I'm sure some of you are curious what happened to the original project and how this upload is related to that. To keep things short: The original author chose to step away from modding and has since taken down his mod pages and repositories. I’ve been given permission to take over several of these now-unavailable projects, including this one, and will be maintaining them in his stead moving forward.
Question: Is there a condition for keyword additions that prevents you from adding keywords from mods later in the load order (or completely preventing if the object's mod+masters do not contain the keyword)? I could see it leading to infinite loading screens or CTDs if not. Just something to keep in mind!
this seems really useful and interesting, I Haven't tried it yet but I was wondering if the freeze actor commands would let me hit the enemy while it's frozen? If I want to try a 10% chance on hit from an enchantment on a dragon I could spawn a dragon and freeze it with the freeze actor command right? Also, if I add a keyword to an item, is it every version of that item in the world, does it change it forever or is it just that item in particular
Adding keywords in game is kinda huge. Its really annoying to dive into xEdit every time I see unpatched piece of modded equipment (like staff that counts as warhammer)
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Very interesting mod, thanks for your hard work!
Also the keywords seem to use baseID/formID, instead of refID. You should be able to answer your 2nd question yourself with this info.