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script on Bound Armor

PostPosted: Sun Aug 09, 2009 1:23 pm
by Shannon Marie Jones
I'm having trouble with what I thought was going to be a simple check to see if bound armor pieces were equipped or not, but it doesn't appear that the script is activating at all when (in this case) the Bound Helm spell is cast. The script is attached to ID: bound_helm.

Begin BoundHelmCheckshort OnPCEquipshort doOnceshort doTwiceif ( OnPCEquip )	if ( doOnce < 1 )		set doOnce to 1		set doTwice to 0		messagebox "Bound Helm is equipped"	endifelseif ( doTwice < 1 )	set doOnce to 0	set doTwice to 1	messagebox "Bound Helm is not equipped"endifEnd BoundHelmCheck


I figure that there would be trouble with the "not equipped" message box because the Bound Helm evaporates when the spell effect ends, but I should at least have gotten the "is equipped" message.

script on Bound Armor

PostPosted: Sun Aug 09, 2009 5:31 pm
by Shiarra Curtis
The bound helm's zero weight prevents the script from applying to the object. The engine won't allow it. You will need to run a global script.

script on Bound Armor

PostPosted: Sun Aug 09, 2009 1:17 pm
by Nomee
Ah, that's good to know. I suppose that would explain why a shield I made that had zero weight acted a lot like a bound shield.

script on Bound Armor

PostPosted: Sun Aug 09, 2009 8:30 am
by marie breen
I have to figure out a different way to detect if a particular bound armor piece is equipped. The armor type is zero, and there is a specific spell effect from the enchantment, but that doesn't eliminate regular light armor that has been enchanted with the same effect.

Or, I could try to mess around with MWSE encumbrance tests, as in equipping a piece of light armor that doesn't change the current encumbrance value.

script on Bound Armor

PostPosted: Sun Aug 09, 2009 7:18 pm
by Jaylene Brower
I have to figure out a different way to detect if a particular bound armor piece is equipped.

if ( player -> hasItemEquipped bound_helm == 1 )


script on Bound Armor

PostPosted: Sun Aug 09, 2009 8:11 pm
by Miss K
Thank you; it's been too long since I did a lot of scripting, I'm so rusty! heh.

script on Bound Armor

PostPosted: Sun Aug 09, 2009 10:37 am
by marie breen
Thank you; it's been too long since I did a lot of scripting, I'm so rusty! heh.

http://planetelderscrolls.gamespy.com/View.php?id=6083&view=Mods.Detail http://www.filefront.com/9147272/Morrowind-Scripting-for-Dummies-v9/ http://www.scribd.com/doc/7007668/Morrowind-Scripting-for-Dummies-9 http://www.tesnexus.com/downloads/file.php?id=13969

script on Bound Armor

PostPosted: Sun Aug 09, 2009 3:05 pm
by Rozlyn Robinson
Well, it worked. I now have a version of the Dodge mod that treats Bound Armor (including pauldrons and greaves from Veet's Missing Bounds) as if they were Unarmored (that is, no penalty for the Dodge mod's Sanctuary effects).

script on Bound Armor

PostPosted: Sun Aug 09, 2009 4:23 pm
by Laura Shipley
I now have a version of the Dodge mod that treats Bound Armor as if they were Unarmored (that is, no penalty for the Dodge mod's Sanctuary effects).

Are you familiar with the Morrowind Cod Patch that negates any need for the Dodge Mod?

Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution.

http://www.tesnexus.com/downloads/file.php?id=19510 http://www.tesnexus.com/downloads/file.php?id=26348

script on Bound Armor

PostPosted: Sun Aug 09, 2009 5:41 am
by WYatt REed
Are you familiar with the Morrowind Cod Patch that negates any need for the Dodge Mod?

Yes, I know; I just like having a good Unarmored skill rewarded by Sanctuary. I understand it's not for everyone.