XML/Weapons/Support

To add support for a weapon, the following information is needed, it can all be found in the mods esp.

1. Weapon Name.

2. Weapon EDID.

3. Weapon Material. Check the keyword on the weapon and/or the main ingredient in the crafting and tempering recipe (if any).

4. Weapon Type. Sword, Greatsword, Katana etc.

5. Does the weapon have a Template Item set?

6. Is the Weapon Enchanted.

7. Is the Weapon required 'by' ANY quest. Quest reward weapons generally are not required for a quest. Some are a bit odd though, like Nettlebane.

8. Determine if the weapon is a Hero item or an Alternate item. Hero items are things like Aela's Shield, Conan's Sword, Andúril, etc. alternate items are things like Super Cool Sword. Hero = True, Alternate = False

9. Should random enchanted versions be made. Hero = False, Alternate = True

10. Should it be distributed. If the original mod already distributes the items, they should be excluded from further distribution. If the original mod already distributes the items but if random enchanted variants are being made the variants should be distributed. Hero = False, Alternate = True

11. Remember that everything below is case-sensitive, steel != Steel, and that entries should be as exclusive as possible, if the weapons name is `Bucklebury Ferry Guards Dagger` don't bind it as `Buck`.

With that info open Weapons.xml.

1. If #5 is false, create an entry in weapon_material_bindings;

Material Weapon Name 2. If #5 is false and the weapon name does not contain a common weapon type, create an entry in weapon_type_bindings;

Weapon Type Weapon Name 3. n1 If #6, #7 or #8 is true, create an entry in reforge_exclusions;

Info NAME CONTAINS What goes here can vary, the   can be NAME, EDID or FORMID [[XML/Weapons/Support#Notes|n2]. The   is what the   checks for, and the   is how it is checked.   can be either; CONTAINS - If the `text` is matched anywhere in the `target` the exclusion is true.

STARTSWITH - If the `text` is matched at the begining of the `target` the exclusion is true.

EQUALS or EQUALS_IGNORECASE. - If the text is matched exactly in the target the exclusion is true.

4. If #6 or #9 is false and/or #7 or #8 is true, open Enchanting.xml and create an entry in enchantment_weapon_exclusions

5. If #10 is false and/or #7 is true, open LeveledLists.xml and create an entry in distribution_exclusions_weapon. If the item is enchanted put it in the distribution_exclusions_weapon_enchanted subsection, otherwise put it in the distribution_exclusions_weapon_regular subsection.

6. Do this for each weapon in the mod.

Tips
Using EDID for exclusions is almost always easier than using item names. Most modders will use custom EDID prefixes for every record in their mods, mine all use `Raul_Weap_` for weapons. Using that all items in the mod can easily be excluded with just 1-2 entries instead of dozens. This will also help keep the file size down and speed up parsing.

Everything is case sensitive, except an `EQUALS_IGNORECASE` exclusion type.