[RELWIP] Armoury of Tamriel, Thread 6

Post » Sun May 20, 2012 4:46 am

I don't know if you've seen this but there looks to be an issue with the Ancient Nord style quiver. See a http://eloquate.net/images/skyrim/nord_arrow.jpg, I've put it alongside the Ebony style quiver so you can see I don't have anything wacky going on with my colour balance, saturation, etc.
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Ridhwan Hemsome
 
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Post » Sun May 20, 2012 1:33 am

I don't know if you've seen this but there looks to be an issue with the Ancient Nord style quiver. See a http://eloquate.net/images/skyrim/nord_arrow.jpg, I've put it alongside the Ebony style quiver so you can see I don't have anything wacky going on with my colour balance, saturation, etc.
That's the cubemap. Are you using a mod that changes cubemaps?
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~Amy~
 
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Post » Sun May 20, 2012 11:12 am

Not that I'm aware. I'll do the clever thing and disable everything else... I'll be back. :P
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Rik Douglas
 
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Post » Sun May 20, 2012 1:33 pm

Not that I'm aware. I'll do the clever thing and disable everything else... I'll be back. :tongue:
Looking at my mesh used for that model, I see that in the cubemap line I made a typo. The cubemap path was incorrect. It's fixed now though.
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Darren
 
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Post » Sun May 20, 2012 6:55 am

I finished a new version of the Black of Woe using the vanilla mesh.
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Jerry Cox
 
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Post » Sun May 20, 2012 4:13 am

Looking at my mesh used for that model, I see that in the cubemap line I made a typo. The cubemap path was incorrect. It's fixed now though.

Grand. I had just tried everything shy of starting the game whilst standing on my head so I'm glad to see it wasn't me being daft.

--

Pondering a post in the last thread on Silver weapons and keywords, I wonder if another way to further differentiate the more exotic materials or styles might be the addition of new keywords for properties such as increased critical damage, or ignoring a percentage of armor, etc?
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Jeff Tingler
 
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Post » Sun May 20, 2012 4:44 pm

Grand. I had just tried everything shy of starting the game whilst standing on my head so I'm glad to see it wasn't me being daft.

--

Pondering a post in the last thread on Silver weapons and keywords, I wonder if another way to further differentiate the more exotic materials or styles might be the addition of new keywords for properties such as increased critical damage, or ignoring a percentage of armor, etc?
I don't know. Some of the things affected by Keywords are GMST entries, and GMST entries are not something we can create.
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Mario Alcantar
 
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Post » Sun May 20, 2012 9:34 am

I don't know. Some of the things affected by Keywords are GMST entries, and GMST entries are not something we can create.

Do you think the CK will allow those types of edits, or or we going to have to scrap this avenue entirely?
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sam smith
 
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Post » Sun May 20, 2012 8:14 am

Do you think the CK will allow those types of edits, or or we going to have to scrap this avenue entirely?



You can create new keywords, and you can use those keywords in conditionals for things like perks that increase critical damage, so a lot of things should be possible.
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Patrick Gordon
 
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Post » Sun May 20, 2012 12:20 pm

Hi Baratan

Great to see you moding skyrim , loved your knights of the white stallion mod.
Will definitely check all your mods :D
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Lawrence Armijo
 
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Post » Sun May 20, 2012 5:56 am

Do you think the CK will allow those types of edits, or or we going to have to scrap this avenue entirely?
I do not know what the limitations will be. We cannot create GMSTs. At least we never could in the past. We can change GMST values though. I read in another topic that several aspects of an item's attributes are affected by these keywords that are in-turn controlled by GMSTs. Information such as category in the crafting interface are controlled by a keyword's connection to a GMST. If that's true we will not be able to create new crafting UI categories. Unless someone can modify the UI files to present them based on different criteria than the game's default.


You can create new keywords, and you can use those keywords in conditionals for things like perks that increase critical damage, so a lot of things should be possible.
You're right. We can do a lot with scripts, perks and keywords. Though the connection to GMSTs concerns me.
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Emma louise Wendelk
 
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Post » Sun May 20, 2012 8:59 am

The system I first drew up was pretty, but massively clumsy and didn't actually translate too well to real item stats.

So what I've done now is change it to a far simpler common senseTM system, where material and style just apply penalties or bonuses to each type of weapon for weight, speed and damge.

Essentially:
Base item stat (Calculated from whatever the iron version of that weapon is +1 damage*).
A bonus from the Material is then applied (e.g. Glass gives a bonus of +5 Damage, +.1 speed and -1 weight for daggers or +3, +.1, -1 for maces).
Then a bonus for weapon Style is applied over that (e.g. Weight: +1, Speed: -.1, Damage: +1 for Nordic or Weight: +2, Speed: -.2, Damage: +2 for Dremora).

In practice:
Basic Iron Longsword:
Dam 8
Speed 1
Weight 9

Basic Moonstone Longsword:
Dam 9
Speed 1.2
Weight 7

Dremora Iron Longsword:
Dam 10
Speed 0.8
Weight 11

I've got Daggers, 1H Swords, 1H Axes and Maces done so far and all of the major styles. Once wiz0floyd has the googledocs set up ya'll can start deciding on what the best stats for the materials/designs should be.

*Iron is oddly svcky compared to other materials in the base game, other materials are seperated by 1 damage, whilst iron is generally 2 lower than steel. Figure increasing the damage a little won't break the game, makes iron slightly less svcky and saves having to just plug an extra +1 onto all the other material stats.
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Leilene Nessel
 
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Post » Sun May 20, 2012 4:28 am

Hey Baratan, just posting to let you know that I linked another mod author to you with http://www.gamesas.com/topic/1331879-wip-first-dragon-bone-weapon-model-done-pic-havent-got-anything-in-game-yet/page__view__findpost__p__20044768. He's making a dragonbone sword so far, and I thought his work was excellent quality and maybe you two could collaborate.

Cheers :)
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cutiecute
 
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Post » Sun May 20, 2012 3:39 pm

Well. Since dragon-bone weapons cant really be made of anything than dragon-bone it works as a unique weapon. If I implement my own version of dragon-bone it will be a material instead of a style.
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Andrew Tarango
 
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Post » Sun May 20, 2012 2:36 pm

Doing more experimenting into using the ice subsurface shader on weapons.
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Sweet Blighty
 
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Post » Sun May 20, 2012 1:38 pm

Doing more experimenting into using the ice subsurface shader on weapons.
I'm looking forward to what you come up with. :)
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Terry
 
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Post » Sun May 20, 2012 1:16 pm

What may that be?

Install the newest version lol
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Matt Gammond
 
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Post » Sun May 20, 2012 9:36 am

Install the newest version lol
I was expecting you to say http://files.myopera.com/IsS4cXKraken/albums/5985952/thumbs/%5Bcensored%5D-Meme.jpg_thumb.jpg, while looking at all the screenies on Nexus. ;)
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Phillip Hamilton
 
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Post » Sun May 20, 2012 3:58 am

I was expecting you to say http://files.myopera.com/IsS4cXKraken/albums/5985952/thumbs/%5Bcensored%5D-Meme.jpg_thumb.jpg, while looking at all the screenies on Nexus. :wink:
Censor-pwn'd.
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Sara Johanna Scenariste
 
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Post » Sun May 20, 2012 1:30 am

Censor-pwn'd.
Haha, I'm pretty sure my bookmark of that is just broken. :tongue:

EDIT: If anyone wants to look at the descriptions of the weapons and give feedback, this https://docs.google.com/document/d/1x8FIy7Xeky1vmYLjtrX-GpjpI48vrTGnmWxHG_2repM/editwill let you comment on the google doc.
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Teghan Harris
 
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Post » Sun May 20, 2012 8:00 am

Haha, I'm pretty sure my bookmark of that is just broken. :tongue:

EDIT: If anyone wants to look at the descriptions of the weapons and give feedback, this https://docs.google.com/document/d/1x8FIy7Xeky1vmYLjtrX-GpjpI48vrTGnmWxHG_2repM/editwill let you comment on the google doc.
Added comments aplenty. Also, http://garyes.stormloader.com/its.html for anyone that needs it. :D
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Emily Shackleton
 
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Post » Sun May 20, 2012 1:12 am

Thanks for catching all those, never would have lived it down if my partner had seen that. :tongue:

In my defense English is my first language, as such I tend not to pay attention to anything I'm writing...
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J.P loves
 
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Post » Sun May 20, 2012 5:40 am

It's = contraction for it is
its all other situations, almost always possessive pronoun

and another common one

there -- location
their -- possessive
they're -- contraction for they are


Those descriptions are looking pretty good.
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Shelby Huffman
 
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Post » Sun May 20, 2012 4:46 am

When are they going to update these graphics programs to use more memory? :(
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Quick Draw
 
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Post » Sun May 20, 2012 5:34 am

Added comments aplenty. Also, http://garyes.stormloader.com/its.html for anyone that needs it. :biggrin:
And in my defense I worked on those while I was waiting for my morning coffee to cool down. :)
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quinnnn
 
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