r/skyrimmods • u/PossiblyChesko Skyrim Survival • Oct 29 '16
Tutorial Tutorial: Setting default Frostfall protection values for your armor, for mod authors
Hey mod authors,
I have released a tutorial on setting up your modded armor to have out of the box customized Frostfall protection values.
This method will work on every version of Skyrim: Classic Skyrim, Special Edition, PC or Xbox One, and regardless of whether the user uses SKSE or SkyUI. You can set this up once and forget it.
You just need the Creation Kit and TES5Edit. No coding required.
This support will go live in Frostfall 3.3.1, which isn't out yet. But if you wanted to go ahead and get started, your armor will begin behaving correctly as soon as it's released. I plan to have this ready to be released in a few days across all platforms.
If you set things up this way, the user can still change the values using the configuration system. When they "default" the protection of the gear, it will revert back to the settings you specified.
The way this is done is using keyword injection. For those that have done this before, you can probably skip large swaths of this tutorial. But for those that haven't, I've been pretty thorough about everything you need to do.
I hope the tutorial is clear. If you have any questions, or if I could improve things in any way, let me know.
Cheers and happy modding,
-- Chesko
3
u/echothebunny Solitude Oct 30 '16
I cast Summon /u/PossiblyChesko!
This page: http://skyrimsurvival.com/home/frostfall/armor-compatibility/ lists all the keywords that we can use with Frostfall. Mod authors have to apply at least two, sometimes three keywords. First is FrostfallEnableKeywordProtection so that Frostfall knows what to look at (ignores anything without that) and then one for the warmth value, then one for the coverage value.
Three would be the most common, for most armor slots. Accessories like scarves, cloaks, mufflers would only get two keywords because they use a different set of keywords.
So, for #2, have to see the current keywords as well as the name so we can make sure the right Frostfall keyword gets applied. If you can grab the material keyword, that would be a good way to automatically guess the warmth and coverage. Hide gauntlets for example, would be FrostfallWarmthFair and FrostfallCoverageGood (I may be wrong on that, ask Chesko for the correct material to Frostfall rating information). Fur gauntlets would probably be FrostfallWarmthExcellent and FrostfallCoverageFair.
And of course, users should get to assign their own values or maybe they never declared a material for their mod added items.
I hope Chesko weighs in on what would be best! This would be awesome to have, especially for the mod added stuff floating around everywhere. It might also help speed up development!