Skyrim IsWeaponOut Value: Fixing Perk Condition Issues

skyrim isweaponout value

In Skyrim, the IsWeaponOut() function is often used to check whether a character’s weapon is drawn. However, many modders struggle to get this function working correctly, especially when using it as a perk condition.

This guide will explain why IsWeaponOut() may not be working, how to correctly apply weapon keyword conditions, and how to solve these issues effectively.


Understanding IsWeaponOut() in Skyrim

The IsWeaponOut() function returns a boolean value (true/false) indicating whether the player’s weapon is currently drawn. This is often useful for mods that:

Trigger abilities or effects when the weapon is drawn.
Modify combat behavior based on whether the weapon is out.
Apply perks dynamically depending on the player’s stance.

While this function works in scripts and console commands, it often fails when used as a condition in perks. Let’s explore the main problems and how to fix them.


Common Issues with IsWeaponOut() in Perks

1️⃣ Issue: IsWeaponOut() Not Working in Perk Conditions

🔹 Problem:
Many users report that IsWeaponOut() does not function properly when added as a condition to perks in Creation Kit.

🔹 Solution:
Instead of using IsWeaponOut() directly, try using alternative conditions like:

HasKeyword – Check if the weapon has a specific keyword instead.
WornHasKeyword – Ensure the equipped weapon is correctly detected.
GetAnimationVariableFloat(“WeaponDrawn”) – This often works better in certain cases.

📌 Example Condition Fix:
Instead of:
IsWeaponOut == 1 (which often fails in perks)

Try:
GetAnimationVariableFloat("WeaponDrawn") >= 0.5 (which works more reliably in perks)


2️⃣ Issue: Perk Conditions Failing for Weapon Keywords

🔹 Problem:
When trying to check if the equipped weapon has a specific keyword, WornHasKeyword() sometimes does not work as expected.

🔹 Solution:
If WornHasKeyword() does not work for weapons, try:

Using “HasKeyword” with GetEquippedItemType()
Manually setting conditions using script-based detection

📌 Example Fix Using Script Condition:
Instead of:
WornHasKeyword(WeapTypeGreatsword)

Try:

if Game.GetPlayer().GetEquippedItemType(0) == 3  ; Checks if a Greatsword is equipped
   ; Apply perk effects manually
endif

This method ensures the correct weapon type is detected before applying perk effects.


3️⃣ Issue: Perk Ability Not Activating When Weapon is Drawn

🔹 Problem:
If the perk applies an ability, but the ability does not activate when the weapon is drawn, condition checks may be failing at the perk level.

🔹 Solution:
Instead of setting the condition on the perk itself, attach a script to the ability’s effect that checks if the weapon is out.

📌 Example Script-Based Fix:

Event OnEffectStart(Actor akTarget, Actor akCaster)
   if akCaster.IsWeaponDrawn()
      ; Apply the ability
   else
      ; Remove the ability
   endif
EndEvent

This ensures that the ability only applies when the weapon is drawn.


Best Practices for Skyrim Perk Conditions

To optimize perk conditions and ensure smooth functionality:

Use GetAnimationVariableFloat(“WeaponDrawn”) instead of IsWeaponOut() for perk conditions.
Check GetEquippedItemType() instead of WornHasKeyword() for weapon-based perks.
Apply script-based checks when dealing with complex conditions.
Test conditions in-game using the console to verify expected behavior.


Final Thoughts

Many Skyrim modders struggle with IsWeaponOut() failing in perks, but the right workarounds can solve the issue. By using alternative conditions, script-based checks, and console testing, you can successfully apply weapon-drawn perks in Skyrim Special Edition.

💬 Did these solutions work for you? Let us know in the comments below!


Leave a Comment

Your email address will not be published. Required fields are marked *

Shopping Cart
Scroll to Top