Odd issue with weapon abilities

Post » Thu Jun 21, 2012 4:34 am

I've created a set of three custom races, each to have it's own unique variables. For example:

Race 1 = all around balanced stats and abilities, specializing in nothing in particular
Race 2 = melee stat/skill heavy, with very little magical ability to speak of
Race 3 = pure caster type, with no real physical weapon skills, but leaning heavily toward magic use

Herein lies my dilemma:

Race 3 has increased magicka, and is "supposed" to have decreased health

Changing stat values on the race form has no effect whatsoever. I'm fairly certain this issue will be resolved on the preset pages, as I haven't edited the offsets for those yet. So I'm assuming 50 base on the race form, with adjustments made in the preset offsets to increase/decrease the values above/below vanilla values. If I'm mistaken, please feel free to correct my mistake.

However, my real dilemma lies in the weapon abilities.

On the race form for Race 3, I unchecked the boxes for specific weapon types. I don't want them to be able to wield swords or maces of any kind. But I do want them to be capable of wielding staves, daggers, and use h2h abilities, much akin to what a pure caster would normally wield. But this isn't what actually happens.

When I create a new character of Race 3, I can still wield any weapon type I summon up through the console. The primary concept behind the three individual races, is for each to fulfill a very specific role, thus facilitating the necessity of making the choice of which to play.

choose Race 1 for an all around "jack of all trades" type
choose Race 2 for a melee heavy fighter type
choose Race 3 for a pure caster mage type

If there simply isn't a way to restrict Race 3 from wielding the selected weaponry, the entire three race concept is basically pointless.

Any assistance would be greatly appreciated.

Thank you in advance,

Trykz :)
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Emmanuel Morales
 
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Post » Thu Jun 21, 2012 2:49 am

What you are trying to do can't be done that way ... no.

And there are Character Preferences to consider as well. Cats don't make good wizards ... but they can be one.

You could restrict the particular items a Character could use (regardless of race attributes) by using scripts to detected added items and block those you do not want that type of character to have (it cannot use a two-handed sword if it cannot be given one, nor pick one up).

So yeah, I don't think doing it by Race will work :( .... but you could do it via scripts on the characters (NPCs) you create (I think).
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IM NOT EASY
 
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Post » Thu Jun 21, 2012 3:36 am

What you are trying to do can't be done that way ... no.

And there are Character Preferences to consider as well. Cats don't make good wizards ... but they can be one.

You could restrict the particular items a Character could use (regardless of race attributes) by using scripts to detected added items and block those you do not want that type of character to have (it cannot use a two-handed sword if it cannot be given one, nor pick one up).

So yeah, I don't think doing it by Race will work :( .... but you could do it via scripts on the characters (NPCs) you create (I think).

But that makes no sense really. Why bother even having those checkboxes on the race form, if they serve absolutely no purpose?

Obviously, a sabrecat can't wield weapons, so in that type of instance it makes sense.

I realize they likely just created a single generic form for all of the races to use, but what exactly determines that a sabrecat cannot wield weapons? If it isn't the race form, then the checkboxes on the form even in that instance are completely pointless. I doubt it's something scripted, as that would require a LOT more work that simply using the checkboxes on the race form.
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NEGRO
 
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Post » Thu Jun 21, 2012 12:46 pm

I think the checkboxes work for NPCs, but the player can always equip and use anything. Try making an NPC that can use swords and give him a sword. Now take away the ability to use swords in the checkboxes and see if he still uses it.

Also, an NPC that doesn't have a hand node will automatically be unable to use a weapon, so in that sense the checkboxes don't really need to do anything.
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Elizabeth Lysons
 
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Post » Thu Jun 21, 2012 9:12 am

(Yes, the PC can use anything ... but given the description in the OP I am no longer sure whether this is a discussion about playable races, or NPC Races ... or both?)

I thought that the settings on an Actor over-rode those on the Race form ... but I will have to do a bit of testing to be sure.

As well as Actor Restrictions, there are the Leveled-Characters ... And/or Characters based on templates.

Those based on Templates are always Foxes (you can't change the Race on an Actor that is based on a template). Those templated Actors can use whatever weapons the Template can use (usually an "Enc" Actor) ... So Race is - it appears - replaced by Actor/Template conditions (although Race is also inheritted from Templates ... So maybe Foxes is just how the CK displays them ... IDK ...

Like I say, I will have to do some testing to be sure exactly what and exactly when
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Rebecca Dosch
 
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Post » Thu Jun 21, 2012 9:08 am

They aren't foxes, that's just a greyed out box. And you can change a template actors race, by unchecking Inherits Traits in the template box.
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Marion Geneste
 
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Post » Thu Jun 21, 2012 4:23 pm

They aren't foxes, that's just a greyed out box. And you can change a template actors race, by unchecking Inherits Traits in the template box.
I know ... but not my point.

The CK categorises templated actors as Foxes (it seems to be the default race the system uses). Templated Actors - if you follow the trail back far enough - Do eventually have a Base Template that is not a fox (well, apart from the Fox) ... So I'm just wondering whether or not Race is subverted by whatever data is on an Actor Form (given the way the template systems works)

(Like I said, I need to test to be sure ...) :smile:


PS: Unticking "Inherits Traits" is an interesting thing ... What else is uninheritted ... IDK, I'm just wondering ...
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Lily Something
 
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