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3E Style Dex Penalties - Seeking Opcodes Feedback

RayCatRayCat Member Posts: 40
In icewind dale ee I have made a penalty to Armor EFF and applied it to some armor with opcode 177.
I then applied a 324 opcode which blocks that EFF depending on the players current dexterity.
It appears to work and I now can reduce a players armor class only if they have high dex in heavy armor, however before I pursue this further I wondered if anyone has any feedback on if this will inevitably cause issues or be ineffective?

Comments

  • TrouveurTrouveur Member Posts: 948
    I don't know about technical side, but there is a similar component on latest Tweaks Anthology version, if you're interested to see how Luke did it.
  • morpheus562morpheus562 Member Posts: 584
    I did this years ago with Forgotten Armament's Armor Overhaul component.
  • RayCatRayCat Member Posts: 40
    I did this years ago with Forgotten Armament's Armor Overhaul component.

    From your page:
    "The biggest difference between my armor overhaul compared to others that exist is I am setting the armor user's Dex so it cannot go beyond the max Dex the armor allows, akin to 3.5e. Other mods will either reduce Dex by x amount or y percent while mine prohibits going over the max via repeating effects. This means the player can't equip Plate Mail which drops a character's max Dex to 14 then equip gloves of Dexterity to boost Dex to 18."

    The difference was, I hoped to only change the armor class you could achieve in a given set of armor based on your dexterity, so your actual dex would still be the same in the UI and work like 3E, so your player could still get other benefits of high dex.
    Did you try this and find it wasn't a good option?
  • RayCatRayCat Member Posts: 40
    Trouveur wrote: »
    I don't know about technical side, but there is a similar component on latest Tweaks Anthology version, if you're interested to see how Luke did it.

    I had a look in the github and saw the doc for v18, I see Lukes component requires EEEx, so he may have already observed a limitation of using the base games opcodes
  • RayCatRayCat Member Posts: 40
    edited August 30
    I chucked my opcode changes (318 and 177 now), into the YARAS mod that bulk applies it to armors depending on if they're leather/splint/plate and it appears I can successfully have just the armor class change, eg plate mail subtracts your whole dex bonus so it has no bonus, but your dex is still 18 as far as gameplay is concerned, whilst splint only penalises max 2 dex bonus.

    I checked a ring of protection to make sure there was no conflict with magic items so far. So encountering unknown issues is what remains.

    I was able to also have variable dexterity entries for if people use their own rulesets
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 177 target = 1 timing = 2 parameter2 = 2 parameter1 = 0 STR_VAR resource=~RCACPEN4~ END
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 177 target = 1 timing = 2 parameter2 = 2 parameter1 = 0 STR_VAR resource=~RCACPEN3~ END
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 177 target = 1 timing = 2 parameter2 = 2 parameter1 = 0 STR_VAR resource=~RCACPEN2~ END
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 177 target = 1 timing = 2 parameter2 = 2 parameter1 = 0 STR_VAR resource=~RCACPEN1~ END
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 318 target = 1 parameter2 = 123 parameter1 = %dex_four% timing = 2 STR_VAR resource=~RCACPEN4~ END
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 318 target = 1 parameter2 = 123 parameter1 = %dex_three% timing = 2 STR_VAR resource=~RCACPEN3~ END
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 318 target = 1 parameter2 = 123 parameter1 = %dex_two% timing = 2 STR_VAR resource=~RCACPEN2~ END
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 318 target = 1 parameter2 = 123 parameter1 = %dex_one% timing = 2 STR_VAR resource=~RCACPEN1~ END
  • RayCatRayCat Member Posts: 40
    Found an issue, I grabbed the gloves of dexterity and the 318 opcode doesn't reevaluate if your stats change unless you remove the armor
  • RayCatRayCat Member Posts: 40
    My findings from testing are:
    • I can make a 3E system of AC penalties work
    • they'll show the correct values in the UI when the armor is equipped
    • the penalties can update if your dexterity ever changes
    • a change to dexterity (eg if gauntlets are equipped second) will only show in the inventory after leaving the inventory as they can't trigger the armor to update whilst time is paused
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