for the moot post if you already knew that.

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Sharra Llenos
 
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Post » Wed May 11, 2016 12:33 pm

The test OP ran involved arrows preplaced in the world. AFAIK projectiles can't be preplaced. Fair question, though.
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JD FROM HELL
 
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