Special Armor Keyword (SAK)
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
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.