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Level requirement for equips? Why not?


R0R0N0

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Posted

If I want to wear what some random npc is wearing I just kill them, take it and simply equip. I don't like that, I feel there needs to be a requirement for wearing specific equipments. Just like an MMO, that's right.

I was playing elder scrolls online yesterday and I noticed/remembered how much I enjoyed working hard to level up in any way I can just so I can wear the next available armor. Knowing that the next armor/weapon would have a higher defense/attack, I couldn't wait to see how much of a difference it would make with the enemies I've been struggling with up to now etc.

 

What I want to know is, are there any mods like this available?

Posted

Not that I know of, but I believe it should be rather simple. If you simply want level requirements based on armor/weapon material types, it could be as simple as creating a quest that has an alias that refers to the player character that has an attached script:

 

 

;---PROPERTIES---
Keyword Property ArmorMaterialDaedric Auto
Keyword Property ArmorMaterialDragonplate Auto
Keyword Property ArmorMaterialDragonscale Auto
Keyword Property ArmorMaterialDwarven Auto
Keyword Property ArmorMaterialEbony Auto
Keyword Property ArmorMaterialElven Auto
Keyword Property ArmorMaterialElvenGilded Auto
Keyword Property ArmorMaterialGlass Auto
Keyword Property ArmorMaterialHide Auto
Keyword Property ArmorMaterialImperialLight Auto
Keyword Property ArmorMaterialImperialHeavy Auto
Keyword Property ArmorMaterialImperialStudded Auto
Keyword Property ArmorMaterialIron Auto
Keyword Property ArmorMaterialIronBanded Auto
Keyword Property ArmorMaterialLeather Auto
Keyword Property ArmorMaterialOrcish Auto
Keyword Property ArmorMaterialScaled Auto
Keyword Property ArmorMaterialSteel Auto
Keyword Property ArmorMaterialSteelPlate Auto
Keyword Property ArmorMaterialStudded Auto
Keyword Property DLC1LD_CraftingMaterialAetherium Auto
Keyword Property DLC1WeapMaterialDragonbone Auto
Keyword Property DLC2ArmorMaterialBonemoldHeavy Auto
Keyword Property DLC2ArmorMaterialBonemoldLight Auto
Keyword Property DLC2ArmorMaterialChitinHeavy Auto
Keyword Property DLC2ArmorMaterialChitinLight Auto
Keyword Property DLC2ArmorMaterialNordicHeavy Auto
Keyword Property DLC2ArmorMaterialNordicBonemoldLight Auto
Keyword Property DLC2ArmorMaterialStalhrimHeavy Auto
Keyword Property DLC2ArmorMaterialStalhrimLight Auto
Keyword Property DLC2WeaponMaterialNordic Auto
Keyword Property DLC2WeaponMaterialStalhrim Auto
Keyword Property WeapMaterialDaedric Auto
Keyword Property WeapMaterialDwarven Auto
Keyword Property WeapMaterialDraugr Auto
Keyword Property WeapMaterialDraugrHoned Auto
Keyword Property WeapMaterialEbony Auto
Keyword Property WeapMaterialElven Auto
Keyword Property WeapMaterialFalmer Auto
Keyword Property WeapMaterialFalmerHoned Auto
Keyword Property WeapMaterialGlass Auto
Keyword Property WeapMaterialImperial Auto
Keyword Property WeapMaterialIron Auto
Keyword Property WeapMaterialOrcish Auto
Keyword Property WeapMaterialSteel Auto
Keyword Property WeapMaterialWood Auto

int Property AetheriumLevel Auto
int Property BonemoldLevel Auto
int Property ChitinLevel Auto
int Property DaedricLevel Auto
int Property DragonLevel Auto
int Property DwarvenLevel Auto
int Property DraugrLevel Auto
int Property EbonyLevel Auto
int Property ElvenLevel Auto
int Property FalmerLevel Auto
int Property GlassLevel Auto
int Property HideLevel Auto
int Property ImperialLevel Auto
int Property IronLevel Auto
int Property LeatherLevel Auto
int Property NordicLevel Auto
int Property OrcishLevel Auto
int Property StalhrimLevel Auto
int Property SteelLevel Auto
int Property StuddedLevel Auto
int Property WoodLevel Auto

;---VARIABLES---
int LevelRequired

;---EVENT---
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)

LevelRequired = 0
Actor Player = Game.GetPlayer()

   if akBaseObject as Weapon

      if akBaseObject.HasKeyword(WeapMaterialDaedric)
         if LevelRequired < DaedricLevel
            LevelRequired = DaedricLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC1WeapMaterialDragonbone)
         if LevelRequired < DragonLevel
            LevelRequired = DragonLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialDwarven)
         if LevelRequired < DwarvenLevel
            LevelRequired = DwarvenLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialDraugr) || akBaseObject.HasKeyword(WeapMaterialDraugrHoned)
         if LevelRequired < DraugrLevel
            LevelRequired = DraugrLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialEbony)
         if LevelRequired < EbonyLevel
            LevelRequired = EbonyLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialElven)
         if LevelRequired < ElvenLevel
            LevelRequired = ElvenLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialFalmer) || akBaseObjct.HasKeyword(WeapMaterialFalmerHoned)
         if LevelRequired < FalmerLevel
            LevelRequired = FalmerLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialGlass)
         if LevelRequired < GlassLevel
            LevelRequired = GlassLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialImperial)
         if LevelRequired < ImperialLevel
            LevelRequired = ImperialLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialIron)
         if LevelRequired < IronLevel
            LevelRequired = IronLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialOrcish)
         if LevelRequired < OrcishLevel
            LevelRequired = OrcishLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialSteel)
         if LevelRequired < SteelLevel
            LevelRequired = SteelLevel
         endif
      endif

      if akBaseObject.HasKeyword(WeapMaterialWood)
         if LevelRequired < WoodLevel
            LevelRequired = WoodLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC1LD_CraftingMaterialAetherium)
         if LevelRequired < AetheriumLevel
            LevelRequired = AetheriumLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC2WeaponMaterialNordic)
         if LevelRequired < NordicLevel
            LevelRequired = NordicLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC2WeaponMaterialStalhrim)
         if LevelRequired < StalhrimLevel
            LevelRequired = StalhrimLevel
         endif
      endif

   elseif akBaseObject as Armor

      if akBaseObject.HasKeyword(DLC1LD_CraftingMaterialAetherium)
         if LevelRequired < AetheriumLevel
            LevelRequired = AetheriumLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialDaedric)
         if LevelRequired < DaedricLevel
            LevelRequired = DaedricLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialDragonplate) || akBaseObject.HasKeyword(ArmorMaterialDragonscale)
         if LevelRequired < DragonLevel
            LevelRequired = DragonLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialDwarven)
         if LevelRequired < DwarvenLevel
            LevelRequired = DwarvenLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialEbony)
         if LevelRequired < EbonyLevel
            LevelRequired = EbonyLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialElven) || akBaseObject.HasKeyword(ArmorMaterialElvenGilded)
         if LevelRequired < ElvenLevel
            LevelRequired = ElvenLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialGlass)
         if LevelRequired < GlassLevel
            LevelRequired = GlassLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialHide)
         if LevelRequired < HideLevel
            LevelRequired = HideLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialImperialLight) || akBaseObject.HasKeyword(ArmorMaterialImperialHeavy) || akBaseObject.HasKeyword(ArmorMaterialImperialStudded)
         if LevelRequired < ImperialLevel
            LevelRequired = ImperialLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialIron) || akBaseObject.HasKeyword(ArmorMaterialIronBanded)
         if LevelRequired < IronLevel
            LevelRequired = IronLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialLeather)
         if LevelRequired < LeatherLevel
            LevelRequired = LeatherLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialOrcish)
         if LevelRequired < OrcishLevel
            LevelRequired = OrcishLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialScaled) || akBaseObject.HasKeyword(ArmorMaterialSteel) || akBaseObject.HasKeyword(ArmorMaterialSteelPlate)
         if LevelRequired < SteelLevel
            LevelRequired = SteelLevel
         endif
      endif

      if akBaseObject.HasKeyword(ArmorMaterialStudded)
         if LevelRequired < StuddedLevel
            LevelRequired = StuddedLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC2ArmorMaterialBonemoldHeavy) || akBaseObject.HasKeyword(DLC2ArmorMaterialBonemoldLight)
         if LevelRequired < BonemoldLevel
            LevelRequired = BonemoldLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC2ArmorMaterialChitinHeavy) || akBaseObject.HasKeyword(DLC2ArmorMaterialChitinLight)
         if LevelRequired < ChitinLevel
            LevelRequired = ChitinLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC2ArmorMaterialNordicHeavy) || akBaseObject.HasKeyword(DLC2ArmorMaterialNordicBonemoldLight)
         if LevelRequired < NordicLevel
            LevelRequired = NordicLevel
         endif
      endif

      if akBaseObject.HasKeyword(DLC2ArmorMaterialStalhrimHeavy) || akBaseObject.HasKeyword(DLC2ArmorMaterialStalhrimLight)
         if LevelRequired < StalhrimLevel
            LevelRequired = StalhrimLevel
         endif
      endif
      
   endif

   if Player.GetLevel() < LevelRequired
      Player.UnequipItem(akBaseObject)
      Debug.Notification("You lack the required level to effectively use the item.")
   endif

endEvent

 

 

Then, you'd just have to autofill the Keyword Properties, and fill in the values for what level would be required for each material type.

Guest Ragna_Rok
Posted

 

What I want to know is, are there any mods like this available?

 

uhm.... nope. not that i know of.

 

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