R0R0N0 Posted January 12, 2014 Posted January 12, 2014 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?
TheDriedFinger Posted January 12, 2014 Posted January 12, 2014 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 January 12, 2014 Posted January 12, 2014 What I want to know is, are there any mods like this available? uhm.... nope. not that i know of.
TheDriedFinger Posted January 13, 2014 Posted January 13, 2014 It is now available: http://www.loverslab.com/files/file/615-tdf-equipment-restriction-v10/
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