[RELWIP] Armoury of Tamriel, Thread 6

Post » Sun May 20, 2012 11:59 am

http://www.skyrimnexus.com/downloads/file.php?id=2933
This version is an .esp update only and requires 0.5.2 installed.
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The Elder Scrolls V: Skyrim

Crafting 300: Armoury of Tamriel, 0.5.6

Textures By,
-Baratan

Unique Weapon Descriptions By,
Albatross & wiz0floyd

Special Thanks to,
-gamesas Game Studio
-My Fans on SkyrimNexus & the gamesas forums for their endless support!
--Prateem, Ysne58, ishmaeltheforsaken, PewPewLazehs, Eloquate, Schitzoflink, Scion-of-Fenrir, Imp of the Perverse
-My Girlfriend, for not murdering my computer.

Featuring,
Maker's Mark Ingots,
-Omni Mike
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Installation instructions
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1- Extract the archive to your "Skyrim/Data" folder.

2- Enable Crafting300.esp

3- Launch Skyrim
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Mod Description
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This mod is what will become a crafting & weapon overhaul. This will effect, modify and add weapons to crafting, leveled lists, and anywhere else weapons are found in the game.

In addition to the changes to crafting & leveled-lists. This mod adds scores of new & old Unique weapons. Most returning from Morrowind & Oblivion.

Crafting materials and equipment styles independent of each-other.
Not all Orcish swords are made of orichalcum and not all orichalcum swords are made in Orcish style.
I have changed all of the game's basic weapon models & textures with different textures representing their material.

Materials and styles will each and exclusively affect a weapon's overall capabilities. Material used will be the level/power based component, while style will be mostly aesthetic with minor benefits.
Level progression will be as follows. Iron > Steel > Alchemical Silver > Orichalcum > Dwemer Metal > Moonstone > Glass > Ebony > Daedric.

The different weapons styles will be. Basic, Nordic, Dwemeri, Dunmeri, Altmeri, Altmeri Ornate, Orcish, Dremora, Breton, Imperial, Akaviri, Ancient-Nord and Redguard.

Crafting styles unlock along-side their primary material. Example, learning Steel Smithing also unlocks Nordic Weapon designs.
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Version History
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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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Armoury of Tamriel, 0.5.5

All material varieties of Dremora Badelaire added to crafting. That brings the total new crafting recipes to 108.
"Firewood" renamed "Prepared Wood" to imply the wood is used for more than just fires.
"Quicksilver Ore" & "Quicksilver Ingot" Renamed to Alchemical Silver to imply it's function inspired by both D&D and Morrowind.

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Armoury of Tamriel, 0.5.4

Fixed a typo preventing Daedric Greatswords from displaying properly on 3rd person characters.

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Armoury of Tamriel, 0.5.3

All varieties of:
-Orcish Scimitar
-Akaviri Katana
-Breton Longsword
-Dunmeri Talwar
-Ornate Leafblade
-Redguard Cutlass
-Altmeri Leafblade
added to crafting!
That's 99 new crafting recipes already in-game!!!

Other minor, numerous and various tweaks here and there throughout. Bugfixes, description changes and such.

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Armoury of Tamriel, 0.5.2

Dwemeri Broadswords & Imperial Spatha added to crafting.
Crafting now includes all varieties of:
-Basic Longsword
-Nordic Longsword
-Dwemeri Broadsword
-Imperial Spatha

Flavour Text & enchantment information Added for all Unique Weapons, old & new.
(Thanks, Albatross & wiz0floyd)

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Armoury of Tamriel, 0.5.1

All basic weapons artwork complete.

73 Unique Weapons!
-Alessandra's Dagger
-Amren's Family Sword
-Balgruuf's Greatsword
-Blade of Woe
-Bloodhawk Claymore
-Bloodthorn
-Bolar's Oathblade
-Chrysamere
-Ice-blade of the Monarch
-Ghorbash's Ancestral Battle-axe
-Great-axe of Fiery Souls
-Dragonbane
-Gauldur Blackblade
-Red Eagle's Fury
-The Pale Blade
-The Woodsman's Friend
-Windshear
-Chillrend
-Herebane's Courage
-Grimsever
-Spirit-Eater
-Saint's Black Sword
-Conoon Chodala's Axe
-War Axe of Airan Ammu
-Cloud Cleaver
-Dwemer Pneuma-Trap
-Cloudkiss
-Widowmaker
-Fury
-Magebane
-Sword of Agustas
-Tamreki, Shackler of Souls
-Black Hands Dagger
-Dwemer Jinksword
-Shimsil
-Cleaver of St. Felms
-Soul Drinker
-Wings of the Queen of Bats
-Goldbrand
-Fang of Haynekhtnamet
-Blackwater Blade
-Debaser
-Rugdumph's Sword
-Witsplinter
-Volendrung
-Wuuthred
-Aegisbane
-Gauldur Blackbow
-Firinel's End
-Bow of the Hunt
-Angis' Bow
-Skull Crusher
-Scourge
-Eduj
(Not all artifacts can be found in-game yet. Those already included in Skyrim will use my new textures/meshes! You can access other unique weapons with the console)

Crafting perks renamed to implicate their effects also unlock racial styles as well as crafting materials. Example, Steel Smithing also unlocks the Nordic weapon designs.

Implemented new crafting recipes for basic & Nordic style swords. The player can craft these weapons at a forge assuming he has the required perks.

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Armoury of Tamriel, 0.5.0

Almost all weapons complete except bows, arrows, quivers, maxes and warhammers.

.esp work begun
-Weapons point to my meshes instead of replacing vanilla meshes
-Corundum renamed Copper.

Basic weapon name changes begun.
-Dwarven > Dwemer
-Elven > Altmer
-Battle Axe > Great-axe
-War Axe > Battle-axe

Artifacts & unique weapons given new, unique textures!
(Not all artifacts can be found in-game yet. Those already included in Skyrim will already use my new textures/meshes!)

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Swords, Axes & Daggers of Tamriel, 0.4.0
-Daggers completed.
-Dagger replacer implemented.
-Glass weapon style (I call them Ornate Altmeri Style) also completed, though only the axe models are used as a replacer, the sword & greatsword texture/meshes are all done and included in the download.
-Ebonblade now uses my Ebony Akiviri Dai-katana mesh/texture instead of the steel one.

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Swords & Axes of Tamriel, 0.3.1
-Entirely new glass material texture. Finally a glass texture I feel is 'perfect'. :)

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Swords & Axes of Tamriel, 0.3.0
-I've put together almost entirely new material textures for everything.
Ebony is now a smooth, glossy black material.
Malachite is smooth and less chunky.
Daedra Heart red is darker, with more veins.
Gemstones are all new.
Redid all of the cloth colours for the hand-wraps.
Made a new less-red wood texture.
New, less saturated gold texture.
New brushed silver texture.
New, now smooth special quicksilver texture.
New smooth steel texture.
New Iron texture.
New dead-wood texture especially for Daedric weapons.
-Finished the Ancient Nord style weapons. Additional weapon replacers, in addition to 0.2.0.

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Swords & Axes of Tamriel, 0.2.0
-Merry Christmas!
-Included total axe replacer in addition to a new sword replacer.
-Axes replaced.

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Swords of Tamriel: 0.80
-Restructured all of my my meshes & textures.
The different weapon styles, since their normal/environment maps are all the same anyway will all point to the same textures instead of pointing to a different texture for each material. Therefor I deleted all of the duplicate normal/environment maps. That cut back the mod's overall filesize by about 2/3rds.
-This should be the last sword-only replacer version.
-This replacer is more basic/realistic than the older "Swords of Tamriel" versions. This replaces all one-handed and two-handed sword meshes and textures with my own basic sword & basic claymore meshes textures.

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Swords of Tamriel: 0.70
-Brightened Texture of all Altmeri Great-leafblade style sword textures, to make them in-line with Altmeri Leaf-blade textures.
-Major file-size reduction.
-Redone Imperial Broadsword textures.

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Swords of Tamriel: 0.60
-New Glass Style.
Glass Greatsword > My Glass Altmeri Great-leaf-blade
Glass Sword > My Glass Altmeri Leaf-blade
Ebony Sword > My Ebony Breton-sword
Ebony Greatsword > My Ebony Breton-greatsword

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Swords of Tamriel: 0.50
-Snuck in a new Ebony Material Texture. ;)
-Redone Daedric weapon textures. Much less red going on.
-Two-handed swords also now replaced!
-Swords are essentially complete. Now to start the next weapon type!

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Swords of Tamriel: 0.40
-Tweaked most textures. A Few have been redone from scratch.
-Mesh replaces most swords in-game with my new meshes/textures.
-No new weapons now. All replacers at this point.
-Based on user feedback this version is much more subdued than 0.30. The weapons should blend in with the world much better.
-As Always, please give me your feedback, suggestions, ideas!

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Swords of Tamriel: 0.30
-Reworked all of my textures based on user feedback. Cut filesize in half.

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Swords of Tamriel: 0.20
-Replaces all sword meshes and textures with new material and style based meshes.

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0.11
-Added Daedric Longsword replacer.
-Fixed lighting bug on world meshes on all meshes.

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0.10
-Replaces all longsword meshes with a common longsword mesh, though each different material will be represented by the texture.

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Contact Info
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Questions/Comments and fellow modders welcome to contact me at ByblosHex At Gmail.com

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Agreement
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For downloading and installing this modification I ask you to...
-Do not sell any of the contents of this archive or the archive as a whole.
-Do not share or otherwise redistribute any of the archive's contents or the archive as a whole without permission form the author.
-Do read the Read-me

================================================================
Compatibility Information
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http://forums.theelderscrollsskyrim.com/viewtopic.php?f=6&t=5743

================================================================
Downloads & Extras
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Download my Oblivion mods here:
http://www.tesnexus.com/modules/members/index.php?id=34843
Download my Skyrim mods here:
http://www.skyrimnexus.com/modules/members/index.php?id=34843


My final statement on the subject of compatibility information.
Compatibility information isn't quite the same as a compatibility list or compatibility section. This information is universal and independent of which mod you're looking at. If you're interested in learning about Skyrim mod compatibility read this article.
http://forums.theelderscrollsskyrim.com/viewtopic.php?f=6&t=5743
The information is and has been out there for anyone willing to look for it. I didn't write the guide and I'm not interested in writing one either. Simply put, if someone is concerned about compatibility they can figure it out on their own. It's not something I plan to invest any time in.
Simply stating which objects are changed is a waste of my time. a. You can open the .esp in any tool and see for yourself. b. Every-time the version changes, different objects are changed. c. I'm not going to waste unnecessary time explaining things people should be able to figure out on their own.

If an interested person would type their question "Skryim Mod Compatibility" into I don't know, Google or something, they would get all the answers they're looking for. There's no need for me to go through and repeat things which are already written. I prefer to spend my time writing and creating things which have not yet been written or created, not wasting my time repeating the same things over, and over and over despite them already being written by a dozen other people in a dozen other places. If I wanted to do that, I'd be a school teacher, not a Skyrim Modder.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Sun May 20, 2012 3:45 pm

I've come up with a technique to normalize the shadow/mid-tone/highlight levels of brightness between the various textures.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Sun May 20, 2012 9:31 am

I've come up with a technique to normalize the shadow/mid-tone/highlight levels of brightness between the various textures.

Hurray!!!!
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Sun May 20, 2012 4:57 pm

Hurray!!!!

If you noticed earlier my resulting textures' level of overall brightness depended quite a bit on how bright Bethesda's textures were originally. For example, anything that was originally an ebony weapon was overall much darker than anything that was originally steel. I've eliminated that phenomenon. Now it is my material texture that controls the overall brightness of the weapons' texture. So for instance, steel weapons will all have the same brightness across the board regardless of style while retaining their shadowing & highlighting. I hope this all makes sense.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sun May 20, 2012 1:24 am

If you noticed earlier my resulting textures' level of overall brightness depended quite a bit on how bright Bethesda's textures were originally. For example, anything that was originally an ebony weapon was overall much darker than anything that was originally steel. I've eliminated that phenomenon. Now it is my material texture that controls the overall brightness of the weapons' texture. So for instance, steel weapons will all have the same brightness across the board regardless of style while retaining their shadowing & highlighting. I hope this all makes sense.

I had noticed that. Since you and others had already commented on it and you were already trying to fix it, I didn't need to add anything. The weapons will look much, much better now that you have figured that out.
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Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sun May 20, 2012 3:56 am

I had noticed that. Since you and others had already commented on it and you were already trying to fix it, I didn't need to add anything. The weapons will look much, much better now that you have figured that out.
At first, I was trying to increase the brightness on some and decrease the brightness on others. That always resulting in either too bright highlights or too dark shadows. I've figured out a method of adjusting the textures' brightness levels on an absolute scale instead of on a relative scale. I've matched my shadow, mid-tone and highlight brightness levels to that of the Nordic Longsword. Which had the most balanced brightness values in my opinion.
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Sun May 20, 2012 5:00 pm

Very nice work. You've obviously done a lot of work and done it well. Some of the swords are quite beautiful.

Congratulations.
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Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Sun May 20, 2012 7:14 am

Baratan, the new screenshot of the various Dunmeri talwar has me all gooey at the knees!

I'm downloading the .5.2 update now to check saturation as per your last thread and see if I can break anything working at the forge. :tongue:
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Sun May 20, 2012 6:06 am

I will start with what was the most problematic style of all. Altmeri.
http://www.skyrimnexus.com/downloads/images/2933-1-1326308264.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1326226211.jpg
What do you think? Huge improvement or what?

Very nice work. You've obviously done a lot of work and done it well. Some of the swords are quite beautiful.

Congratulations.
Thank you! But none of this would have been possible without the support, ideas and suggestions I've received.
All of my swords are about to achieve a whole new level of beautiful.
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~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Sun May 20, 2012 12:59 pm

http://www.skyrimnexus.com/downloads/images/2933-1-1326308638.jpg
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Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Sun May 20, 2012 1:10 am

btw,any plans to add Bastard Swords? slightly faster but less damaging two handed swords? Weapons of 3rd Era has them and they are actually pretty useful due to faster animation..
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gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Sun May 20, 2012 1:26 pm

http://www.skyrimnexus.com/downloads/images/2933-1-1326308638.jpg

They really look nice to me.
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TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Sun May 20, 2012 2:00 am

btw,any plans to add Bastard Swords? slightly faster but less damaging two handed swords? Weapons of 3rd Era has them and they are actually pretty useful due to faster animation..
If someone donates models I have no problem with adding new weapons. Once I finish all of the basic ones of course.

They really look nice to me.
Thanks! That's the most difficult time of day for textures. :P
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Louise Lowe
 
Posts: 3262
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Post » Sun May 20, 2012 5:50 am

Yes, your new brightness stuff does look really nice ^_^
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x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Sun May 20, 2012 6:26 am

Now. What do you think of all of my material textures now that they can be seen without being artificially brightened or darkened? What do you think of my Iron, Copper, Steel, Silver, Dwemer-metal, Alchemical Silver, Orichalcum, Gold, Ebony, Moonstone, Glass, Daedra-Heart?

Yes, your new brightness stuff does look really nice :happy:
It's a world of difference compared to my previous method.
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Chloé
 
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Post » Sun May 20, 2012 11:45 am

Can't wait to see what you do next!
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Becky Palmer
 
Posts: 3387
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Post » Sun May 20, 2012 8:34 am

Can't wait to see what you do next!
Besides kill my graphics program for "running out of memory" while working on a 16GB of RAM system?
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Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Sun May 20, 2012 12:43 am

I took a minute break away from my weapon textures to make good on my request to borrow "Maker's Mark Ingots" normal maps and retexture some Ingots for my mod. :)

http://www.skyrimnexus.com/downloads/images/2933-1-1326311721.jpg
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Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Sun May 20, 2012 7:43 am

Now. What do you think of all of my material textures now that they can be seen without being artificially brightened or darkened? What do you think of my Iron, Copper, Steel, Silver, Dwemer-metal, Alchemical Silver, Orichalcum, Gold, Ebony, Moonstone, Glass, Daedra-Heart?


It's a world of difference compared to my previous method.
They look amazing. :D

Btw, should I make a document for balance considerations?
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Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Sun May 20, 2012 10:23 am

:) Sonuva this is why I tried to wait before installing this mod lol now I know what I'm doing once I get home....
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Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Sun May 20, 2012 5:44 am

They look amazing. :biggrin:

Btw, should I make a document for balance considerations?
Could you? Include the information Albatross came up with in Thread 5 if you could. I think Balance is going to be the next segment after I finish implementing the rest of the crafting recipes.

:smile: Sonuva this is why I tried to wait before installing this mod lol now I know what I'm doing once I get home....
What may that be?
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Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Sun May 20, 2012 4:30 am

If someone donates models I have no problem with adding new weapons. Once I finish all of the basic ones of course.

The Ebony Blade, that daikatana, seems like it might fit the bill as a lighter 2h sword, if you're unable to get a hold of any new models. Also, that latest first person dual wield screenshot looks really good. I like the two-tone ebony texture in general, and that sword looks good in silver.
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Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sun May 20, 2012 7:01 am

The Ebony Blade, that daikatana, seems like it might fit the bill as a lighter 2h sword, if you're unable to get a hold of any new models. Also, that latest first person dual wield screenshot looks really good. I like the two-tone ebony texture in general, and that sword looks good in silver.
When we get back to balance discussion we will probably agree that the Daikatana will be the swiftest 2hander for sure.
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Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Sun May 20, 2012 7:12 am

I took a minute break away from my weapon textures to make good on my request to borrow "Maker's Mark Ingots" normal maps and retexture some Ingots for my mod. :smile:

http://www.skyrimnexus.com/downloads/images/2933-1-1326311721.jpg

Wow, that is ridiculously awesome. I haven't started my warrior build yet, but when I do, I will definitely be using this mod.
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joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Sun May 20, 2012 4:54 pm

Wow, that is ridiculously awesome. I haven't started my warrior build yet, but when I do, I will definitely be using this mod.
But, it's just a bunch of ingots. :P
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helen buchan
 
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Joined: Wed Sep 13, 2006 7:17 am

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