3E Style Dex Penalties - Seeking Opcodes Feedback

in BGII:EE Mods
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?
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?
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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?
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
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=~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