[RELWIP] Armoury of Tamriel, Thread 6

Post » Sun May 20, 2012 10:04 am

This in particular I think needs input:

Q. Why are Warhammers, Greatswords and Greataxes all the same speed?
A. They are in the default game, wheras there's a varience between the one handed weapon types (Speed 1 for Swords, 0.9 for Axes and 0.8 for Maces and 1.3 for Daggers) the two handers are all lumped at a default of 0.7.

I thought it was best to get people's opinions:
1. Is equal speed fine? They're already different in other ways (by weight, damage and weapon perks).
2. If not what should be slower? Should Hammers be slower than Axes? Axes slower than Swords?
3. Should any of them be faster than they currently are?

I was thinking of increasing greatswords to .8, leaving axes at .7 and making warhammers .6? Of course then there's the consideration of the bastard swords that Arctorius is working on, but I think a +.1 or even +.2 speed with corresponding damage and reach reduction would probably make them an interesting option without making one or the other redundant.

Edit:
Yeah, only 540. :blink:
I have no idea how you do it.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Sun May 20, 2012 6:45 am

some of the greatswords in game have the speed .75, if you tuned them to that speed it would open up .8 for the bastard swords.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Sun May 20, 2012 12:59 pm

Have to swing them around at those speeds in-game a bit and see how they feel. But, I haven't played Skyrim since I started this project...
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Sun May 20, 2012 1:09 am

Only 360 Textures left to go before I start meshes.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Sun May 20, 2012 8:14 am

Wow! You have done so much work on this. I love seeing all of that in game.
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Sun May 20, 2012 3:25 pm

What do you mean by starting meshes exactly?
just out of curiosity, as I plan to finish sunder and chrysamere today, then do up some concept art for bastard swords
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Sun May 20, 2012 12:14 pm

What do you mean by starting meshes exactly?
just out of curiosity, as I plan to finish sunder and chrysamere today, then do up some concept art for bastard swords
Adding shaders, environment maps, specular strength, specular color etc to the weapon meshes. This is done one one by one.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Sun May 20, 2012 9:33 am

oh, ok. Guess that means I've still got plenty of time :P
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Sun May 20, 2012 4:35 am

I cannot recommend this more. Your dedication and skill has breathed new life into the game for me. Ty
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Sun May 20, 2012 2:31 am

You guys all have and know how to use nifskope, right? You can use nifskope to open meshes and view them before I have them implemented in-game. That way you can look at & give me ideas for some of the other weapons that aren't in-game yet. I'm particularly in-need of feedback when it comes to Daedric Material, Glass Material & Dremora Style weapons.
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Sun May 20, 2012 2:50 pm

For daedric, maybe make the specular and cube map a reddish color, that way the ebony (black) parts would look like they're actually a really dark red. Also, if it hasn't been done yet, making the glass weapons a bit transparent looks pretty cool (the transparency map is the alpha channel of the diffuse map, and I'm pretty sure an additional shader flag needs to be set.)
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sun May 20, 2012 7:50 am

For daedric, maybe make the specular and cube map a reddish color, that way the ebony (black) parts would look like they're actually a really dark red. Also, if it hasn't been done yet, making the glass weapons a bit transparent looks pretty cool (the transparency map is the alpha channel of the diffuse map, and I'm pretty sure an additional shader flag needs to be set.)

I originally had the Daedric material's cube-map dark red, but it didn't look very good on most weapons. It doesn't make the ebony look dark red, it makes it look like it has red flashlight shining on it. Plus, if the cube-map is red it will also show up on cloth, leather and wooden surfaces as well.

If you make the weapon transparent, the entire weapon becomes transparent. There is no way to make parts of a weapon transparent except for the Ornate style weapons which are broken up into two separate pieces in their mesh.

They're both good ideas though, and ones I've already considered.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sun May 20, 2012 9:36 am

If I may be so bold, as certain other commentors have pointed out your recipes can be a bit steep. I'm not sure if my suggestion will increase your workload, but if it isn't too much trouble perhaps you could release a "casual" version where the recipes are closer to vanilla? As many of us here are only here because we like the concept of different styles and different materials, not for the crafting overhaul aspect. Now I only ask it be taken into consideration, and I'm not going to whine and moan if you don't, like certain other people, because I realize I have no right to act like I'm entitled to your work done in your free time for no pay.

Thank you for such a lovely mod.

You guys play Skyrim more than I do. What do you think? What should the material requirements be for crafting weapon recipes? Maybe I am requiring too many ingots. What's a better number? (Don't say one, lol.)
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sun May 20, 2012 8:44 am

I originally had the Daedric material's cube-map dark red, but it didn't look very good on most weapons. It doesn't make the ebony look dark red, it makes it look like it has red flashlight shining on it. Plus, if the cube-map is red it will also show up on cloth, leather and wooden surfaces as well.

If you make the weapon transparent, the entire weapon becomes transparent. There is no way to make parts of a weapon transparent except for the Ornate style weapons which are broken up into two separate pieces in their mesh.

They're both good ideas though, and ones I've already considered.

The environment mask could be used to prevent cloth and wood from reflecting the cubemap, but if you say the redish tint just makes the lighting look red, I'll trust your judgement.

As for selective transparency, like I said, the game uses the alpha channel of the diffuse map as a transparency mask, so you actually have a lot of control over the transparency of individual elements, they don't have to be separate mesh components. Here's a set of http://i264.photobucket.com/albums/ii167/bl3count/ScreenShot38-1.jpg I edited the alpha channel for, things like the arm bands are still 100% opaque, but you can see the necklace through the plating around the neck.

*Edit - What I'd suggest for ingot requirements, double the weight of the ingots to 2 units, and have the total weight of the required ingots match or be slightly higher than the weight of the gear created.
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Sun May 20, 2012 10:10 am

The environment mask could be used to prevent cloth and wood from reflecting the cubemap, but if you say the redish tint just makes the lighting look red, I'll trust your judgement.

As for selective transparency, like I said, the game uses the alpha channel of the diffuse map as a transparency mask, so you actually have a lot of control over the transparency of individual elements, they don't have to be separate mesh components. Here's a set of http://i264.photobucket.com/albums/ii167/bl3count/ScreenShot38-1.jpg I edited the alpha channel for, things like the arm bands are still 100% opaque, but you can see the necklace through the plating around the neck.

That works because there is something behind it. With weapons there's nothing behind it. If you make the actual texture partially transparent you will have a lot of 'garbage' visible. For instance, you will be able to see down a weapon's blade and through the inside of the handle. Axes and Warhammers will probably have even bigger problems. There's no surface under the blade. I can take another look at it for sure, but I'm not too confident it will work. Additionally, I'm not 100% sure I want glass to have any transparency anyway.
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Sun May 20, 2012 7:41 am

You guys play Skyrim more than I do. What do you think? What should the material requirements be for crafting weapon recipes? Maybe I am requiring too many ingots. What's a better number? (Don't say one, lol.)

Honestly, I think the requirements are a little much, but they aren't too bad. For swords, I would probably have it be like: 3 ingots for the blade material, and 1 ingot/firewood/whatever for the blade, and then maybe the gems, if you are still going to include those. Greatswords would probably be 5 Ingots for the Blade, and 2 Ingots/Whatever for the handle.

So, here's what I would suggest:
Daggers: 1 Blade Ingot, 1 Handle Ingot

Swords, Battle-axes, Maces: 3 Blade/Head Ingots, 1 Handle Ingot
Greatswords, Great-axes, Warhammers: 5 Blade/Head Ingots, 2 Handle Ingots

Admittedly, I've probably been playing too much minecraft, but, considering the size of the ingots in-game, I think these are appropriate. Perhaps changing the weight of the ingots to better match up with the weight of the average weapon would work, too.

And, of course, a leather strip or two for the handles, if necessary.

But, this is just my opinion. I like your mod just the way it is, so keep it up!
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sun May 20, 2012 3:19 am

Well, I have leather in addition to strips in most of them because a lot of the weapons and almost all of the scabbards have leather in a shape that is not a strip. But, I like the rest of your ideas.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sun May 20, 2012 8:35 am

Here's a http://www.skyrimnexus.com/downloads/file.php?id=2454 on the Nexus that does it, it has a few screenshots you can check out. In my opinion they're a little too transparent, but you can see that even in 1st person, nothing really looks off (yeah, if you had the blade pointed right at you, you'd be able to look though the handle, but that sort of thing rarely happens long enough for you to notice anything is off.)
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Sun May 20, 2012 1:45 pm

Here's a http://www.skyrimnexus.com/downloads/file.php?id=2454 on the Nexus that does it, it has a few screenshots you can check out. In my opinion they're a little too transparent, but you can see that even in 1st person, nothing really looks off (yeah, if you had the blade pointed right at you, you'd be able to look though the handle, but that sort of thing rarely happens long enough for you to notice anything is off.)

A little too transparent for my taste - I think a bit of a cloudier transparency would be best.

Also, it's probably about time for a new thread, Baratan - though, I don't know what the post limit is, so I could be wrong.
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Sun May 20, 2012 11:57 am

Ebony & Glass are volcanic metals. Therefor, I assume they both require extreme temperatures in order to melt. What catalyst should be used to melt these metals?
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Sun May 20, 2012 2:17 am

Ebony & Glass are volcanic metals. Therefor, I assume they both require extreme temperatures in order to melt. What catalyst should be used to melt these metals?

Firesalts? They're also somewhat hard to come by, so keep that in mind when it comes to balance (though I guess ebony, daedric, and glass are top tier materials, so increased restrictions are probably OK.)

The post limit is 200, so we've got a few to go.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Sun May 20, 2012 5:37 am

Firesalts are a good idea - doesn't one of the smiths in-game say that he uses them for his forge for just that purpose?
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Sun May 20, 2012 3:40 pm

Firesalts? They're also somewhat hard to come by, so keep that in mind when it comes to balance (though I guess ebony, daedric, and glass are top tier materials, so increased restrictions are probably OK.)

The post limit is 200, so we've got a few to go.

Fire-salts is a great idea. There's also a blacksmith in Riften who uses it to make his forge hotter than everyone else's.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sun May 20, 2012 11:33 am

http://www.gamesas.com/topic/1333840-relwip-armoury-of-tamriel-thread-7/
User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Sun May 20, 2012 9:53 am

Fire-salts is a great idea. There's also a blacksmith in Riften who uses it to make his forge hotter than everyone else's.

Yeah, that quest always takes me forever, flame atronachs are just not that common (I guess now his forge is going to have to wait even longer :tongue: .)
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Previous

Return to V - Skyrim