Kashiwaba Tomoe Posted May 16, 2012 Posted May 16, 2012 Question: I've got a mod that reduces weigths for items to realistic values (IE: no fifty pound swords, since IRL swords back in teh day were 1-3 pounds). However, other mods with custom weapons use the fucking retarded defualt weights. Is there any way, using the console, to edit the weight values of an item ?
Irishredneck Posted May 16, 2012 Posted May 16, 2012 I am with you on this! It is moronic that they have 50 pound swords, and 10 pound breastplates. NEVER understood that logic.
Kashiwaba Tomoe Posted May 16, 2012 Author Posted May 16, 2012 It is moronic that they have 50 pound swords' date=' and 10 pound breastplates. NEVER understood that logic. [/quote'] It's Bethesda's idea of 'balance' apparently, making each step up in material heavier, I'm guessing because they want you to be able to carry less the better your gear or something. Or penalize you if you go anything but pure hack and slash (which as poorly as they did archery/magecraft, would support that) As it stands, in vanilla... Daggers- 3-10 pounds Shortswords- 8-22 pounds Longswords- 20-48 pounds Claymores- 22-62 pounds Well, you get the idea. IRL, even a claymore is in the 5lb or less range, because if it's that heavy, swinging it even a few times will get anyone tired. Unrelated to the topic but should help you out, Irish, is this. Realistic_Armor_Weights-2194.espRealistic_Weapon_weights-3534.esp ^ I'd recomend finding the mod that those two esp's I ahve active come from on nexus. Main problem of course is they only affect vanilla items, and blood and mud (or any other mod that uses the same fucktarded weight scale system bethesda started. Which of course is the problem I'm dealign with now, mod added weapons that weigh a quarter of my characters carry capacity.
Iris86 Posted May 17, 2012 Posted May 17, 2012 weights? you tell me, i have been carrying around zack sword from 2chlives bosses... the thing is ebony but weights a good 150 pounds, and the boss of the stage is carrying a blade and a hammer, 180 pounds each... god bless the creator of imasmask set and the pocket dimensional chest of nonowa to carry around all that extremely heavy stuff till i find a merchant who would pay their exorbitant prices, i sold one and could buy every house ingame afterwards
Kashiwaba Tomoe Posted May 17, 2012 Author Posted May 17, 2012 Oh wow lol, 30ish times the weight any reasonable sword should be. But yeah, anyone know if the console alone is enough to re-do weights ?
ChaisyM Posted May 17, 2012 Posted May 17, 2012 Oh wow lol' date=' 30ish times the weight any reasonable sword should be. But yeah, anyone know if the console alone is enough to re-do weights ? [/quote'] Yes, actually, I happen to have recently figured this out If you look here you can find commands to change all kinds of things: http://cs.elderscrolls.com/index.php/Category:Inventory_Functions_%28OBSE%29 By the way, I had to take a programming class for my major or I'm sure a lot of that wouldn't make sense. The main commands you'll need are: GetEquippedObject - to find out the ID of the item you want to change SetWeight - to actually change the weight of said object So for a weapon you'd first equip it, and then type: player.GetEquippedObject 16 It'll give you back an ID number, something like 1234567... you can always omit any proceeding zeros. 16 is the slot number for your weapon btw. Then you'd type: SetWeight 3 1234567 To change item 1234567 to weigh 3. As an aside, the game is balanced around the weights as they are, perhaps the units on the weights are ounces... just a thought. Finally, I can't seem to get most commands that start with "get..." to actually send output to the screen. Anyone know how to do that? A lot of things I want to change I don't do because I can't determine what the starting point is.
Kashiwaba Tomoe Posted May 18, 2012 Author Posted May 18, 2012 As for the weight balance, the unit doesn't really matter, its the way the better ones weigh so much more, the unit wouldnt matter. As for those commands, next time I do some playing I think It'll give it a try (besides my last dungeon crawl to miscarand netted me 60k in gear so I'll hit some of the higher end mod weapon shops)
adrenaline Posted May 18, 2012 Posted May 18, 2012 GetEquippedObject - to find out the ID of the item you want to change SetWeight - to actually change the weight of said object So for a weapon you'd first equip it' date=' and then type: player.GetEquippedObject 16 It'll give you back an ID number, something like 1234567... you can always omit any proceeding zeros. 16 is the slot number for your weapon btw. Then you'd type: SetWeight 3 1234567 To change item 1234567 to weigh 3. [/quote'] Oh...thanks, this is a nice method. ---------------- If you excuse my off-topic, I know a good way to change maximum encumbrance. Because I am lazy to modify the weight of each item and I don't want to wear a cheat ring, I googled and found this: EncumbranceEncumbrance is calculated and displayed differently from other actor values. The Base factor is ignored entirely. It is not used in calculation, and cannot be altered by the SetAV command or any magical means. It is, however, still included in the return value of the GetBaseAV command, making this command effectively useless. The Calculated Base is the total encumbrance bonus from strength. Unlike most calculated factors, this applies to all actors, not just the player. Maximum encumbrance and current encumbrance are calculated differently: Modifier Sum = (Max Modifier + Script Modifier + Damage Modifier) Maximum Encumbrance = Calculated Base ( - Modifier Sum, if Modifier Sum < 0) Current Encumbrance = Carried Weight ( + Modifier Sum, if Modifier Sum > 0) This means that the current encumbrance of an actor will never be less than their total carried weight, and the maximum encumbrance will never be less than the value calculated from their strength. However, the GetAV command still returns the encumbrance as it would be calculated from the default formula, e.g. as if the modifier sum were always > 0. This means that GetAV will return the wrong value if the actor has enough effects that reduce encumbrance (e.g. Feather). 也就是说基准值无效,只计算附加值。所以setav无效,要用modav 因为公式的缘故,modav要用负数。 例如增加负重上限5000,用player.modav encumbrance -5000 (Reference:http://tieba.baidu.com/p/1160208664) For example if you want to increase your maximum encumbrance by 300, open the console and use "player.modav encumbrance -300".
ljacquard Posted May 18, 2012 Posted May 18, 2012 I use this mod to prevent inventory bloat, and I have been very satisfied with it so far.
Kashiwaba Tomoe Posted May 18, 2012 Author Posted May 18, 2012 Or I could just ~tgm and have no encumbrance at all
ChaisyM Posted May 21, 2012 Posted May 21, 2012 Anyone have any tips on this? Finally' date=' I can't seem to get most commands that start with "get..." to actually send output to the screen. Anyone know how to do that? A lot of things I want to change I don't do because I can't determine what the starting point is.[/quote'] I'd appreciate it!
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