The reason is because the BaseItems.2da lines for Small, Large, and Tower Sheild are hardcoded. The stat rules for those sheild on those rows will always be used for them. Therefore you can't create variations on these sheilds such as Masterwork or Mithril version which have reduced or improved values.
What you can do, is zero out the sheild values for those default rows. Set the base AC to 0, the Armor check penalty to 0 and the arcane spell failure chance to 0. Do the same for its corresponding row in Armorrulesets.2da
If you then equip such a sheild you will see as expected no change to AC, Arcane Spell failure, or Armor Check Penalty. This is now our new template. Note that it doesn't even matter, which sheild type is being use (large or small, hwever tower still has tower sheild feat requirements)
In fact since you have 3 rows of shiled templates to work from, ideal one row would be just for those sheild which require Sheild proficiency only. ONe row which requires tower sheild proficiency, and the last row which might
require some new exotic sheild proficiency.
So now you need to make blueprints for you sheild which represent all the flavors you want to support.
You wil have to add ItemPropertyACBonus(X) to create the real shiled AC bonus that this sheild provides (be in from 1 to whatever number you want). You will then need to add ItemPropertyArcaneSpellFailurePenalty in whatever amount is called for for this version of the sheild you are making.
Lastly you will need to edit the OnEquip and OnUnEquip scritpts or use tag based scripting to IDentify the sheild that the player just equipped or unequipped. In OnEquip you will add the EffectArmorCheckPenaltyIncrease to the PC in the amount that is appropriate. In the OnUnequip, you will find and remove this effect. Make the Effect Extraordinary to make it persist over resting.
Column BaseItemStatRef in both baseitems.2da and armorrulesets.2da is the TLK value which points to the standard stat text which is seen when the sheild is examined. (where it shows the Sheild AC bonus, check penalry, spell failure etc) This value can be set to a TLK value of an empty string, since the exsting info will be incorrect. Now just edit the description of your blueprint directly to emulate the Stat text with the proper numbers that you have customized. Note that the item properties will give the AC bonus and arcane spell failure info on their own so only the other parts of the stat text need be shown.
Now you can create custom sheild without needing any new baseitem rows or any armorruleset rows to enable them.
Disadvantages to this method: If some other effect gives you an additional sheild AC bonus, it might not stack, I have not tested this. Likewise for the Armorcheckpenalty increase effect or the arcane spell failure effect. (however it does seem to stack just fine with ASF from armor)
This technique is compatible with Player Skins.
Modifié par 0100010, 21 novembre 2010 - 07:58 .





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