Talk:Bethesda Tutorial Customizing Weapons & Armor
Tempering and Perks
Where does the increased tempering effectiveness associated with smithing perks fit in? Would the Vorpal Sword need still Daedric Smithing Perk to get the 2X bonus even though it was removed from the requirements to craft it? --Syneris 20:31, 7 February 2012 (EST)
- That would be in the entry for the perk itself. If you look at the conditions attached to the perk entry for DaedricSmithing you'll see that it checks for the keyword ArmorMaterialDaedric or WeaponMaterialDaedric in order to apply the bonus. Same deal for other materials. You can't put the condition on the tempering recipe or the player wouldn't be able to improve the item at all until they got the appropriate perk. So to answer your question, yes the Vorpal Sword would still need the Daedric Smithing perk to get the bonus if the keyword is still there (on the item). You can change the keyword (again, on the item) to change the perk required for the bonus, however note that if you do this the item will also show up in a different category at the forge. --Bluedanieru 11:20, 8 February 2012 (EST)
- In Actors > Perks > DaedricSmithing, there is nothing related to Material keywords. Where do you see this condition? Rather than change the material type of the armor/weapon, is there a way to change what perk the materials are tied to? --Syneris 11:57, 8 February 2012 (EST)
- It's there, you just haven't looked hard enough :-) Double-click on the item in 'Perk Entries' and in the dialog that comes up select the Item tab under Conditions. The materials checks are there.
- As for your second question that depends what you're trying to do. If you just want to change the perk required for the 2X bonus for a single item, changing the keyword on that item to match the appropriate perk is the correct way to go about it. If you want to change the perk required to get the bonus on a class of items (e.g. Daedric, Steel, Orcish, etc.) then editing the conditions on the perk is what you need to do. Anyway, if you still have questions I suggest starting a thread in the forums - more people will see it there. --Bluedanieru 12:47, 8 February 2012 (EST)
Multiple Product Types in a Single Reaction
What would be the best way to create a disassembly process that would, for instance, return iron and leather both from a piece of armor? Is it possible to return 2 items types from the same process? Zengief 22:08, 7 February 2012 (EST)
- An approach I can think of would be to create a scripted item as a product of the process, then replace it with the real products when it's added to the player's inventory.
- -- Cipscis 22:11, 7 February 2012 (EST)
- So you are saying have the process return something like a bucket and then substitute the bucket with the actual products? Wouldn't the reaction show the product as whatever the scripted item is (a bucket)? Zengief 22:24, 7 February 2012 (EST)
- Yes, it would, but you could name it something like "Iron and leather", and if you're skilled enough with the right stuff you could even make it look appropriate.
- -- Cipscis 03:26, 8 February 2012 (EST)
Recipe Categories
This article doesn't explain how to get a craftable item into a particular category at the forge, which is to add the appropriate keyword. Perhaps it should?
- -- --Chrisbburn 07:29, 8 February 2012 (EST) Have tried with the Keywords for recipes for Silver Weapons but no effect. Silver Sword stays in Misc Category.
- What keyword maps to which category is (I think) hard-coded. If you change e.g. the WeapMaterialSilver keyword on the items in your recipe to WeapMaterialSteel they should show up in the steel category, but there's no way to change which category a keyword 'belongs to'. So for example you can add ArmorMaterialScaled to an item so it shows up in the steel category when crafting it, but you can't make ArmorMaterialScaled point to a different category. You also can't create a new keyword and point it to an arbitrary category (to say nothing of creating a brand-new category). I presume, since you can't normally craft those weapons, they never bothered to map WeapMaterialSilver to a category, and it just gets dumped into 'Misc'. --Bluedanieru 08:42, 8 February 2012 (EST)
Also, it seems from looking at the Skyrim.esp and what's available for editing in the CK, and SkyEdit for that matter, that there really is no way to modify recipe categories, nor create new ones. If that is the case, it should probably be noted somewhere so people don't waste their time trying to do something that one would think the editor should naturally do (especially since the GECK could do this for FO:NV).
I'll leave this topic here for a while and if no one raises any objections or new information I intend to add both of these. --Bluedanieru 08:42, 8 February 2012 (EST)
Problem with adding customized items
Hi.
I have a problem, then I am trying to add the custom made item inside the game. For some reason, then i type player.equipitem <ID for my weapon> 1, it says it can't find the Object ID. I have even tried with the number in the (), that shows then I hover the mouse over the Editor ID in the Object window.
I have tried to see if i could get the already made weapons with the code, and that works perfectly. Any clue, what I do wrong? --Regards, DarkruneDK 17:12, 8 February 2012 (EST)
I have been having the same issue, I was able to get around it by entering the console and typing "help <weapon name>" and was able to find the HEX itemID based off of that. You weren't able to use the HEX you found in the creation kit, as it appears to change depending on mod load order.