Skyrim
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digitalwinslow

Uploaded by

DigitalLorax

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About this mod

An easier way to set up doing something when you hit an enemy with a weapon.

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THIS MOD DOES NOTHING BY ITSELF - IT SUPPORTS OTHER MODS.

There are several ways to do something when you hit an enemy:

  1. A perk can call the combat apply spell. - But only one of these can be called, and if there are multiple perks with the entry point, only one gets fired. Same with apply bash spell.
  2. An enchantment can apply a fire and forget/contact spell. - If multiple mods depend upon this, a weapon can only have one enchantment.
  3. I might call the assault actor story node. - This is way too slow.
  4. The best method seems to be creating a quest and filled aliases and keeping them updated to your enemies.

I found myself using #4 on a number of different mods and having to recreate the same infrastructure to handle the enemy hits in each of them. So I made this framework to handle the enemy being hit, and then the mods I was making would just use this.

With a little scripting, effects can be added when an enemy is hit with this framework. The infrastructure work is done.

If you made a mod that included doing 15 points of damage to an undead target when you hit them:

Scriptname yourscriptname extends hitrule
keywordpropertyundeadtypeauto
function execute()
if victim.haskeyword(undeadtype)
dodamage=15
endif
endfunction  


this script is added to a miscitem, and then somewhere appropriate to your mod you call:

damocles.addhitrule(yourmiscitem)

I made an article that goes over this process a bit more.

I have a mod that requires this framework, which is why damocles is on here. You can look it over to showcase some things damocles can do.

Enjoy.