[RELWIP] Armoury of Tamriel, Thread 5

Post » Sun May 20, 2012 2:25 am

I think I like the fat (vanilla) glass weapons, but the narrow elven ones.

*Edit - Looking at the scabbards mod, it says it alters the greatsword meshes, so it probably would be incompatible. The sorting mod would probably conflict (both mods edit weapon data) but the other three mentioned wouldn't.
Scabbards mod: Depends on implementation. If it also changes the base object records in an .esp it will work. In fact, if you use the Scabbards mod along-side with Better Sorting it's guarantee to work since the Better Sorting Mod does modify the base object records and points them back to the vanilla meshes, therefor if you load my mod, better sorting and have the scabbard mod installed, all three will work.

Just takes a little bit of investigation & reasoning.
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Heather M
 
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Post » Sat May 19, 2012 11:05 pm

From the scabbard mod's description page, it says it only alters the meshes, so using just it and your mod, its changes would have no effect. Using it, your mod, and the better sorting mod (loaded after yours) would make the scabbards mod work, but you'd see vanilla textures for greatswords.
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Budgie
 
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Post » Sun May 20, 2012 12:25 am

From the scabbard mod's description page, it says it only alters the meshes, so using just it and your mod, its changes would have no effect. Using it, your mod, and the better sorting mod (loaded after yours) would make the scabbards mod work, but you'd see vanilla textures for greatswords.
And all of this just proves that we need Wrye Bash. :P
Did Better Sorting update to include weapons? I'm on 1.66 and it doesn't. :shrug:
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Madeleine Rose Walsh
 
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Post » Sun May 20, 2012 9:12 am

From the scabbard mod's description page, it says it only alters the meshes, so using just it and your mod, its changes would have no effect. Using it, your mod, and the better sorting mod (loaded after yours) would make the scabbards mod work, but you'd see vanilla textures for greatswords.

Yup. & If you're choosing to use someone elses' meshes, what else could you expect?
It's up to the user to choose which mods they want to use. You can't expect two different mods that change the same thing differently to some-how change those things simultaneously. :tongue:


And all of this just proves that we need Wrye Bash. :tongue:
Did Better Sorting update to include weapons? I'm on 1.66 and it doesn't. :shrug:

I don't know. I don't (am not going to) follow any other mods too closely.
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Haley Merkley
 
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Post » Sun May 20, 2012 9:42 am

And all of this just proves that we need Wrye Bash. :tongue:
Did Better Sorting update to include weapons? I'm on 1.66 and it doesn't. :shrug:

I'm hoping for something like FO3Edit/FNVEdit, that's what I'm used to using. Am checking out SkyEdit at the moment, but its very different from the looks of it.
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Kirsty Collins
 
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Post » Sun May 20, 2012 4:52 am



I don't know. I don't (am not going to) follow any other mods too closely.
Just checked it doesn't. The only overlapping change that I see is copper/corundum.
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Peter lopez
 
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Post » Sat May 19, 2012 10:33 pm

I really don't apprechiate your condescending and annoyed tone, when the first thing I did was complimenting your mod. That was uncalled for and if you think that it's crazy to provide the necessary information for people who like to use lots of mods, then these people might rather skip your mod in favor of the ones that provide that kind of information.
What isn't necessary is inserting drama & an imaginary perceived tone into a forum post. What else is crazy is a request or expectation for someone who owes you nothing to go through everyone's Skyrim mods to check for compatibility with one of them for you. If you're unwilling to check compatibility on your own, who are you to expect someone else to do that for you? Compatibility information isn't necessary, Skyrim modifications are, by their nature, unnecessary. If people would rather skip my mod due to a lack of me spending countless hours checking compatibility with an endless list of other mods, it's their loss, and frankly I couldn't care less. In fact, I actually kind of prefer those people skip my mod instead of making unreasonable demands or posts. This isn't a popularity contest - even if it was, I'm not here to win.
Well, i just tested it now for some minutes, visited the skyforge and yeah... sorry, but to much incompatibilities, some of your weapons don't appear, some of other mods dissappeared and 2 ctds in 5 minutes (but probably just because of the load-order).
Name one weapon that doesn't appear that you believe should appear. It's impossible for unrelated crafting recipes to affect each-other.
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danni Marchant
 
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Post » Sun May 20, 2012 5:05 am

Considering how busy you are with your mod, you don't really have time to follow others. So providing all that incompatibility in your readme would be a bit difficult to maintain, I certainly don't expect you to have that.

Some who does have the time to follow all these other mods might be willing to add the comparisons that I'm seeing requested.
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Siobhan Wallis-McRobert
 
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Post » Sun May 20, 2012 12:27 am

Considering how busy you are with your mod, you don't really have time to follow others. So providing all that incompatibility in your readme would be a bit difficult to maintain, I certainly don't expect you to have that.

Some who does have the time to follow all these other mods might be willing to add the comparisons that I'm seeing requested.
Generally there are people who do that. I know Oblivion & Fallout 3 had people who dedicated time to this sort of information. I, however, am not one of those people and don't appreciate being told to do it.
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Jarrett Willis
 
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Post » Sat May 19, 2012 11:01 pm

People need to learn more about how gamembryo/creation handles conflicts. When mods are incompatible it I'd because they edit the same records. As Baratan has said, this is compatible with craft mods because it creates new recipes, rather than editing old ones. http://forums.theelderscrollsskyrim.com/viewtopic.php?f=6&t=5743 is still at least 90% applicable, I highly suggest that anyone worried about compatibility read it and then read it again.
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BRAD MONTGOMERY
 
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Post » Sat May 19, 2012 10:52 pm

Well, i'm not even sure that they're already implemented, just read fast through your description but didn't find any confirmation so far that you added ALL dai-katanas, probably you didn't so far.

But before i'm agressing something like Wednesday17 did, i'll be quiet for now and maybe test your mod further at a later point, maybe i can even figure out what the problem was, when there even is one :)

But just one question before i test it further, should ALL weapons seen in the images section be implemented? (Can't figure it out right now by the description, but will read it again :) )

Btw: The reps on you / Wednesday17 are given by me, just don't wonder Wednesday17, but the author's absolutely right, you can't demand anything from a modder, you can request it in a nice tone, but nothing more.

Only weapons implemented are basic, nordic, imperial & dwemeri swords. The artwork is completed for all of them, but they're not yet all in-game. Just like the unique weapons, all of them are not yet in-game. This is version 0.5.2. When it becomes version 1.0 everything will be 100% implemented.
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LADONA
 
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Post » Sun May 20, 2012 3:48 am

All that's really needed to establish compatibility (at least for any users at all familiar with using mods) is a list of what a mod changes. For this mod, its weapon meshes (edited to point to new textures), weapon data, and eventually weapon smithing recipes. That's really all you'd need to provide in a compatibility section of your description. Further down the road you'll probably get tons of reports from users on compatibility, so you'd be able to use that if you also wanted to mention any compatibility issues with some of the more popular mods out there, though at this point Skyrim modding is sort of in its early stages so it isn't entirely clear which mods to watch out for.
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Star Dunkels Macmillan
 
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Post » Sun May 20, 2012 8:19 am

All that's really needed to establish compatibility (at least for any users at all familiar with using mods) is a list of what a mod changes. For this mod, its weapon meshes (edited to point to new textures), weapon data, and eventually weapon smithing recipes. That's really all you'd need to provide in a compatibility section of your description. Further down the road you'll probably get tons of reports from users on compatibility, so you'd be able to use that if you also wanted to mention any compatibility issues with some of the more popular mods out there, though at this point Skyrim modding is sort of in its early stages so it isn't entirely clear which mods to watch out for.
Vanilla weapon meshes are not changed. Vanilla weapon object records are changed. Smithing recipes are currently additive, therefor they're not changing or affecting vanilla recipes or anyone else's for that matter.
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Len swann
 
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Post » Sat May 19, 2012 11:00 pm

Vanilla weapon meshes are not changed. Vanilla weapon object records are changed. Smithing recipes are currently additive, therefor they're not changing or affecting vanilla recipes or anyone else's for that matter.

Yeah, I guess the mesh changes need to be elaborated on a bit. Weapons are edited to point to new meshes, so other mods that edit weapon meshes or textures will not work as intended. Weapons are edited, so other mods that edit weapons will not work as intended. Eventually the perks required to craft weapons (which is a condition stored as part of the recipe) will change, so the recipes will end up needing to be edited. I guess the perks themselves will end up changing a bit. Anyway, you get my point though, all that's needed is a list of changes that users should be concerned with. It's not a flaw of the mod or anything, compatibility is something all mod authors end up having to deal with (or at least deal with questions about.)
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Albert Wesker
 
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Post » Sun May 20, 2012 3:14 am

Baratan: Are longswords modeled as they are in weapons of 3rd Era mod? are they 2handed and faster than greatswords, or they are one handed weapons?
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James Smart
 
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Post » Sun May 20, 2012 12:27 am

Baratan: Are longswords modeled as they are in weapons of 3rd Era mod? are they 2handed and faster than greatswords, or they are one handed weapons?

Longswords are one-handed, just as they are in the vanilla game.
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Kim Kay
 
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Post » Sun May 20, 2012 5:05 am

Longswords are one-handed, just as they are in the vanilla game.
Thanks for answering that so quickly. I was still working on figuring out the question. :P
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Donatus Uwasomba
 
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Post » Sun May 20, 2012 11:33 am

You guys could begin brainstorming the next step. Balance. The different materials & styles are going to determine the overall values of the weapons' statistics. Known variables are... weight, damage & value. There are still 16 unknown values attributed to each weapon base object. We can start with what we know though. I intend for all of the styles to be equal but different. I do however intend for the materials to follow this progression, weakest to strongest, Iron, Steel, Silver, Orichalcum, Dwemer-Metal, Moonstone, Glass, Ebony, Daedric.
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Allison C
 
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Post » Sun May 20, 2012 7:24 am

Lore is importat here - Dwemer metal was heavy, so it should produce heavy weapons - weapons that make damage because of weight like hammers, should be best made from Dwemer metal. Elven should be exactly opposite. Light material ideal for light fast weapons, like daggers, or bows etc...

Iron should be completly average metal, Steel should be similar but having slightly higher damage and lighter weight (+10% damage ,-10% weight?). Orichalcum should be similar to Steel (+20% damage vs Iron), or more like advanced Steel - also Skyforge weapons should share similar qualities because of special manufacturing process.

Glass would be like advanced Elven, and Ebony would be like ultimate Steel like material - hard hitting, but slightly lighter than steel and Orichalcum...


Another idea i got is to make ingots heavier - currently you can carry lots of them,but you need just few to manufacture heavy armors... (4 Steel Ingots to create weight 35 Steel Armor...) Making them heavier would also slow the whole smithing process down as nobody would carry 50 Iron ingots in the beginning of the game...
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Peter P Canning
 
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Post » Sun May 20, 2012 6:01 am

Lore is importat here - Dwemer metal was heavy, so it should produce heavy weapons - weapons that make damage because of weight like hammers, should be best made from Dwemer metal. Elven should be exactly opposite. Light material ideal for light fast weapons, like daggers, or bows etc...

Iron should be completly average metal, Steel should be similar but having slightly higher damage and lighter weight (+10% damage ,-10% weight?). Orichalcum should be similar to Steel (+20% damage vs Iron), or more like advanced Steel - also Skyforge weapons should share similar qualities because of special manufacturing process.

Glass would be like advanced Elven, and Ebony would be like ultimate Steel like material - hard hitting, but slightly lighter than steel and Orichalcum...


Another idea i got is to make ingots heavier - currently you can carry lots of them,but you need just few to manufacture heavy armors... (4 Steel Ingots to create weight 35 Steel Armor...) Making them heavier would also slow the whole smithing process down as nobody would carry 50 Iron ingots in the beginning of the game...

I already increased the amount of Ingots needed. Most weapons require about 10 ingots total to create a sword. So if an Iron Longsword weighs 9 weight units, and Iron Ingots weigh 1 weight unit, and you need 8 Iron Ingots & 2 Copper Ingots to make the sword... The sword needs to be heavier?

When I think of an Ingot, I think of something about the size of a cupcake (Iron cupcake weighs a few lbs). I know the Ingots models are a little big in the game, but I'm not sure what I should base the weight on.
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StunnaLiike FiiFii
 
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Post » Sun May 20, 2012 5:33 am

So your keeping the current progression.
I always found it odd that weapons on the lights side of the smithing tree were heavier and stronger than the heavy side.
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Nicole Coucopoulos
 
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Post » Sun May 20, 2012 9:21 am

So your keeping the current progression.
I always found it odd that weapons on the lights side of the smithing tree were heavier and stronger than the heavy side.
Light metals are definitely going to be light. Don't worry about that. In my book weight != power. Glass weapons will be lighter than Iron but stronger for cutting.
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Natasha Biss
 
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Post » Sun May 20, 2012 4:16 am

Speed is also a known weapon stat.
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Nick Swan
 
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Post » Sat May 19, 2012 10:01 pm

Light metals are definitely going to be light. Don't worry about that. In my book weight != power. Glass weapons will be lighter than Iron but stronger for cutting.
Ah, that's good to see.

As for ingots. I currently use http://www.skyrimnexus.com/downloads/file.php?id=5298 it adds to both the ingots on basis of light or heavy material and the recipes to make them more fitting with the weight they end up with.
Upping the weight of ingots really is the way to go since otherwise you end up requiring a load of of them to just craft certain weapons.
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Janeth Valenzuela Castelo
 
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Post » Sat May 19, 2012 8:19 pm

Ah, that's good to see.

As for ingots. I currently use http://www.skyrimnexus.com/downloads/file.php?id=5298 it adds to both the ingots on basis of light or heavy material and the recipes to make them more fitting with the weight they end up with.
Upping the weight of ingots really is the way to go since otherwise you end up requiring a load of of them to just craft certain weapons.

I'll throw in a vote for upping weight rather than upping number of required ingots. Finding veins is difficult enough as it is.
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CRuzIta LUVz grlz
 
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