[RELWIP] Armoury of Tamriel, Thread 5

Post » Sun May 20, 2012 1:11 am

Speed is also a known weapon stat.
Oh. Which variable is it? My version of SkyEdit doesn't have any box labeled as speed.

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.

Well. I was hoping to make crafting a little different. Instead of creating dozens if not hundreds of items with few materials, you would craft fewer weapons with many materials. I'd probably increase crafting experience per item by a good bit to match it.

Another idea I've been tossing around is instead of placing all of my unique weapons in the game world, make them into unique weapon recipes requiring special ingredients.
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Ronald
 
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Post » Sun May 20, 2012 12:05 pm

It's too bad gear degradation is out, durability would be another great way to distinguish between materials. As for ingots, ore, and crafting recipes, what I'd personally like to see would be ore made significantly heavier (like 10 or so per chunk), with maybe 3 ingots of weight 2 created per ore chunk, rather than 2 ore per ingot (in other words, mining would become a bit more important.) Then have the ingots required to create a sword either equal to or slightly heavier than the weight of the sword.

*Edit - I like the idea of crafting recipes for some of the unique weapons, but if its a weapon from an earlier TES game, it should either be found somewhere in the world, or you should get the crafting recipe from a book talking about the original weapon.
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Jessica Thomson
 
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Post » Sun May 20, 2012 2:11 am

So cupcake ingots are out. :tongue:

It's too bad gear degradation is out, durability would be another great way to distinguish between materials. As for ingots, ore, and crafting recipes, what I'd personally like to see would be ore made significantly heavier (like 10 or so per chunk), with maybe 3 ingots of weight 2 created per ore chunk, rather than 2 ore per ingot (in other words, mining would become a bit more important.) Then have the ingots required to create a sword either equal to or slightly heavier than the weight of the sword.

*Edit - I like the idea of crafting recipes for some of the unique weapons, but if its a weapon from an earlier TES game, it should either be found somewhere in the world, or you should get the crafting recipe from a book talking about the original weapon.

Definitely. We're not going to be crafting pre-existing weapons. But there are a lot of unique weapons from Morrowind that were generic, random loot items that multiple copies existed, such as Fireblade, Stormblade and Spiderbite. Plus, I could come up with my own magical items, like Steel Flameblade, etc.
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Ben sutton
 
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Post » Sat May 19, 2012 8:17 pm

yeah, recipes are great idea, i'm surprised Bethesda didn't used them for items at all,while they have them for potions... Also i saw a mod that made weapons not visible in smithing until you have the recipe in your inventory...
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Andres Lechuga
 
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Post » Sun May 20, 2012 1:41 am

Finished implementing http://www.skyrimnexus.com/downloads/images/2933-1-1326216749.jpg, http://www.skyrimnexus.com/downloads/images/2933-1-1326226211.jpg, http://www.skyrimnexus.com/downloads/images/2933-1-1326229144.jpg& http://www.skyrimnexus.com/downloads/images/2933-1-1326231880.jpgswords. This may be the final version of them... finally.


yeah, recipes are great idea, i'm surprised Bethesda didn't used them for items at all,while they have them for potions... Also i saw a mod that made weapons not visible in smithing until you have the recipe in your inventory...
Yeah. That's simple to implement. I was thinking books for the racial styles, and actual recipes for some special, unique weapons.
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stacy hamilton
 
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Post » Sun May 20, 2012 10:11 am

btw any plans with armors? especially light fur/hide/leather armors are kinda ambigious, as they share same stats, just cost is different.. some balancing is needed in that area too. And also for Imperial weapons and armors - regarding Lore, Imperial Legions defeated Talmor, therefore i think their equipment should be better than it is right now.. because it is based on roman style armor and weapons, maybe it should be based on their combat style too - Imperial sword like Gladius - fast weapon - ideal for stabing at close quarters, best used together with large heavy shield... and same with armors - light imperial armors should be better than fur or hide armors, studed armor should be probably similar to Leather armor, while chainmail armor should be significantly better. Heavy armor is different, should not provide same protection like Steel armor due to worse coverage, but should be lighter and not hinder movement and stamina as heavy weapons. Also Romans used fur coats when serving in cold weather,so I think Imperials should share in Skyrim.
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brenden casey
 
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Post » Sun May 20, 2012 12:04 pm

I'm going to get to armours once I've finished weapons altogether. But you're more than welcome to start sharing armour ideas.
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Richard Dixon
 
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Post » Sun May 20, 2012 10:55 am

:drool: Ebony dwemer armor...
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katsomaya Sanchez
 
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Post » Sun May 20, 2012 11:41 am

:drool: Ebony dwemer armor...
With golden studs ;)
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ZzZz
 
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Post » Sun May 20, 2012 11:27 am

Gods... I have never seen such an arrogant and unfriendly attitude coming from any mod author, before. Wednesday17 started their post by explicitly stating that they really like your work, followed by a couple of questions and concerns, and is met with this kind of behaviour. The post actually read, to me, like someone who might even be eager to support and endorse your work. You have to keep in mind that you, as the author, most likely possess a significant amount of experience when it comes to mods and their compatibility with other mods; to the average user, such matters are not easily grasped all the time, and they must therefore rely on the word of the various mod authors (such as yourself).

This leads to the matter of Wednesday17's kindly-phrased request (that which you seem to read as a demand): I sincerely doubt they meant to ask you to test out every single mod on the Nexus and include in your mod description which are and which are not compatible with 'Crafting 300 - Armoury of Tamriel;' I think it is more a matter of asking for clarification on which type(s) of mods that may or may not clash with yours. You write in the comments that there is no reason whatsoever to think that any of the mods Wednesday17 mentioned could in any way be incompatible with this one, yet I find this hard to accept at face value. To the average user (you can count me in among these), it would immediately raise a red flag in their mind, if they stumble across a mod like this one, that affects crafting lists and various weapons and resource names (to whatever extent), when they already have one or more other mods that affect either the same or identical lists and resources within the game. It is not such a ridiculous notion to wonder about this new mod's compatibility with the old, if you are in a situation such as the one I have just described; nor is it such a ridiculous notion to turn to the mod author, asking for some input regarding this.
Now, I will ask you myself, very friendly-like, if you think that this mod of yours (which looks amazing, by the way - good stuff!), could in some way be problematic to use together with other mods that in one way or another tamper with crafted items and resource lists in regards to weapons. Aside from re-texturing certain vanilla weapons, are you simply adding more items to the resource lists of the game (or whatever you call them - mind, I've not explored any of Bethesda's constructions kits, so I don't know how things look in there when you start digging around), in which case the worst case scenario would be that some items may appear several times when crafting, for example? I am aware that this is something I will most likely have to try out for myself, but both this mod and the others I'm using (that I feel are at least related in terms of what game resources they affect) contain a whole bunch of stuff. I figured that before I get going on that, I could at least ask you for some quick input on this; if there's something in particular I should be aware of, or if you think that there's generally nothing to be concerned about.
Until then, thanks for what looks like a fantastic modification project. I can tell you've put a lot of work into it, and the result seems very promising.
Wednesday17 clarified the "crazy demand" nicely, as I was writing my post.

basic information about which files are being modified and which kinds of mods are most likely not compatible, seems not so unreasonable to me.
Nor does it seem unreasonable to me. I would even go as far as to say that it could be considered a common courtesy, or at least a nicety, to include such information. You know, for that average user I wrote about earlier.

I choose to be unfriendly and to not answer your post. :wink:
You may now resume name-calling.
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Sabrina garzotto
 
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Post » Sun May 20, 2012 7:45 am

With golden studs :wink:
Yes please! I want some http://images.uesp.net/b/bc/SK-item-Light-Fur-2.jpg
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Liii BLATES
 
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Post » Sun May 20, 2012 10:01 am

Yes please! I want some http://images.uesp.net/b/bc/SK-item-Light-Fur-2.jpg
Daedric Pants? lol.
Maybe different types of fur & leather. Like Bloodmoon.
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Talitha Kukk
 
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Post » Sun May 20, 2012 4:38 am

Yes please! I want some http://images.uesp.net/b/bc/SK-item-Light-Fur-2.jpg

This would actually be pretty cool, especially if there were some sort of advantage to not wearing a briast plate, like maybe reduced stamina costs for power attacks or faster weapon swinging.
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JERMAINE VIDAURRI
 
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Post » Sun May 20, 2012 1:13 am

This would actually be pretty cool, especially if there were some sort of advantage to not wearing a briast plate, like maybe reduced stamina costs for power attacks or faster weapon swinging.
Yup. Don't need chest armor when you've got a big shield and fast sword. :)
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Fanny Rouyé
 
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Post » Sun May 20, 2012 4:44 am

Yeah, it could be done through perks. I'm thinking Heavy armour may become Armoured and Light armour may become Unarmoured. One is about damage absorption and the other is about speed and agility.
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Tyrel
 
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Post » Sun May 20, 2012 2:05 am

I've been trying to think up a way to add dodging (like the Unreal games have, double tap a wasd key and you do a quick leap in that direction). I think the light/heavy distinction is still important, since there's a third category (cloth), but maybe unarmored and light armored would allow dodging, while heavy wouldn't. Unarmored would have a lower stamina cost for it, and/or a faster dodge speed.
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u gone see
 
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Post » Sat May 19, 2012 8:38 pm

I'm in SyEdit .046a, and speed and range both show up in the list of unkowns, occupying what would be unknowns 4 and 5.

[EDIT] Well... they are the two that come after 3, but the next one after range is 7, so I can't say that they would be 4 and 5 for certain. But they are labeled as speed and range, so I don't think it matters? :/
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mollypop
 
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Post » Sat May 19, 2012 8:44 pm

I've been trying to think up a way to add dodging (like the Unreal games have, double tap a wasd key and you do a quick leap in that direction). I think the light/heavy distinction is still important, since there's a third category (cloth), but maybe unarmored and light armored would allow dodging, while heavy wouldn't. Unarmored would have a lower stamina cost for it, and/or a faster dodge speed.
Agreed. Not sure that's within the scope of a crafting mod, but it's definitely something the game needs. I know spooky.fx has stated his intention to do a complete port of his combat mod from Oblivion. :D
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FirDaus LOVe farhana
 
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Post » Sat May 19, 2012 10:33 pm

I've been trying to think up a way to add dodging (like the Unreal games have, double tap a wasd key and you do a quick leap in that direction). I think the light/heavy distinction is still important, since there's a third category (cloth), but maybe unarmored and light armored would allow dodging, while heavy wouldn't. Unarmored would have a lower stamina cost for it, and/or a faster dodge speed.
I wouldn't have a third category. Just Armoured and Unarmoured. Armoured characters wear heavy, strong armour to absorb & deflect blows. Unarmoured characters wear clothing to keep warm, be stylish and offer minimal protection. Avoiding hits in leather armour wouldn't be any different than avoiding blows in clothing.

I'm in SyEdit .046a, and speed and range both show up in the list of unkowns, occupying what would be unknowns 4 and 5.
Thanks. No-one told me this before. :smile:
I see it now that you mention it.
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Alister Scott
 
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Post » Sun May 20, 2012 5:36 am

"Oh God, I love this project." - Wednesday17

Those were the first words written. Think about it for a moment...
If they love the project and are concerned about compatibility they are more than welcome to take it upon themselves to compile a list of compatible/incompatible mods. If they're not willing to contribute anything but want to demand/request more done by the author then they must not really love the project very much.
...and no. You're not going to 'convince' to me to do anything. If you want a list of compatible/incompatible mods. Make one. I'm not going to.
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Vincent Joe
 
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Post » Sun May 20, 2012 9:00 am

Avoiding hits in leather armour wouldn't be any different than avoiding blows in clothing.
If that's true, then why do they make thick leather work gloves and motorcycle leathers, wouldn't silk gloves be just as protective? ;)

Obviously it depends what you're dodging, though. Getting hit by a warhammer is going to hurt no matter what, but something like a lighter, slashing weapon won't make it through leather armor.
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Kelli Wolfe
 
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Post » Sat May 19, 2012 9:02 pm

I wouldn't have a third category. Just Armoured and Unarmoured. Armoured characters wear heavy, strong armour to absorb & deflect blows. Unarmoured characters wear clothing to keep warm, be stylish and offer minimal protection. Avoiding hits in leather armour wouldn't be any different than avoiding blows in clothing.

Meaning you would get rid of the light armor perk tree, or adjust it so that light armor perks also applied to players wearing cloth?
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Syaza Ramali
 
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Post » Sat May 19, 2012 7:59 pm

Meaning you would get rid of the light armor perk tree, or adjust it so that light armor perks also applied to players wearing cloth?
That could be interesting, changing light armor to a dodge tree.
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No Name
 
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Post » Sun May 20, 2012 5:15 am

If that's true, then why do they make thick leather work gloves and motorcycle leathers, wouldn't silk gloves be just as protective? :wink:

Obviously it depends what you're dodging, though. Getting hit by a warhammer is going to hurt no matter what, but something like a lighter, slashing weapon won't make it through leather armor.
Thick leather work gloves and motorcycle leathers aren't designed to and aren't very good at absorbing blows from weapons. :P
They offer minimal protection. Silk gloves wouldn't be just as protective. Why would you assume that?

Meaning you would get rid of the light armor perk tree, or adjust it so that light armor perks also applied to players wearing cloth?
Light Armour would be Unarmoured and apply to anyone who takes perks in the tree. :P
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Jonathan Braz
 
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Post » Sun May 20, 2012 3:26 am

Finished implementing http://www.skyrimnexus.com/downloads/images/2933-1-1326236849.jpgSwords. I also started putting my Logitech G15 to work in helping me.
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Calum Campbell
 
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