Werewolf Knockback added to fist attack via perk

Post » Wed Jun 20, 2012 1:38 am

Hello, everyone. I have added an unarmored perk to the two-handed tree that simply adds more unarmored damage when fighting with your fists. It works. However, I'd like to add another perk to add the werewolf knockback effect when fighting with fists via a perk effect. Can anyone help me with this? I've tried to add the werewolf ability but the ck doesn't seem to recognize it.
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tiffany Royal
 
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Post » Tue Jun 19, 2012 5:25 pm

Anyone? lol
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Alada Vaginah
 
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Post » Tue Jun 19, 2012 11:48 am

In my mod I added a spell effect to the power attack made with both hands (Unarmed). I used the Werewolf knockback and it works. Perhaps if you're Perk did the same?

This can be done in the Combat Data for a specific Race. Im sure you dont want to change it there but maybe the Perk can do it for you?
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Carlos Rojas
 
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Post » Tue Jun 19, 2012 9:38 pm

Draeka, thanks for responding! That's pretty much what'd I'd like to have, but can't make it work. How did you attach the spell effect to unarmed power attack?
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Katie Samuel
 
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Post » Tue Jun 19, 2012 2:19 pm

Well when you double-click on a Race (for this example I'll use NordVampireRace) you have several tabs. One is labeled 'Attack Data'. In that tab is how you override/edit base damage bonuses and spell effects for every power attack and regular attack that race can do. So i went down to the Unarmed Power Attack that (the one that you can perform with both hands) and selected it. Then near the bottom of that page are drop down windows where you can add magic effects to the power attack.

I created a spell in my mod (for example) that summons a giant ghostly Draugr. Every attack he does has the knockback effect. He's designed to be that way so that hes more of a utility then a 'win' button. So while he's batting enemies around for me it gives me the chance to mess them up or feed on them while they're prone.

I don't know that a Perk can edit Attack Data. But at least this will give you an idea of one way to do it.
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Farrah Barry
 
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Post » Wed Jun 20, 2012 12:09 am

I created a perk that added the werewolf knockback ability, but it didn't actually work. I was concerned that the werewolf effect had a script that would only fire that ability if person became a werewolf. But thank you very much, I'll look back into it..
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Shannon Marie Jones
 
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Post » Tue Jun 19, 2012 7:38 pm

Maybe what you do is create a duplicate of every playable race. Then in each duplicate race edit and add the knockback effect to each power attack you want the Perk in theory to effect. (make sure to edit both sixes)

Then go and create a silent spell (a spell with no description and no 'Name') and also add a silent Magic Effect (that the spell uses) which does nothing more then apply the Perk you've created. (Essentially the Perk is doing nothing but here comes the catch).

Now you create a quest that does nothing more then add this new spell to the player and changes the players race to one of the duplicates you created. (similar to how the vampire script checks to see which default race you are playing then switches you over to its appropriate vampire race when you change into a vampire)

Here's the part I'm not sure of.

There should be a way to have this new quest you created added to the player when the player gains the Perk. I believe either through a quest stage or through perhaps an alias?

Just some ideas. It's how I would approach the problem. Im no CK expert though. Just a noob :)
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Kathryn Medows
 
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Post » Tue Jun 19, 2012 2:54 pm

I was thinking of trying your initial way by setting it to each race but setting the stagger effect to 0 then adding a perk to modify the stagger effect. That way I won't have to build a quest. I give it a go.
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Kristian Perez
 
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Post » Tue Jun 19, 2012 10:28 pm

Bah, no dice. :wallbash:
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Brittany Abner
 
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