One of the cool things Waalx's mod did was, if you fit the race that the weapon was associated with, and you equipped that particular weapon,
you'd get a small bonus to your weapon attacking stats, weapon attacking skills for that particular weapon class (such as a blade/bow/mace/etc),
and movement speed.
So for example, if I was a Nord, and I used a Realswords Nord blade, I'd get bonus. The concept he came up with was that it was a "good feel"
bonus for that race, but not something that was meant to be overpowered.
What I wanted to do was make a script that would do something similar, but with one small addition, it would also alter the weapon's attack-speed a
bit, while it was equipped. This wasn't possible in Oblivion though, so I'm not sure if its possible in Skyrim now.
Anyway, the basic implementation he came up with was like this:
There was a script for each race, but they were all pretty much identical. On the RS_Nord script for example, the pseudocode was something like...
On Player.WeaponEquip
If (Player.Race = Nord) then
Player.AddSpell (RSNordBlade)
On Player.WeaponUnequip
Player.RemoveSpell (RSNordBlade)
And in the spell 'RSNordBlade' were the desired effects he wanted to add to the player, such as Blade Skill +5, Str+5, Speed+5, etc.
But instead of adding this script to every weapon do you think this might work out better if it was done differently? Now that there are Keywords
that you can place on items, I can maybe instead add a Keyword to each particular weapon such as RSNordBlade, RSNordAxe, RSNordBow, RSNordArrow, etc
and then maybe the script can be global and work like this:
On Actor.WeaponEquip
If Weapon Keyword Contains (RSNordBlade OR RSRedguardBlade OR RSBosmerBlade OR RSBretonBlade OR RSImperialBlade OR RSAyleidBlade OR RSArgonianBlade OR RSKhajiitBlade)
then Actor.Addspell (RSBladeSpell)
If Weapon Keyword Contains (RSNordAxe OR RSRedguardAxe OR RSBosmerAxe....etc)
then Actor.AddSpell (RSAxeSpell)
I don't know if that's more or less optimized...since I dont know if placing the script on weapons directly will make it run all the time or not, or if it will run better if it only works when a weapon equip is called.
If you think there are better ways to optimize it please let me know. I think the Keywords can be useful for coding somehow though.
Ideally as for in-game implementation I would want to do some interesting effects for each of the weapon types. For example, if an actor gets the bonus,
it would give them skills such as One handed damage + 8%, Slightly more critical damage, slightly more attack speed, slightly more movement speed, bleeding
effects, etc. So if you're facing an NPC with a weapon that matches up with his race, it'll be a slightly more difficult battle than normal.
In his original implementation, it was only the player that received the spell when equipping it, but I ideally would want it to be applicable for any actor that equips
the weapon. So battles can be more hard fought if faced up against a Realswords weapon. But if you didn't match up with that race, it wouldn't help you as much
after you were victorious.