I know too little of scripting to know how to go about this. As far as I know, scripts either run from the start of play or are attached to NPCs or objects. It would be quite messy to have a script running all the time to see if the player is Argonian.
Although maybe the script could run on start, give the player the ability once, and then disable itself. I might check that out.
Ability can be added midgame through the console: Player->addspell "mt_argonianswiftswim" I added it midgame and so far haven't experienced any problems.
Considering how Argonians are restricted from wearing shoes, boots and masked helms, it's mods like this that really balance out their shortcomings. Perhaps a good equivalent for Khajiit would be a Jump/Slowfall ability since cats are good at jumping and landing?
Also, some elemental ideas based on their anatomy: frost weakness for Argonians, since they're reptiles, with a balanced resistance to fire from their thick scales -- and frost resistance for Khajiit because of their fur, with an equal weakness to fire since hair is flammable.
I hadn't even thought of the balancing thing, I just did it because it broke my immersion when playing Argonian. I do like the idea of giving the beast races more capabilities because they're locked out of certain types of equipment...
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Although maybe the script could run on start, give the player the ability once, and then disable itself. I might check that out.
I added it midgame and so far haven't experienced any problems.
Also, some elemental ideas based on their anatomy: frost weakness for Argonians, since they're reptiles, with a balanced resistance to fire from their thick scales -- and frost resistance for Khajiit because of their fur, with an equal weakness to fire since hair is flammable.