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armor that unequips itself


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Posted

Does anyone have a good way to make a piece of armor that unequips itself automatically whenever a certain condition is met? Like stamina dropping too low, or being inside, or whatever?

 

I have not tried this, so I might be wrong.

 

http://www.creationkit.com/Armorsays you can attach scripts to armor.

 

http://www.creationkit.com/ObjectReference_Scriptgives you an idea of what those scripts can do.

 

http://www.creationkit.com/OnEquipped_-_ObjectReferenceand http://www.creationkit.com/OnUnequipped_-_ObjectReference let you know when to turn on your effect and when to turn it off.

 

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But then you need to find some events which roughly match when you want the armor to unequip itself. 

 

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Wait... did you want this to be only on the player? or did you want this to only be on NPCs? or did you want this to work for both?

 

Let us imagine you only wanted some of this (like maybe messages) to happen for the player - then you would want to check if the player was equipping this copy of your armor:

 

http://www.creationkit.com/GetPlayer_-_Game

 

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Anyways, eventually you will probably want a spell or a quest  to represent your script that does the actual unequipping.

 

Let us say you decided you want this unequipping to be done by a spell... you will want an effect item in your spell (spells without any effect items crash the game). I think traditionally you would want a cloak damage effect which does 0 damage. Your onequipped event would start the spell and your onunequipped event would end the spell. You could maybe look at a flame cloak armor mod if you want to see a working example of cloak damage on some armor.

 

Anyways (for your stamina trigger) I think you would want a condition like GetStaminaPercentage or GetActorValue.  For your inside trigger, I guess you would want GetInWorldspace.

 

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Obviously, since I have never tried this, I might have overlooked some important issues. But this is where I would start. (I would first try to get something working and then test it out in the game and then maybe remove or change things I did not like, and of course test it again after those changes.)

 

(Also, since sometimes I make changes I hate, I would try to save a copy of the mod every time I played it and it seemed to work somewhat well.)

Posted

I actually got it to work using an enchantment and an activemagiceffect script. No cloak necessary! I was hoping to do it without a script at all -- like maybe there was already an Effect to do it. But the script is doing a pretty good job, so it's all good.

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