All the templates have unique names. The shields showed up in stores when I was first testing them, but I had no other shield mods going at the same time. It was only when I put the Halloween shield mod back in that I noticed the eye shields weren't showing up any more. They are still in the game and will drop when I use the console command (from dark/light elves mod).
As you suggested I may just roll them in with the Halloween shields or maybe with some shields I was working on in August.
Re: pcontent, I wanted it on the shields because I rarely use it and wanted the eye shields to be a little bit nicer.
I am going to re-write the templates with out any pcontent and see how that works out. Here is the one of the templates with pcontent enabled. I think I wrote it correctly, but I wonder if the numbers are too high or too low...I don't know from this fancyshmancy pcontent stuff!!
All the templates have unique names. The shields showed up in stores when I was first testing them, but I had no other shield mods going at the same time. It was only when I put the Halloween shield mod back in that I noticed the eye shields weren't showing up any more. They are still in the game and will drop when I use the console command (from dark/light elves mod).
As you suggested I may just roll them in with the Halloween shields or maybe with some shields I was working on in August.
Re: pcontent, I wanted it on the shields because I rarely use it and wanted the eye shields to be a little bit nicer.
I am going to re-write the templates with out any pcontent and see how that works out. Here is the one of the templates with pcontent enabled. I think I wrote it correctly, but I wonder if the numbers are too high or too low...I don't know from this fancyshmancy pcontent stuff!!
[t:template,n:sh_ra_kite_eyez] { doc = "Ice Shield"; specializes = base_shield; [aspect] { model = m_a_shd_16; [textures] { 0 = b_c_edm_me; } } [common] { pcontent_special_type = rare, unique, normal; screen_name = "OHMYEYE!!"; } [defend] { f defense = 2.000000; } [gui] { equip_requirements = strength:10; inventory_height = 3; inventory_icon = b_gui_ig_i_a_shd_075ii; inventory_width = 2; } [magic] { [enchantments] { [*] { alteration = alter_chance_to_block_melee_damage; description = "45% Chance to Block Melee Attack"; duration = #infinite; innate_enchantment = true; is_permanent = true; is_single_instance = false; value = 45; } [*] { alteration = alter_chance_to_block_ranged_damage; description = "30% Chance to Block Ranged Attack"; duration = #infinite; innate_enchantment = true; is_permanent = true; is_single_instance = false; value = 30; } [*] { alteration = alter_ARMOR; //value =(((#str)/4)*(#str))-25; //value =(((#dex)/4)*(#dex))-25; value =(((#int)/4)*(#int))-25; description = "Armor Rating Increases With"; duration = #infinite; is_permanent = true; is_single_instance = false; } [*] { alteration = alter_ARMOR; //value =(((#str)/4)*(#str))-25; value =(((#dex)/4)*(#dex))-25; //value =(((#int)/4)*(#int))-25; description = "Your Chosen Skill"; duration = #infinite; is_permanent = true; is_single_instance = false; } [*] { alteration = alter_ARMOR; value =(((#str)/4)*(#str))-25; //value =(((#dex)/4)*(#dex))-25; //value =(((#int)/4)*(#int))-25; description = "Str. Dex. or Int."; duration = #infinite; is_permanent = true; is_single_instance = false; } } } [pcontent] { [base] { f modifier_max = 22.000000; f modifier_min = 6.000000; } } }