Unarmed "weapon" found with Sky Edit!

Post » Sat May 19, 2012 9:12 am

Aye, I noticed this a bit ago and I'm about to release an unarmed combat mod based on it. I've got recipes for "Iron Knuckles", "Steel Knuckles", etc. They work well and are enchantable and sharpenable (still can't be poisoned though).

I've got a script alongside it that makes punching add One-handed skill, and a couple of extra punch-specific abilities that are unlocked by increasing One-handed. At times like this I REALLY wish I could make new perks/skills...

But it's coming along well. There are a few bugs regarding fist-based weapons that I can't fix:

- can't get it to have a model in the inventory page
- disappears if you drop it


Look foward to checking this out! How did you add the enchant/sharpening feature may I ask? Do they also utilize the 1 handed perk tree/skill in terms of damage?
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Lily Something
 
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Post » Sat May 19, 2012 5:49 am

Look foward to checking this out! How did you add the enchant/sharpening feature may I ask? Do they also utilize the 1 handed perk tree/skill in terms of damage?

It works automagically! All I did was duplicate "unarmed" and edit the name and damage, and make some recipes for the items. The damage is based on unarmedDamage still, even (for example, Iron Knuckles does 1 damage, so that's unarmedDamage + 1).

Unfortunately I can't get it to actually be based off of One-handed, so I've created something in Script Dragon to handle it. So far Armsman works, but that's all (except the dual wielding perks work in vanilla if I recall).
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Lizbeth Ruiz
 
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Post » Sat May 19, 2012 11:20 am

Updated original post to reflect discoveries by Eldiran
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KiiSsez jdgaf Benzler
 
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Post » Sat May 19, 2012 2:08 pm

Updated original post to reflect discoveries by Eldiran
If they've been classified as one-handed, could that mean they can be poisoned now?
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Stryke Force
 
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Post » Sat May 19, 2012 6:00 am

Could this just be the invisible 'thing' that gets assigned to your character when you get that Heavy Armor perk where your fists do the Damage of the Armor rating of the Gauntlets you're wearing?
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Add Meeh
 
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Post » Sat May 19, 2012 11:01 am

Could this just be the invisible 'thing' that gets assigned to your character when you get that Heavy Armor perk where your fists do the Damage of the Armor rating of the Gauntlets you're wearing?

Nope, I found that allready. The heavy armor perk just gives you a fortify unarmed damage buff based on the type of gauntlets you are wearing. It actually will not work with someones ported in heavy armor unless they class it as daedric, steel, etc. Furthurmore the fortify unarmed buff is a specific amount, based on the base armor rating of the gauntlets. What this means is that it will not increase with heavy armor skill, smithing, heavy armor perks, etc. It doesnt matter what armor value you personally have with daedric gauntlets, wearing them will only increase your unarmed damage by 18. To see what each gauntlet adds in unarmed damage use SkyEdit, go to the "Magic" tab, and examine the "PerkFistsofSteel", FormID 0x000424E9. As you can see its a set amount that doesnt increase. =(
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Eduardo Rosas
 
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Post » Sat May 19, 2012 12:02 pm

Nope, I found that allready. The heavy armor perk just gives you a fortify unarmed damage buff based on the type of gauntlets you are wearing. It actually will not work with someones ported in heavy armor unless they class it as daedric, steel, etc. Furthurmore the fortify unarmed buff is a specific amount, based on the base armor rating of the gauntlets. What this means is that it will not increase with heavy armor skill, smithing, heavy armor perks, etc. It doesnt matter what armor value you personally have with daedric gauntlets, wearing them will only increase your unarmed damage by 18. To see what each gauntlet adds in unarmed damage use SkyEdit, go to the "Magic" tab, and examine the "PerkFistsofSteel", FormID 0x000424E9. As you can see its a set amount that doesnt increase. =(

Ah..ok, guess I'll have to go back to Balmora for now and practice punching Rats if I want to satiate my desire to knock people (and rats) out. :batman:
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Myles
 
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Post » Sat May 19, 2012 8:58 pm

Wow, that's... a really dumb system. Hope to see much better from you guys!
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George PUluse
 
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Post » Sat May 19, 2012 5:29 am

I should have clarified more; I actually haven't been able to actually classify it as One-handed. It still counts as unarmed, which means "fortify one-handed" effects do not apply, one-handed perks do not apply, and poisoning can't be done.

What I am doing is running a hack-ish script that checks to see if you have punched someone, and if so, increases your one-handed skill. (Though technically the script actually is more like, "if there's a guy in front of you within punch range and you are punching, increase skill"). I also have it check your one-handed skill and how many ranks of Armsman you have and it changes your unarmedDamage value accordingly.

So, it works, but it's not versatile. It isn't truly re-classifying the weapon type. (As Azureal noticed, changing the weapon type also changes the associated animations.)
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Laura Richards
 
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Post » Sat May 19, 2012 1:19 pm

This is promising for some future H2H overhauls. I don't like the idea of sharpening, poisoning, etc... but one could easily equip new invisible fists with better damage stats to simulate a natural H2H progression that is in harmony with your one or two handed skill, perhaps even taking your stamina into account.
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Celestine Stardust
 
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Post » Sat May 19, 2012 1:36 pm

This is promising for some future H2H overhauls. I don't like the idea of sharpening, poisoning, etc... but one could easily equip new invisible fists with better damage stats to simulate a natural H2H progression that is in harmony with your one or two handed skill, perhaps even taking your stamina into account.
sharpening, poisoning etc makes sense with a lot of fist weapons.
e.g. push daggers, claws, cestus, brass knuckles, finger spikes etc.
sure those aren't necessarily "unarmed" but the animation needed for them are the same.
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Bedford White
 
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Post » Sat May 19, 2012 1:22 pm

Come on, more creative approaches people? Remember script effects?

1. player.pushactoraway ... falcon punch!
2. setav confidence - make people run away from your flaming fists of death
3. drain fatigue, 500 pt, 1 second - make people faint with a KO punch
4. fortify unarmed damage on player - chain combos? check.

Not to mention all the other possibilities with claw weapons, etc.

Interesting find, will check it out.
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BEl J
 
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Post » Sat May 19, 2012 5:43 am

1. player.pushactoraway ... falcon punch!

Sneak + unarmed + pushactoraway + fire enchant = Shoryuken
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Ria dell
 
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Post » Sat May 19, 2012 8:03 pm

4. Allow posioning of these fists

I am very hopeful to see this one, as it should be similar to allowing poisoning of left-handed weapons. It's the same check you need to get past.

More generally, this thread is encouraging as far as the unarmed skill still being there. I wonder how many other missing skills from earlier games could come back.
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Celestine Stardust
 
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Post » Sat May 19, 2012 10:35 am

I dont care what you think we SHOULD do with it, make your own thread to discuss that. =)
Whoa, you don't get to make a thread on a public forum requesting help from the community and then pick and choose who gets to post in it or who's opinions are worthless. In case you hadn't noticed I relented from pushing that opinion have tried to join the discussion. If you don't like my opinion then ignore it and if you feel I've broken the rules by sharing it then report my posts. Otherwise just keep on keep'n on because nothing i have said hinders you in anyway.

As for the topic at hand, thanks for the info(spiteful as it may be) and I look forward to seeing where this ends up, especially once we get the CK.
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ZANEY82
 
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Post » Sat May 19, 2012 9:43 am


Sneak + jump + unarmed + pushactoraway + fire enchant = Shoryuken

^This! ( also fix'd )
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Yonah
 
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Post » Sat May 19, 2012 7:45 am


Sneak + unarmed + pushactoraway + fire enchant = Shoryuken

In Oblivion I was able to add some of the original street fighter 2 sounds to the game, shouldnt be any different with skyrim!
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Becky Cox
 
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Post » Sat May 19, 2012 5:19 am

Uploaded!

http://www.skyrimnexus.com/downloads/file.php?id=4822

Planning on refining it a bit more, but I wanted to get what I had out since I won't be able to work on it for a few days. (My video card up and died!)
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..xX Vin Xx..
 
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Post » Sat May 19, 2012 8:58 am

Could this just be the invisible 'thing' that gets assigned to your character when you get that Heavy Armor perk where your fists do the Damage of the Armor rating of the Gauntlets you're wearing?

Something like that, or simply a 'thing' to force the engine to use fistfight animations.

Still, it makes sense to be able to poison or enchant "your fist". Punch daggers or brass knuckles would fill this niche, and would be a nice alternative for characters that carry along the gloves of the pugilist, just in case they're involved in a brawl.
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Dewayne Quattlebaum
 
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Post » Sat May 19, 2012 3:14 pm

There's also an armor, SkinNaked [ARMO:00000D64]. In FO3Edit, its equipment type is "Big Guns" :D
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Alycia Leann grace
 
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Post » Sat May 19, 2012 9:55 am

I think what Worm says IS constructive criticism. Poisoning and sharpening your fists didn't make sense. That didn't means that tweaking with this found feature didn't make sense. It has much potential, but I find only logic to give your opinion on some of the posible features, despite it not being pleassant to read.

You could place unarmed upon one handed in order to grant for it some of the perks that skill give (maybe another absurd idea).

Again there is a different between "that part didn't make sense" (sharpening and poisoning) and "the whole idea didn't make sense".
Sharpening your firsts make no sense, sharpening some brass knuckles makes sense, the unarmed weapon would be something like brass knuckles, also make sense to put an poison on them.
However the game uses unarmed in brawls as an non lethal way of fighting, putting damage health potions on them would change things.

The fortify unarmed enchant is used on armor to increase unarmored damage just as you can fortify other weapon damage. One diference, unarmored increase damage points like +10 damage, an fortify archery enchant gives you +30% on bow damage.

The good news is that it appears to be some support for unarmored weapons.
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Mr. Allen
 
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Post » Sat May 19, 2012 6:12 pm

Whoa, you don't get to [...] pick and choose [...] who's opinions are worthless.
Actually, everyone always gets to do that. Your opinions have zero inherent value, they only gain value when they have something useful to contribute. It's not precisely polite to tell someone that their opinion is worthless in your eyes, but then you weren't polite to begin with so I don't see how on earth you expect anyone to be polite to you.
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Pixie
 
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Post » Sat May 19, 2012 7:27 pm

eeeh I'm flimsy about this, AWESOME about the enchanting and putting effects on your hands but at the same time it has to be "equipped" D:!! um question in your testings did the item use the unarmed melee kill animations?

I understand blocking would have to be animated in
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Sudah mati ini Keparat
 
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Post » Sat May 19, 2012 9:03 am

eeeh I'm flimsy about this, AWESOME about the enchanting and putting effects on your hands but at the same time it has to be "equipped" D:!! um question in your testings did the item use the unarmed melee kill animations?

I understand blocking would have to be animated in

Actually the "equip" feature has turned out to be rather convienient, since you can add the "weapon" to favorites as well as your hotkeys. Normally you cant add unarmed to favorites and hotkeys, and must instead unequip a hotkeyed item. Also if you have several enchanted types of "unarmed" you can hotkey them all and even switch between them!



I know there seems to be ongoing debate on the viability/practicality of tempering and poisoning fists, but there is a reason for it. The reason is simply that for unarmed to be as viable as other weapon types, it needs every source of upgradeability that other weapon types possess. Sure it costs you some immersion and realism, but its a necessary evil I am afraid. I could make unarmed tempering require soul gems (like you enhance your fists with the souls of the fallen to harden them) or something similar to help with realism, but the key issue is viability at this point.



Checking out Eldrian's mod now, and will continue to work on unlocking more unarmed features. Personally I am just dying for one of other amazing modders such as HexOff, SkyCaptain, or Duke Patrick to add a animated "block" to unarmed, as well as a kick bash! I really hope Tes VI doesnt include this two trigger two hand thing again!
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Dominic Vaughan
 
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Post » Sat May 19, 2012 3:46 pm

I dont have an issue with Poisoning, some peolpe aren't aware of Powdered Poisons ;p its the equipping thats throwing me off, have you come across anything that suggest this could be by default? the ability to enchant/poison your fists or attack modifiers.

as for enchanting, people have wanted that for the longest, Burning fists anyone?
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Francesca
 
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