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BrotherBob

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BrotherBob

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77 comments

  1. yerahmeel
    yerahmeel
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    Is there an AE or SE version of this? Looks good.
  2. FlameNoir
    FlameNoir
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    Hi, not sure if the author of this mod is still active, but this mod could be GREATLY improved by having the actual damage value of the enchantment displayed on the gloves description. It's pretty irritating to not actually know how much damage I'm doing without painstakingly testing it first.
  3. PhilTheGamer1111
    PhilTheGamer1111
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    I like this mod very much and I'm working on a personal project that requires your wabbajack concept. How do you activate a spell when you hit a target or aim at a target? I have been trying for hours to figure this out, but all I could do is when I equip the item it adds a spell to the player then releases the magic effect. If you have to time to respond, help would be appreciated.
    1. BrotherBob
      BrotherBob
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      It's done by adding a spell to the Player Actor's Attack Data tab (specifically on the unarmed attacks) that triggers the appropriate effect depending on the enchantment that's on worn equipment.

      This is now seen as a bad idea because it is not recommended to alter the Player Actor form due to potential conflicts with larger overhaul mods. A potential better method would be to dynamically attach scripts to nearby actors that watches for OnHit events. If such an event is detected, it could then check that the "Aggressor" is the player and that unarmed attacks were used, and then apply the appropriate spell.
    2. PhilTheGamer1111
      PhilTheGamer1111
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      Thanks for the reply, I'll see if I can do that.
    3. PhilTheGamer1111
      PhilTheGamer1111
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      Is it possible to use OnAnimation events to trigger magic effects? If so then how would the script look like?
    4. BrotherBob
      BrotherBob
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      That's an idea and, if it could be done, it would be much cleaner of a solution that dynamically attaching scripts. But it rests on two things. First, you need to be able to identify an Animation Event (or set of Animation Events) that is sent out by the animation engine when a character uses a hand-to-hand combat animation and only in those instances and it has to occur mid-swing. If the event also occurs on other attacks, you could check that the player is unarmed using scripts. But there is a lot of complexity here because right swings and left swings trigger different animation events, as well as follow up swings, but maybe you can find an appropriate set of animation events. Then the second thing is that OnAnimationEvent won't tell you who you hit with your attack because it doesn't know. So, you have to approximate that, perhaps with a short-range spell ("Contact" spells seen in SkyRe are an example, though I don't know how they're set up) that you use the Cast function to fire at an enemy in front of the player. Again, this is an approximation, but maybe it'll be good enough.

      So, overall, you'd make that spell I mentioned above. Then in a dummy Quest you make, write a script. The script should have RegisterForAnimationEvent(Game.GetPlayer(), <your animation event>) under an OnInit() event. You should also run a periodic OnUpdate() to rerun that registration every so often because in the game it's been found that race swaps (such as turning into a vampire) will cause the animation event registration to be lost. Then under your OnAnimationEvent() event, have the potentially necessary if statements to filter out situations where your animation event was firing but not because of a hand-to-hand swing, and behind all those if statements have <your spell>.Cast(Game.GetPlayer()). You could replace Game.GetPlayer() with the actual player object reference as a property by the way.

      Personally, I think the dynamic script attachment will be more reliable in triggering when you want it to, but it will have an impact of course on performance and people running at low framerates will notice a delay in the effect triggering.
    5. PhilTheGamer1111
      PhilTheGamer1111
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      Thanks again for the feedback I'll try my best to come up with a script that uses the knowledge that you gave me. Thanks again, I really appreciate your response.
    6. PhilTheGamer1111
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      I got it! This is the code for my unrelenting enchantment for gauntlets(Forgot to uncheck emoji thing):

      Scriptname ForceGodEffect extends activemagiceffect

      SPELL Property ForceGodSpell Auto

      ReferenceAlias Property FinalJudgement Auto <-- Idk if I need it

      Event OnInit()
      RegisterForAnimationEvent(Game.GetPlayer(), "weaponSwing")
      RegisterForAnimationEvent(Game.GetPlayer(), "weaponLeftSwing")
      endEvent

      Event OnAnimationEvent(ObjectReference Caster, string asEventName)
      if (Caster == Game.GetPlayer()) && (asEventName == "weaponLeftSwing")
      ForceGodSpell.Cast(Game.GetPlayer())
      endIf

      if (Caster == Game.GetPlayer()) && (asEventName == "weaponSwing")
      ForceGodSpell.Cast(Game.GetPlayer())
      endIf
      endEvent

      P.S. Thanks so much!
    7. BrotherBob
      BrotherBob
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      Wouldn't that also fire when you have a weapon equipped? You may need to write in a check for that.
    8. PhilTheGamer1111
      PhilTheGamer1111
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      Well... I did not think of that, but it would still be a cool effect. This project of mine makes the player seem stronger than he/she actually looks, so making it fire during a weapon swing would make it fit my purpose.
  4. UVSearching
    UVSearching
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    Sooooo...

    I know this hasn't been updated since 2013, but I was wondering if you would consider making another version that added Sun Damage? *doe eyes*
  5. PhantomofSkyrim
    PhantomofSkyrim
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    Shame this mod doesn't work with vampires. Was looking forward enchanting some Daedric gauntlets with fire damage for a Lords of Shadow style Dracula character, but oh well.
    Guess I'll keep searching.
  6. MrEyeless
    MrEyeless
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    no effects appear on enemies or gloves when equiped
  7. Gallion
    Gallion
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    This mod breaks brawling. Do not install if that bothers you.
    1. BrotherBob
      BrotherBob
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      I'm going to clarify this a little. My mod has been supporting brawls since v1.0. What I needed to do to ensure this was to edit the script that governs what is fair in a brawl. What this means is that, as long as you are not running anything that also edits this script, it doesn't matter where my mod is placed in your load order and it will still be brawl-friendly. Now, if you are running a mod that edits the script, such as the Brawl Bugs Patch (or SkyRe which includes the patch), then the load order does matter. If you place my mod lower than those mods, then my mod will be brawl-friendly, but you won't get the benefit of the Brawl Bugs Patch, to continue with that example. If you place those mods lower, then you'll get the benefit of the patch, but brawls will indeed to broken (you'll punch people and they'll get all whiny about it).
    2. brandon3903
      brandon3903
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      @BrotherBob - I tried both positions, one your mod being placed under Brawl Bug Patch and the other being placed above. Plus without Brawl Bug Patch. It still gave me brawl bug where the NPC turns hostile after few punches. I literally had a pain stacking headache trying to find the culprit and this mod was it, after three days of bug hunting. Could my other mods have been interfering with your mod? Last time I checked there's nothing that overwrites yours, so I wonder...

      Anyway I'm not completely denouncing the mod itself. I REALLY LOVE the idea, I created a monk character build in conjunction with this mod and it was fantastic... However, sadly because of this one simple friggin' hell of a bug I uninstalled it. Would it be possible for you to look into this? I really want to install this mod without having problem. Thank you!
    3. BrotherBob
      BrotherBob
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      Can you check your plugins in TES5Edit to determine if there is anything overwriting this mod's edits to the Brawl Quest (" DGIntimidateQuest ")?
  8. fr3ed0om
    fr3ed0om
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    Hi, this looks interesting but for some reason it doesnt' work in Skyrim Requiem
    I hoped to make nice hth character but gloves don't apply any effect - despite it's shown i magic effects of character.
    Any help on that? Please
    1. BrotherBob
      BrotherBob
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      This mod edits the Player Actor Form, which is very bad for a heavily modded game because overhaul and race mods may need to edit that form. So, that's the problem. Sorry, I would have done it another way if I could...
  9. Domkavosh
    Domkavosh
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    As I was punching my way through some nordic ruins with your awesome mod I had an idea. What about attaching the dawnbreaker enchant to gloves (Holy gloves)? I know you said in previous posts that there was an issue with turn dead enchants checking the target level, but I believe dawnbreaker explosions effect all undead regardless of level (no level check). If you do pursue this idea i highly recommend checking this mod out (Dawnguard Dawnbreaker):
    http://skyrim.nexusmods.com/mods/22610/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D22610&pUp=1
    and seeing if its possible to incorporate that optional file "peaceful explosions" so the explosions don't send loot flying.
    1. BrotherBob
      BrotherBob
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      I have just created the Dawnbreaker enchantment for this mod and am in the testing stage. The trickiest part will be ensuring that the explosion/turn undead/disintegrate part of the enchantment functions properly, as I have had bad experiences with Firestorm-like spells in one of my other mods.
    2. Domkavosh
      Domkavosh
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      I eagerly await the results of your testing of the new enchantment. I finally got my hands on the the soul trap gloves and discovered that there is a conflict (unarmed soul trap won't capture souls) with Acquisitve Soul Gems regardless of load order. I'll just have to rely on the Soul Tear Shout and/or just buy soul gems for now, but I figured you may want to mention that in the incompatibility section or see if there is a possible fix.
    3. BrotherBob
      BrotherBob
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      Have you tried disabling Acquisitive Soul Gems to see if the enchantment works properly? If it still doesn't, I'll try to figure out if it's just an issue with my mod. Actually, I'll be testing that right now. For now, I'm still in testing because I've been interrupted by something every time I've started up my game.

      EDIT: The Dawnbreaker enchantment is functional and the placement of the pre-enchanted gloves in the world seems to be working. I'm looking into the Soul Trap gloves.
    4. Domkavosh
      Domkavosh
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      Yes i disabled the mod which is how i found it was the culprit, your unarmed soul trap enchantment works fine with Acquisitive Soul Gems disabled. I did a few brief tests with load order to see if that had an effect. If I load your mod after ASG I see the visual effect on the target that marks them, but does not capture the soul after I kill the target. If I load your mod before ASG I don't see the visual effect that marks them, and still doesn't capture their soul. While ASG does not specifically mention it, perhaps it edits the player actor and is incompatible as stated in your description for that reason. Hope that helps a bit.
    5. BrotherBob
      BrotherBob
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      Looking over the Description page for ASG, I think that the mod author individually edited all of the "soul trap" effects. So, the problem is that my mod's "soul trap" effect is "unedited" so to speak.
    6. BrotherBob
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      Version 2.3 is up. It includes the Dawnbreaker enchantment, which does 15 fire damage on hit and can cause a fiery explosion when an undead is killed. The explosion, in theory, should not cause clutter to fly around. I have tested it and this seems to hold true in practice. Thanks again for the idea and the bug report.
    7. Domkavosh
      Domkavosh
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      Thank you for being so prompt and helpful. I'm looking forward to sending the undead running in terror.
  10. GideonGreycloak
    GideonGreycloak
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    Is there anyway to get the gloves to function again after I turn into a vampire lord? The effect seems to come back and it is listed in powers, but the visual effect as well as the damage (as far as I can tell) is gone. I believe that others have had this issue, but I wanted to see if there was anything that has changed. Other than this issue, I have been having a blast with this mod!
    1. BrotherBob
      BrotherBob
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      This is the main bug that has been reported to me and I too have experienced it. I know why it happens, but am unable to fix it. Unfortunately, I have grievously somehow forgotten to add it to the Description tab. I apologize for the inconvenience and will promptly add a note regarding this issue to the Description tab for other users.