[RELWIP] Armoury of Tamriel, Thread 6

Post » Sun May 20, 2012 6:56 am

What do you mean, they don't want to wield them?
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Claire Lynham
 
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Post » Sun May 20, 2012 11:33 am

The mesh does not show up in their hands or on their back. I have run a few tests (with the cheat console) and the problem seems to limit itself to the Summoned Dremora Lord. Enemy Dremora hold the weapons just fine.
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Adriana Lenzo
 
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Post » Sun May 20, 2012 2:38 pm

Sorry. I don't understand what you're saying.
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Matt Gammond
 
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Post » Sun May 20, 2012 5:54 am

http://www.skyrimnexus.com/downloads/images/2933-1-1326559420.jpg
(Notice how the shaders make the Iron & Steel appear more different than in earlier screenshots.)

Awesome, my favorite batch yet, particularly the Daedric and silver swords.
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Tiff Clark
 
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Post » Sun May 20, 2012 12:11 pm

Awesome, my favorite batch yet, particularly the Daedric and silver swords.
They go well with your avatar. lol.
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-__^
 
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Post » Sun May 20, 2012 5:03 pm

Sorry if I am not speaking/typing clearly as English is not my first language.
I will try again: Weapons are still invisible in the hands of a Summoned Dremora, just as my previous http://imageshack.us/photo/my-images/707/screenshot6076.jpg/ shows.
This problem seems to limit itself to the Summoned Dremora, based on the following tests:

* I summoned a Dremora. When provoking him, he draws his weapon, but the weapon appears to be invisible.
* After the summoning, I used the console to add some weapons to the inventory of the summoned dremora. All of them are invisible in his hands.
* Then I used the console to spawn a hostile dremora and added some weapons to its inventory, which appeared visible as should be.

Here is a screenshot that shows what I mean: http://imageshack.us/photo/my-images/864/dremora.jpg/
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Judy Lynch
 
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Post » Sun May 20, 2012 12:06 pm

Sorry if I am not speaking/typing clearly as English is not my first language.
I will try again: Weapons are still invisible in the hands of a Summoned Dremora, just as my previous http://imageshack.us/photo/my-images/707/screenshot6076.jpg/ shows.
This problem seems to limit itself to the Summoned Dremora, based on the following tests:

* I summoned a Dremora. When provoking him, he draws his weapon, but the weapon appears to be invisible.
* After the summoning, I used the console to add some weapons to the inventory of the summoned dremora. All of them are invisible in his hands.
* Then I used the console to spawn a hostile dremora and added some weapons to its inventory, which appeared visible as should be.

Here is a screenshot that shows what I mean: http://imageshack.us/photo/my-images/864/dremora.jpg/
did you try the fixed update?
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RUby DIaz
 
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Post » Sun May 20, 2012 6:01 am

----------------------------------------------------------------
Armoury of Tamriel, 0.5.6

All material varieties of Ancient Sword added to crafting. That brings the total new crafting recipes to 117.
Leafblade recipes exchanged wood for leather. Removed gem components.

----------------------------------------------------------------
Sorry if I am not speaking/typing clearly as English is not my first language.
I will try again: Weapons are still invisible in the hands of a Summoned Dremora, just as my previous http://imageshack.us/photo/my-images/707/screenshot6076.jpg/ shows.
This problem seems to limit itself to the Summoned Dremora, based on the following tests:

* I summoned a Dremora. When provoking him, he draws his weapon, but the weapon appears to be invisible.
* After the summoning, I used the console to add some weapons to the inventory of the summoned dremora. All of them are invisible in his hands.
* Then I used the console to spawn a hostile dremora and added some weapons to its inventory, which appeared visible as should be.

Here is a screenshot that shows what I mean: http://imageshack.us/photo/my-images/864/dremora.jpg/
did you try the fixed update?
It looks like the enchanted versions of the vanilla weapon are also suffering from this typo, but it should not effect unenchanted versions.
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Naomi Ward
 
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Post » Sun May 20, 2012 5:37 am

http://static.skyrimnexus.com/downloads/images/2933-1-1326568562.jpg

also...

----------------------------------------------------------------
Armoury of Tamriel, 0.5.6b Uploaded
Fixed a typo preventing Vanilla enchanted Daedric Dremora Greatswords from displaying properly on 3rd person characters.
----------------------------------------------------------------
Armoury of Tamriel, 0.5.6
All material varieties of Ancient Sword added to crafting. That brings the total new crafting recipes to 117.
Leafblade recipes exchanged wood for leather. Removed gem components.
----------------------------------------------------------------
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Luna Lovegood
 
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Post » Sun May 20, 2012 11:11 am

You are right; adding an unenchanted greatsword to a summoned dremora makes it work properly.
Thanks for looking into it.
Would you like me notify you if more invisible weapons show up?
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Amie Mccubbing
 
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Post » Sun May 20, 2012 2:44 am

Could I suggest replacing instances of malachite with glass, and renaming the ores and ingots to raw and refined glass, á la Morrowind?

I'd already made a plugin for the latter change (along with using raw and refined ebony), but your glass weapons all say malachite in their descriptions.

Just a suggestion ^_^
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Epul Kedah
 
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Post » Sun May 20, 2012 12:17 pm

Finally got a minute today to install your mod. Playing with the latest Steam update for Skyrim (1.3) and version 0_5_6b of your mod. Currently running

Just some feedback:

1. Mod comes in at 1.01 g, which seems a bit large . . . but that's just an observation (a lot of space for a weapon/crafting mod).

2. Install is easy and clear. File structure is well-organized and easy to remove if necessary.

3. Weapons show up on the smithing menu as they're supposed to. I haven't tried to make any, but everything seems to work.

4. I like what you've done with the original weapons. The hunting bow is similar to a texture I'm doing, but I'm actually changing the model so that it's a fully "wooden" bow.

5. Ancient Nord arrows now have a shiny, glossy surface (sort of like the "Saran" wrap from Oblivion that appeared on certain weapons). Is that intentional? I can post a screeny if you need it.

I'll try crafting some weapons but so far it looks and works great (except for the "Saran" effect).

~ Dani ~ :)
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kevin ball
 
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Post » Sun May 20, 2012 7:37 am

You are right; adding an unenchanted greatsword to a summoned dremora makes it work properly.
Thanks for looking into it.
Would you like me notify you if more invisible weapons show up?
Sure.

Could I suggest replacing instances of malachite with glass, and renaming the ores and ingots to raw and refined glass, á la Morrowind?

I'd already made a plugin for the latter change (along with using raw and refined ebony), but your glass weapons all say malachite in their descriptions.

Just a suggestion :happy:
It's a plan. Just haven't got around to doing it yet.

Finally got a minute today to install your mod. Playing with the latest Steam update for Skyrim (1.3) and version 0_5_6b of your mod. Currently running

Just some feedback:

1. Mod comes in at 1.01 g, which seems a bit large . . . but that's just an observation (a lot of space for a weapon/crafting mod).

2. Install is easy and clear. File structure is well-organized and easy to remove if necessary.

3. Weapons show up on the smithing menu as they're supposed to. I haven't tried to make any, but everything seems to work.

4. I like what you've done with the original weapons. The hunting bow is similar to a texture I'm doing, but I'm actually changing the model so that it's a fully "wooden" bow.

5. Ancient Nord arrows now have a shiny, glossy surface (sort of like the "Saran" wrap from Oblivion that appeared on certain weapons). Is that intentional? I can post a screeny if you need it.

I'll try crafting some weapons but so far it looks and works great (except for the "Saran" effect).

~ Dani ~ :smile:
1. A bit large? 966 Meshes & 1,272 Textures. What else would you expect? They're also saved in the correct formats. Unless you have a suggestion?
5. There's probably another typo somewhere in the .esp. That tends to happen with thousands of objects & late nights. It's a typo in the mesh file. It's an incorrect filepath.

Feedback & suggestions are always welcome.
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Amy Gibson
 
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Post » Sun May 20, 2012 10:32 am

Sure.


It's a plan. Just haven't got around to doing it yet.


1. A bit large? 966 Meshes & 1,272 Textures. What else would you expect? They're also saved in the correct formats. Unless you have a suggestion?


No suggestion. It was, as I said, just an observation from someone with 16 gig left on a 500 gig hard drive.

~ Dani ~ :)
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Gaelle Courant
 
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Post » Sun May 20, 2012 4:29 pm

No suggestion. It was, as I said, just an observation from someone with 16 gig left on a 500 gig hard drive.

~ Dani ~ :smile:

It's huge. I know. There's no way around it though. The next art update may make it a little smaller. I've figured out how to save textures without alpha maps and have done so for the textures that don't need them. That cut most of the textures' filesize in half but there are more and more assets as well.
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Claire Lynham
 
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Post » Sun May 20, 2012 4:55 am

I completely understand and I'm not being critical at all. I really need to take a long look at what's on my hard drive. I still have three Oblivion installs that come in at over 135 gig altogether (including one with over 300 mods). I don't want to remove it 'cause it took four months of testing, playing, checking, modding, Wrye Bashing and fixing again to get to work.

But now I need to make room for Skyrim :( .

~ Dani ~ :)
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Jennifer Rose
 
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Post » Sun May 20, 2012 11:08 am

I completely understand and I'm not being critical at all. I really need to take a long look at what's on my hard drive. I still have three Oblivion installs that come in at over 135 gig altogether (including one with over 300 mods). I don't want to remove it 'cause it took four months of testing, playing, checking, modding, Wrye Bashing and fixing again to get to work.

But now I need to make room for Skyrim :( .

~ Dani ~ :smile:
I believe that's all I did the last 4 or 5 times I installed Oblivion. lol. Set-up, install and make sure the mods I want work, and then not play. lol.
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Carlos Rojas
 
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Post » Sun May 20, 2012 1:10 pm

Amazing mod. Gets a lot of my viewers gawking. I am streaming your mod nightly along with PISE in dead is dead.

One question. Why can I not improve the katana? Do I need the magical improvement in smithing perk?
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Sammie LM
 
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Post » Sun May 20, 2012 5:18 pm

Amazing mod. Gets a lot of my viewers gawking. I am streaming your mod nightly along with PISE in dead is dead.

One question. Why can I not improve the katana? Do I need the magical improvement in smithing perk?

None of the new weapons have Tempering recipes made-up yet.
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Rachell Katherine
 
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Post » Sun May 20, 2012 4:28 am

Ahhh. That explains it. Thanks for the fast response. Wot waste my perk point then. Any plans on thr being included? CK dependent?
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lacy lake
 
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Post » Sun May 20, 2012 2:14 am

Ahhh. That explains it. Thanks for the fast response. Wot waste my perk point then. Any plans on thr being included? CK dependent?

Time dependent.
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Erika Ellsworth
 
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Post » Sun May 20, 2012 1:30 pm

Hopefully before the end of the weekend I can get all of this new artwork out. (Meshes with shaders & Textures). Right now that's my priority and then I will return to adding weapon recipes to the game.

Still plenty of time for balance consideration but it looks like Albatross has that entire situation well under control. Does anyone disagree with him?
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Jonathan Braz
 
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Post » Sun May 20, 2012 1:24 am

Could you put a link to the google doc page for the balance and stuff in the OP? I'll take a look at it and see if I disagree about anything (I probs won't, but am interested regardless).
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Big Homie
 
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Post » Sun May 20, 2012 11:03 am

Could you put a link to the google doc page for the balance and stuff in the OP? I'll take a look at it and see if I disagree about anything (I probs won't, but am interested regardless).
https://docs.google.com/document/d/1GyKWT77Rw31-54D3Ef1DwCVZZHT01s6LHOeezlRebkA/edit
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john palmer
 
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Post » Sun May 20, 2012 2:36 am

Only 540 weapon textures left to go!... before I get started on shader work on my 914 weapon meshes. :P
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Jeffrey Lawson
 
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