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TopHatJones
Adept

Reged: 05/12/04
Posts: 237
Possible enchant mod
      #2971294 - 08/26/04 01:38 AM

I just thought of a really good idea.

I'm sick of having all these monster enchanted items out there that practically nullify the need to have a skills.

For example.....With the Amulet of Shadows, you practically don't need any sneak skill to steal anything....with Aryoon's Helper and other similar items, you don't need any conjuration skill.

Hows about a script of some sort (global maybe) that would not allow you to use enchantments unless your enchant skill was high enough in relation to the power (spell cost) of the effect?

That would be AWESOME!

Unfortunately I am a total scripting amatuer and don't know how to do it myself.

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sisco
Curate

Reged: 02/13/03
Posts: 463
Re: Possible enchant mod [Re: TopHatJones]
      #2974425 - 08/27/04 01:31 AM

That would be really cool.

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MannyJabrielle
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Reged: 08/08/04
Posts: 40
Re: Possible enchant mod [Re: TopHatJones]
      #2974749 - 08/27/04 04:48 AM

It shouldn't be that difficult to throw one together. I know the Marksman mod does something similar with bows. There's certain items you can't use as well unless you rmarksman skill is at a certain level. Those scripts aren't global though if I remember correctly, but rather scipts attached to the items themselves.

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MannyJabrielle
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Reged: 08/08/04
Posts: 40
Re: Possible enchant mod [Re: MannyJabrielle]
      #2974764 - 08/27/04 04:53 AM

Oh, And just a comment about having the items... For example the amulet of shadows. Yeah, it IS a powerful item, but it does require some travelling and knocking of heads to get... and when you do have it, it takes some enchant skill already to make it really usefull. With around just 10 or 20 in enchant, each cast of the amulet eats up around 300 charge points I think... so it's not too practical to a non-enchant savvy thief for constant use.

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Zappara
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Reged: 08/15/03
Posts: 272
Loc: Lost Dwemer city
Re: Possible enchant mod [Re: TopHatJones]
      #2974931 - 08/27/04 06:44 AM

Quote:

Hows about a script of some sort (global maybe) that would not allow you to use enchantments unless your enchant skill was high enough in relation to the power (spell cost) of the effect?


Global script is a not a solution for this for a couple of reasons:

1. Do you know how many enchanted items there are in the game? Lots of them! and you would have to include all of them to your global scripts with OnPCEquip and HasItemEquipped functions.. yes, one script isn't enough because you would need thousands of if-elseifs functions and you would meet scripting limits in no-time.

2. These global (or local) scripts would affect only the original items, not the items you make by yourself with enchant skill or by buying the enchantment.

3. Other enchanted items in other plugins would remain un-affected by these scripts.

4. Such long scripts would certainly affect your fps drastically as global scripts are run in every frame.

Using local scripts in enchanted items would cause also problems: Points 2 and 3 apply here too. Enchanting an object will result on object that hasn't the local script. Some enchanted objects already have local scripts so you would have to modify these scripts and this could result bugs in quests.

Nice idea though and could be used for certain items in your own plugin items. Applying it to every enchanted item is impossible.

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Re: Possible enchant mod [Re: TopHatJones]
      #2975208 - 08/27/04 09:10 AM

From my experiences so far on this forum, I am getting the impression that there are very few players who would be interested in any mod that limits the player in any way unless it is balanced by some uber goodie. e.g. pickpockets who steal from the player are a bad idea because that seems to unbalance the economy (???). Your idea might be nice in theory, but it will probably remain just that.

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TopHatJones
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Reged: 05/12/04
Posts: 237
Re: Possible enchant mod [Re: Zappara]
      #2975672 - 08/27/04 01:23 PM

Ok global is not the way to go (I'm very new to this part of the editor), could anyone help with the script to make this work?

What would the script say, and where would I attach it?

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TopHatJones
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Re: Possible enchant mod [Re: TopHatJones]
      #2981502 - 08/29/04 12:47 AM

Any ideas?

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KaiserSelrahc
Acolyte

Reged: 10/30/03
Posts: 114
Loc: NYC
Re: Possible enchant mod [Re: TopHatJones]
      #2981711 - 08/29/04 02:03 AM

I just de-powered the amulet of shadows to only cast chameleon 10-50% for 30 seconds. As for the helper...I deminished the enchantment points on it so you could only use it once before it was out of juice. If you have a high enchant skill and a few filled soul gems, this is no big deal. Otherwise, you better save it for very special occasions.

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