[RELBETA] Leazer's Bound Armor

Post » Thu May 24, 2012 7:07 am

Leazer's Bound Armor


*** DESCRIPTION ***
*********************


This mod adds Bound Armor spells to the game reminiscent of the ones found in Oblivion. Their tomes can be bought from traders or found in random loot. There are seperate spells for each piece of armor, as well as for combinations of pieces.

For those that haven't played Oblivion or just don't know what Bound Armor is, this mod adds spells to the Conjuration school that allow the caster to summon pieces of Daedric armor. The armor is weightless and lasts for two minutes unless the caster unequips it. When the spell is cast, it checks the caster's Light Armor and Heavy Armor skills to see which is higher, and then equips a Light or Heavy version of the summoned piece of armor accordingly. The two versions are exactly the same, other than one version is considered "Light Armor," while the other version is considered "Heavy Armor."

Version 1.01 adds four new Bound Armor spells to the game:
- Bound Battlemage: Summons boots, gauntlets, and cuirass
- Bound Knight: Summons boots, gauntlets, cuirass, and shield
- Bound Sorcerer: Summons boots, gauntlets, cuirass, and helmet
- Bound Warrior: Summons boots, gauntlets, cuirass, helmet, and shield



*** DOWNLOAD ***
********************
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=12314
Skyrim Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=10197


*** INSTALLATION ***
**********************
Just extract LeazerBoundArmor.esp and LeazerBoundArmor.bsa to your Skyrim/Data folder



*** CHANGE LOG ***
*********************
1.00 - Initial release
1.01 - Added four new spells: Bound Battlemage, Bound Knight, Bound Sorcerer, and Bound Warrior
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sharon
 
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Post » Thu May 24, 2012 1:40 am

Awesome. I know an awesome occurence in Morrowind was, attack the piddling guy... raise hand, oh, what's that... raise hand, oh crap, there's more... repeat until he's got a full maxed out bound armor set on himself.

Does it impact the magic armor perk?
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Amanda savory
 
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Post » Wed May 23, 2012 7:52 pm

Does it impact the magic armor perk?

I hadn't thought about that, but yes, I expect it does.
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Tiff Clark
 
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Post » Thu May 24, 2012 10:51 am

Might want to look at that-- maybe summon up a armor shader that qualifies as clothing that increases armor rating. So it's 'armor' but you get the full blown improvement with the two perks.

I just have a character I'm working on that that's kinda huge :)

Awesome, eitherway, though. Bound armor is sweet : )
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katsomaya Sanchez
 
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Post » Thu May 24, 2012 10:06 am

Might want to look at that-- maybe summon up a armor shader that qualifies as clothing that increases armor rating. So it's 'armor' but you get the full blown improvement with the two perks.

I just have a character I'm working on that that's kinda huge :smile:

Awesome, eitherway, though. Bound armor is sweet : )
Hmm.. a full suit of weightless Daedric armor plus 3x the effect of defensive spells because you're "not wearing armor?" Sounds a little overpowered to me :P
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Ludivine Dupuy
 
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Post » Wed May 23, 2012 6:37 pm

Well... probably.

Stop looking at me that way. I'm not trying to make people OP in a mod I'm making. It can actually work pretty good-- if you hit them early, they die, like, yesterday. If you let them charge their lazors... uhm...

One of the dudes I'm tweaking does that. you have to take the fight to him immediately, paralyze, and just hit hithit. If he charges.

I've never seen the PC become a ... pile of ash. Until that dude : )
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Kirsty Wood
 
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Post » Thu May 24, 2012 12:01 am

What happens to your current equipment when you cast this spell? I assume you have to re-equip everything manually, right?
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NEGRO
 
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Post » Thu May 24, 2012 3:21 am

What happens to your current equipment when you cast this spell? I assume you have to re-equip everything manually, right?
Yep. That's something I messed around with but couldn't figure out a proper solution to. I plan on looking into it some more in the next few days and if I find a solution, I'll upload an updated version.

However, I did make it so if you summon a shield, and the bound shield is still equipped when the spell's effect wears off, you will automatically re-equip the Bound Shield spell for a quick re-cast.
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stevie trent
 
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Post » Thu May 24, 2012 1:47 am

Very nifty. This looks really impressive. I like the idea of having alternatives besides Alteration for defense. Does Mystic Binding make it more powerful?

Also, are you planning / is it possible to add a spell that summons a full suit at once (minus the shield)?
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Monique Cameron
 
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Post » Wed May 23, 2012 9:47 pm

Very nifty. This looks really impressive. I like the idea of having alternatives besides Alteration for defense. Does Mystic Binding make it more powerful?
Thank you! No, at the moment, Mystic Binding has no effect on it. That's something else I'll look at in the coming days.

Another thing you might like to know, when you cast one of the spells, it checks your Light Armor and Heavy Armor skills to see which one is higher and then equips a Light or Heavy version of the item accordingly.

Also, are you planning / is it possible to add a spell that summons a full suit at once (minus the shield)?
Perhaps.. :biggrin:
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Benito Martinez
 
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Post » Thu May 24, 2012 12:05 am

As a note, I do agree with the other one-- it'd be nice to have it balanced. Multiple tiers (or it scales to the skill of the player) that make it balance to the Mage Armor Perk,k so that, with maxed out Conj it's equal to Dragonhide with 100 Alt.

Kind of a fun alternative to it. Or, a really [censored] awesome alt to it :)
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Devils Cheek
 
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Post » Thu May 24, 2012 3:01 am

As a note, I do agree with the other one-- it'd be nice to have it balanced. Multiple tiers (or it scales to the skill of the player) that make it balance to the Mage Armor Perk,k so that, with maxed out Conj it's equal to Dragonhide with 100 Alt.

Kind of a fun alternative to it. Or, a really [censored] awesome alt to it :smile:
That's something else I wanted to do! Make the armor rating of the summoned item dependent on the player's Conjuration skill. But I couldn't figure out how to set a piece of armor's armor rating through a script.
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NAtIVe GOddess
 
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Post » Thu May 24, 2012 8:33 am

I THINK that you can run the spell with > and < qualifiers. They do it regularly in bethsource scripts perks. 80level sneaking, has qual's on it: if >80 skill, uhm, no.

I do think it's POSSIBLE, but not sure how to do it :)

From there it goes way beyond what I can do. I try to avoid scripting. Goddamned Apple IIE not being able to save the script so I can fix the syntax error.... t he horror. The horror.
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Georgine Lee
 
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Post » Thu May 24, 2012 8:17 am

Another thing you might like to know, when you cast one of the spells, it checks your Light Armor and Heavy Armor skills to see which one is higher and then equips a Light or Heavy version of the item accordingly.

Nice! I assume they look the same but have different armor ratings?

I am definitely looking forward to seeing this set of spells fleshed out.
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Timara White
 
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Post » Thu May 24, 2012 10:48 am

Nice! I assume they look the same but have different armor ratings?

I am definitely looking forward to seeing this set of spells fleshed out.
Yep, they're exactly the same. They even have the same armor ratings. Just one version is Light and one version is Heavy.
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koumba
 
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Post » Wed May 23, 2012 9:19 pm

Ill take a look at the script at some point today as I've got some ideas on how to reequip the stuff. And I can probably help with the conditions too :).
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Jade Barnes-Mackey
 
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Post » Thu May 24, 2012 11:00 am

Just updated to version 1.01, which adds four more spells to the game:
- Bound Battlemage: Summons boots, gauntlets, and cuirass
- Bound Knight: Summons boots, gauntlets, cuirass, and shield
- Bound Sorcerer: Summons boots, gauntlets, cuirass, and helmet
- Bound Warrior: Summons boots, gauntlets, cuirass, helmet, and shield
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Alyesha Neufeld
 
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Post » Thu May 24, 2012 8:49 am

Looking on the Creation Kit wiki the only thing you can re-equip the play with is their shield by storing the equipped shield as a temp (via http://www.creationkit.com/GetEquippedShield_-_Actor) and then reequipping at the end of the spell.

Hopefully SKSE will let us get all that's equipped to the player soon :D.

Nice work though :).
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X(S.a.R.a.H)X
 
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Post » Thu May 24, 2012 9:52 am

Looking on the Creation Kit wiki the only thing you can re-equip the play with is their shield by storing the equipped shield as a temp (via http://www.creationkit.com/GetEquippedShield_-_Actor) and then reequipping at the end of the spell.

Hopefully SKSE will let us get all that's equipped to the player soon :biggrin:.

Nice work though :smile:.
Thank you! Yea, I used GetEquippedShield() to check if the player is still using the Bound Shield when the spell's effect runs out. If they are, it re-equips the spell they used to summon it (Bound Shield, Bound Knight, or Bound Warrior).

I took a brief look at SKSE last week but I think I remember reading that it doesn't add any new functionality to scripting yet. Is that right?
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Alex [AK]
 
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Post » Thu May 24, 2012 6:50 am

Yep. That's something I messed around with but couldn't figure out a proper solution to. I plan on looking into it some more in the next few days and if I find a solution, I'll upload an updated version.

If you try to summon the Cuirass, Helmet, Gauntlets and Shield, then I would check every possibility if it is equipped.

For example, I would like to know what shield I have equipped. My code would look like this.

short currentshieldequipped

;1: Orcish
;2: Dwarven
;3: Daedric

if (Game.GetPlayer().IsEquipped(Orcishshield)) == 1.00
Set currentshieldequipped to 1
endif

if (Game.GetPlayer().IsEquipped(Dwarvenshield)) == 1.00
Set currentshieldequipped to 2
endif

if (Game.GetPlayer().IsEquipped(Daedricshield)) == 1.00
Set Currentshieldequipped to 3
endif

Then we go to the end of the spell effect.

if currentshieldequipped == 1
Game.GetPlayer().EquipItem(Orcishshield)
Set currentshieldequipped to 0
endif

if currentshieldequipped == 2
Game.Getplayer().Equipitem(Dwarvenshield)
Set currentshieldequipped to 0
endif

if currentshieldequipped ==3
Game.GetPlayer().Equipitem(Daedricshield)
Set currentshieldequipped to 0
endif

And so on. While this is a lot of work, this should work. Let me know if you spot any mistakes, and be sure to let me know if it helped :)
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Suzy Santana
 
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Post » Thu May 24, 2012 9:57 am

If you try to summon the Cuirass, Helmet, Gauntlets and Shield, then I would check every possibility if it is equipped.

For example, I would like to know what shield I have equipped. My code would look like this.



And so on. While this is a lot of work, this should work. Let me know if you spot any mistakes, and be sure to let me know if it helped :smile:
I thought about doing something like this as well. It would definitely work for vanilla equipment, but what about modded equipment and custom enchantments?
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I’m my own
 
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Post » Wed May 23, 2012 8:26 pm


I thought about doing something like this as well. It would definitely work for vanilla equipment, but what about modded equipment and custom enchantments?

GetEquippedShield returns the equipped shield so just have a temp Shield variable and store it as that until needed.
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lisa nuttall
 
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Post » Thu May 24, 2012 1:00 am

GetEquippedShield returns the equipped shield so just have a temp Shield variable and store it as that until needed.
Right, but what about boots, armor, gauntlets, and helmet? That's what I'm trying to figure out.
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Rachel Eloise Getoutofmyface
 
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Post » Thu May 24, 2012 12:52 am

Right, but what about boots, armor, gauntlets, and helmet? That's what I'm trying to figure out.

EDIT: You could have an array of all the possible weapons etc that can be equipped by the player, and use http://www.creationkit.com/IsEquipped_-_Actor in a loop, but that would only work for Vanilla weapons/armor.
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Tamara Dost
 
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Post » Thu May 24, 2012 10:05 am

So I'm new to forums, modding, and TES in general, but have been having some success (after much tribulation) with getting control over actor inventory. I haven't looked at your script, because I'm at work. SO you may have already thought of this.

I was able to utilize the event "OnObjectUnEqipped" to track when armor is removed. Then add them to an ObectReference array that is stored in the script as a property. I simply refer to the Array to re-eqiup the armor when I need to. Granted, the script I wrote is attached to NPC's, not to the Player. I Assume it will work though, they are just actors.

Good Luck. I really like this mod idea, and will be checking it out soon.
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SHAWNNA-KAY
 
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