Special Armor Keyword (SAK)

by devComet·v1.0·Updated 2019-11-18

特殊护甲关键字(SAK)

Screenshots 2 screenshots

About this mod Machine translation

Added to each common armor item record a keyword indicating the armor type AND piece, and a keyword indicating the material AND piece

I'm surprised it hasn't been done before. Maybe I just suck at searching. Anyway, this mod adds a keyword indicating the armor type and piece to each vanilla armor item record. USLEEP fix integrated. Since three of the fixes are new models, USLEEP is the master file. I also found some heavy Imperial helmet items with the ArmorLight keyword and fixed that too.

The type of armor worn on a character's head, chest, hands, feet and shield can now be detected individually and independently by keyword. I really just want to change the "padded" heavy armor perk to only require heavy boots, regardless of what other armor is worn. Using the base game's keywords, all I could do was make it require any type of boots and any piece of heavy armor, so I spent the entire afternoon making it. I guess I'm not the first person to want this, so here goes. enjoy your meal.

Keywords added (xx depends on load order):

ArmorHeavyCuirass [KYWD:xx000800]

ArmorHeavyBoots [KYWD:xx000801]

ArmorHeavyHelmet [KYWD:xx000802]

ArmorHeavyGauntlets [KYWD:xx000803]

ArmorHeavyShield [KYWD:xx000804]

ArmorLightCuass

ArmorLightBoots [KYWD:xx000806]

ArmorLightHelmet [KYWD:xx000807]

ArmorLightGauntlets [KYWD:xx000808]

ArmorLightShield [KYWD:xx000809]

ArmorMask [KYWD:xx00080E]

ArmorMaskHood [KYWD:xx000F]

ArmorMaskOccult [KYWD:xx00080]

ArmorMaskOccult [KYWD:xx00080]

The following script is almost identical to the "Skyrim-Add keyword.pas" that comes with TES5Edit. Many thanks to whoever wrote it; it has a real purpose after all. Also found in the "Files" section.

Warning: Use the following TES5Edit script at your own risk. If you run it on a project that already has duplicate keywords, it will add the duplicate keywords. Keeping the "exists" feature in case it doesn't work when I try it and I don't want to figure it out. It is recommended that you select a specific range of projects to add in bulk before selecting Apply Script.

{

This script will add the appropriate hybrid type/slot keywords to the armor

}

unitUserScript;

var

slKeywords:TStringList;

Function initialization: integer;

start

//Keywords to add - change xx according to loading order and uncomment the keywords to add in this batch

slKeywords:= TStringList.Create;

// slKeywords.Add('xx000800'); // ArmorHeavyCuirass

// slKeywords.Add('xx000801'); // ArmorHeavyBoots

// slKeywords.Add('xx000802'); // ArmorHeavyHelmet

// slKeywords.Add('xx000803'); // ArmorHeavyGauntlets

// slKeywords.Add('xx000804'); // ArmorHeavyShield

// slKeywords.Add('xx000805'); // ArmorLightCuirass

// slKeywords.Add('xx000806'); // ArmorLightBoots

// slKeywords.Add('xx000807'); // ArmorLightHelmet

// slKeywords.Add('xx000808'); // ArmorLightGauntlets

// slKeywords.Add('xx000809');

// slKeywords.Add('0600080E'); // ArmorMask

// slKeywords.Add('0600080F'); // ArmorMaskHood

// slKeywords.Add('06000810'); // ArmorMaskOccult

// slKeywords.Add('06000811'); // ArmorHelmetClosed

//You can also load keywords from a text file (one keyword per line)

//ProgramPath-xEdit exe file

The path is // DataPath - the path to the game data folder

// slKeywords.LoadFromFile(ProgramPath +'keywords.text');

Finish;

Function Process(e: IInterface): Integer;

var

kwda,k:IInterface;

i, j: integer;

Error: boolean;

Exists: Boolean value;

start

Result: = 0;

//Get an existing keyword list or add a new keyword

kwda:= ElementBySignature(e,'KWDA');

If not assigned (kwda), then

kwda:= Add(e,'KWDA',True);

//No keyword sub-record (must exist) -

If not allocated, terminate the script (kwda), then start

AddMessage(''+ There is no keyword sub-record in Name(e));

Result: = 1;

exit;

Finish;

//

Iterate other keywords with i:= 0 to start with slKeywords.Count-1

// //Check whether the record contains the required keywords

Error: = true;

For j:= 0 to Element …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
特殊护甲关键字(SAK)
File size
88.9 KiB