Unarmed "weapon" found with Sky Edit!

Post » Sat May 19, 2012 8:59 pm

Fooling around with Sky Edit I found an interesting little gem! Under the weapons category (at the very bottom, form ID= 0x0001f4) is an entry titled "unarmed". This "weapon" uses both hands by default, and can actually be enchanted using Sky Edit!


I have tested these "fists" and enchanted them and the enchants WORK, and can be refilled using soul gems! Unfortunately I have been unable to get posions working with them, make them upgradeable, or utilize weapon perks.


So here is what I am looking for from the modding community=
1. Allow these "fists" to be upgraded via the sharpening stone DONE! Thanks to Eldiran
2. Allow enchanting in-game and not just using Sky Edit Done! Thanks to Eldiran
3. Classify these fists as 1 handed (or 2) to utilize perks etc. (i have made this work, but the animations change) Done! Thanks to Eldrian
4. Allow posioning of these fists


I will keep fooling with them and seeing what I can do, but modders more skilled than I should definately take a look at them. The fact that these "fists" are enchantable with Sky Edit and that the on-hit enchants WORK holds great promise for unarmed!


EDIT---
Updated post, lets keep up the good work! =)
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Fiori Pra
 
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Post » Sat May 19, 2012 4:43 pm

Poisoning and sharpening your fists makes absolutely no sense at all.

What i meant to say was that I believe this item is intended to allow your bare fists to do damage. Enchanting it makes sense but if it is to remain a bare handed item then poisoning and sharpening do not make much sense. On the other hand transforming it into a weapon seems like a waste of a weapon type that is necessary for actual unarmed combat when gauntlets already cover anything you could possibly turn this into. That is of course only my opinion and only given because it was opened up to the "community".
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Harry-James Payne
 
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Post » Sat May 19, 2012 5:47 am

Poisoning and sharpening your fists makes absolutely no sense at all.
I dare you to say that again after I've sharpened up my fists.
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Connie Thomas
 
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Post » Sat May 19, 2012 7:10 pm

Poisoning and sharpening your fists makes absolutely no sense at all.
What about the punching daggers that get made based on this. ;)
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Beat freak
 
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Post » Sat May 19, 2012 7:17 am

Regardless of how silly sharpening your fists would be, it should be relatively simple to create a recipe for tempering them, (if they work exactly like any other weapon.)

I might have a look to see if I can do it.l
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Jade Muggeridge
 
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Post » Sat May 19, 2012 11:49 am

What about the punching daggers that get made based on this. :wink:
It would be better to base such a weapon on gauntlets since they are already plugged into unarmed. Why go all the way around your elbow to get to your thumb?
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Vicki Gunn
 
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Post » Sat May 19, 2012 2:32 pm

Or at least have your own gloves. Improvements could be made with leather strips and ingots (for metal studs). Not at all an inconceivable idea
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LijLuva
 
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Post » Sat May 19, 2012 5:33 pm

Worm, your posts hold absolutely zero constructive value. Your opinion that it's "silly" doesn't matter in the slightest; the fact that you're being very rude, on the other hand, does. Threadcrapping is looked down upon all over the internet. If you don't have something useful to say, you should just spare us the wasted time. The forum has rules about constructive criticism.

Azureal: this is really cool, and very exciting. I really hope you can succeed in all four of your objectives; I'd love to see functioning punching daggers and the like in the game (I attempted to make some in Oblivion, but it turned out to be a huge pain).
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Madison Poo
 
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Post » Sat May 19, 2012 8:59 am

^I respectively disagree with your assessment of my posts.

Yes, lets re-invent the wheel. Any glove based weapon which is intended to do unarmed damage can be covered with gauntlets. This "unarmed" serves to make your "bare" hands actually do damage because there is no unarmed skill. Trying to turn it into a "weapon" is superfluous because the game already has that covered.
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Sweets Sweets
 
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Post » Sat May 19, 2012 8:32 pm

Worm, your posts hold absolutely zero constructive value. Your opinion that it's "silly" doesn't matter in the slightest; the fact that you're being very rude, on the other hand, does. Threadcrapping is looked down upon all over the internet. If you don't have something useful to say, you should just spare us the wasted time. The forum has rules about constructive criticism.

Azureal: this is really cool, and very exciting. I really hope you can succeed in all four of your objectives; I'd love to see functioning punching daggers and the like in the game (I attempted to make some in Oblivion, but it turned out to be a huge pain).

Thanks Dragoon, I appreciate it!


I am optimistic that this can work, and am honestly rather suprised/stunned that Bethesda created this item. They really did the work (which SkyEdit discovered) in adding the ability to enchant fists. As of now anyone using SkyEdit can easily add enchants to this "unarmed weapon", I just cant seem to figure out how to tag this invisible weapon as enchantable/upgradeable in game. I will keep messing with it, but perhaps you could take a look at it? Your modding skills FAR exceed my own.
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Smokey
 
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Post » Sat May 19, 2012 11:45 am

{taking this to PMs; Azureal doesn't need this cluttering his thread.}
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Ludivine Poussineau
 
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Post » Sat May 19, 2012 5:26 am

Ora (my Khajiit character) would love to be able to poison her claws and have on-hit enchants while still using her gloves for normal glove enchants. Sethia (my argonian) would love to have claws and do the same.
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Nicholas C
 
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Post » Sat May 19, 2012 11:21 am

Thanks Dragoon, I appreciate it!


I am optimistic that this can work, and am honestly rather suprised/stunned that Bethesda created this item. They really did the work (which SkyEdit discovered) in adding the ability to enchant fists. As of now anyone using SkyEdit can easily add enchants to this "unarmed weapon", I just cant seem to figure out how to tag this invisible weapon as enchantable/upgradeable in game. I will keep messing with it, but perhaps you could take a look at it? Your modding skills FAR exceed my own.

I managed to spawn 'unarmed' in game with the rename of 'boxing fists' and I could improve its quality at a grindstone, I've done some testing but honestly, I couldn't find a difference stat-wise between regular unarmed and 'boxing fists' and 'boxing fists' (Epic). Even with base damages of 0, 48, 5000, my attacks were still doing the same vanilla damage. It could just be me though, I haven't managed to get it enchanted just yet. I will try poisoning though.

EDIT: Both poisoning and enchanting in-game don't work as a result of making the weapon visible. Probably inherent in the fact that it is unarmed.
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Natasha Biss
 
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Post » Sat May 19, 2012 5:59 pm

My Cyrodiil would love to have the ability to punch out enemies while still maintaining his heavy gauntles for enchants, however, which damage would be taken? "fist" weapon, Gauntlet damage, or both?
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victoria johnstone
 
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Post » Sat May 19, 2012 7:16 am

I managed to spawn 'unarmed' in game with the rename of 'boxing fists' and I could improve its quality at a grindstone, I've done some testing but honestly, I couldn't find a difference stat-wise between regular unarmed and 'boxing fists' and 'boxing fists' (Epic). Even with base damages of 0, 48, 5000, my attacks were still doing the same vanilla damage. It could just be me though, I haven't managed to get it enchanted just yet. I will try poisoning though.


How did you get it to be improved via the grindstone? I am still working on changes to the base damage effecting the in-game damage, I think it requires tieing these to the skill one-handed or two-handed. I havent been able to accomplish that while keeping unarmed swing animations though.


To enchant them simply use SkyEdit and add enchants, still not sure how to make unechanted versions enchantable in game, but it MUST be somehow possible if you can do it with SkyEdit.
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Rachael Williams
 
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Post » Sat May 19, 2012 1:17 pm

Threadcrapping is looked down upon all over the internet.
"By my head, here come the Crapulets!"

"By my arss, I care not!"

/bow

On topic: Even if there was a class for it, wouldn't you still be stuck doing all the animations? Or maybe use the Khajiit racial claw animations? Haven't started a kitty cat yet so I don't know how those look.
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Lucky Boy
 
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Post » Sat May 19, 2012 5:32 pm

Worm, your posts hold absolutely zero constructive value. Your opinion that it's "silly" doesn't matter in the slightest; the fact that you're being very rude, on the other hand, does. Threadcrapping is looked down upon all over the internet. If you don't have something useful to say, you should just spare us the wasted time. The forum has rules about constructive criticism.

Azureal: this is really cool, and very exciting. I really hope you can succeed in all four of your objectives; I'd love to see functioning punching daggers and the like in the game (I attempted to make some in Oblivion, but it turned out to be a huge pain).
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".
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Jacob Phillips
 
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Post » Sat May 19, 2012 4:49 pm

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
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Isabel Ruiz
 
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Post » Sat May 19, 2012 4:54 pm

Nice , monks around the world (well skyrim anyway) will rejoice , i could see lots of fist weapons mods made if this works and even perks for it if we can edit in new tree's. I also think that if it is actually a bladed weapon on the fist weapon then sure it could be improved on a sharpening stone, anything else would be absurd, non bladed fist weapons would need to be upgraded at the table we upgrade armor on.
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Lauren Graves
 
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Post » Sat May 19, 2012 10:32 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.
When making something (pretty much anything), first you look for what you can do, then you think about what you should do. No one has said they're going to be making any of this into a mass-distributed mod, as right now we're all in the stage of finding out what you can do.

At least it's far better and more interesting than all the [REQ], [WIP], and [IDEA] threads.
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teeny
 
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Post » Sat May 19, 2012 7:58 pm

as right now we're all in the stage of finding out what you can do.
My comments aren't going to hamper that search in any way and besides IMO, now is the best time to chime in because everyone that is going to do anything with this will have decided what they are going to do in the course of finding out what can be done.

Anyway, someone should look into it but i think the reason it disappears is because it's scripted to do so. I'd wager that this very item is equipped on the player when you enter a brawl. I haven't anyway of confirming that though so maybe someone else could test it. We may have to wait for the CK.
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Kate Murrell
 
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Post » Sat May 19, 2012 4:23 pm

Nice , monks around the world (well skyrim anyway) will rejoice , i could see lots of fist weapons mods made if this works and even perks for it if we can edit in new tree's. I also think that if it is actually a bladed weapon on the fist weapon then sure it could be improved on a sharpening stone, anything else would be absurd, non bladed fist weapons would need to be upgraded at the table we upgrade armor on.
Upgrading a bow on a grindstone is absurd, but there it is. Upgrading a MACE or Warhammer on a grindstone is beyond absurd. Grindstone is for weapons, table is for armor. It doesn't have to make sense because that's just how it is in the game.
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Bonnie Clyde
 
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Post » Sat May 19, 2012 6:16 pm

Poisoning and sharpening your fists makes absolutely no sense at all.

What i meant to say was that I believe this item is intended to allow your bare fists to do damage. Enchanting it makes sense but if it is to remain a bare handed item then poisoning and sharpening do not make much sense. On the other hand transforming it into a weapon seems like a waste of a weapon type that is necessary for actual unarmed combat when gauntlets already cover anything you could possibly turn this into. That is of course only my opinion and only given because it was opened up to the "community".
This could be very useful for Khajiits, however. Sharpening and poisoning makes sense for them :P
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Sara Johanna Scenariste
 
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Post » Sat May 19, 2012 6:32 am

This could be very useful for Khajiits, however. Sharpening and poisoning makes sense for them :tongue:
AFAIK the Kajiits claws are a weapon and could very well be a unique version of the item in question. If that is true then yes any ability gained on this would transfer over. We really need the CK ASAP. A lot of shots in the dark until then.
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Susan
 
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Post » Sat May 19, 2012 9:12 am

AFAIK the Kajiits claws are a weapon and could very well be a unique version of the item in question. If that is true then yes any ability gained on this would transfer over. We really need the CK ASAP. A lot of shots in the dark until then.

Actually they arent, they are the exact same as unarmed. Khajitis just get a racial bonus "fortify unarmed" enchant, and use beasth2h.nif meshes (which every race can use if you want, it just makes you open your hand when you swing).


As someone said earlier this thread is for discussing what is POSSIBLE to do with this new found feature. I dont care what you think we SHOULD do with it, make your own thread to discuss that. =) Everyone plays their game differently. Even if a mod is mass produced using all of the features mentioned that you dont like, simply dont use it. Dont waste peoples time with posts saying how you dont like the mod. There are plenty of mods that arent for me, I simply ignore them.
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Catherine N
 
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