Everything started from a "simple" idea.
I wanted to make a few skills for unarmed combat ([i]Monk style[/i] gameplay). And, of course, met a ton of a problems.
Some of them were solved, others can be done via "workarounds" but the main problem is still there. Cant find a decent way to [b]make those skills unavailable[/b] when equiping a weapon. Would really apreciate any kind of help on the subject, since i'm stuck at the moment.
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Things i was testing
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Been testing with weapon [i]"Requirement"[/i]. There is a [size:8pt](\Stats\Generated\Structure\Base\valuelist)[/size] and [size:8pt](\Structure\modifiers)[/size], but no metter what i did it didn't work so far. What i was trying to do is to add a new "Requirement" to the list and then use it. I didnt really expected it to work and it didnt :)
Otherwise there should be a ton of mods out there with custom weapon types beyond "dagger/melle weapon/twohanded/wand/staff/shield"
The only difference is there IS a "NoWeapon" and "_Unarmed" weapons in shared data, available for player. So i tried to stick to it for a while.
First thing i was looking at was a "Sucker Punch" skill. The one you get automatical when your off hand is empty. I found some basic data about it in shared, but it seems like it uses some kind of hidden way to be added to players skill pannel, when you pass those (again, hidden) [i]"Requirement"[/i]. But mb I just haven't found it yet. This way seems a bit suspicious tbh (+ it is forbiden for AI to use), though it may be intended to work like this.
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So now, the only thing i can imagine is a script that will run every now and then, checking if the type of the weapon is "none" and will add or remove new talent/ability/custom status/..., to bind my new skills to. But the result may be not that good.. Not a good practice to run scripts "every now and then" for such a purpose + there is no garantee it will work properly. (using "none" as a "Requirement" din't work, so i'm not sure how it will behave)
Or, the other variant, is to create a custom weapon mesh (smth like a brass knuckles), with existing weapon type (1H swords, for example), that will give +1 to some custom (hiden) ability, that i could bind my skills to. But thats just a ... well it is smth that I'd like to avoid :)
Any ideas?