[RELWIP] Armoury of Tamriel, Thread 7

Post » Sun May 20, 2012 7:15 pm

That won't work. The .esp changes where the game looks for the meshes to use. In order to use someone else meshes you need to rename them to what my meshes are named and put them in their folders.
Thanks, that's what I'm planning to do. I have one more (dumb) question. Do your folders by default contain the filepaths for 1stperson viewpoint meshes and did you change arrowprojectile.nif to arrowflight.nif, or are those seperate files?

well, you know, i'll just try and see what I can do I guess. Stuff like this makes me really want to learn how to mod and not just play with them.
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saharen beauty
 
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Post » Sun May 20, 2012 11:47 am

I'm sticking with this mod for smithing. It may not match my preferences 100%, but it comes the closest and makes the most sense.
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Sarah Edmunds
 
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Post » Sun May 20, 2012 2:22 pm

As for which styles of items blacksmiths should sell, I guess it would depend on whether you imagine the Blacksmith trading only weapons they themselves have crafted or whether they would also have a limited stock of items they had bought from travelling merchants / adventurers. A mild point for the latter would certainly be that all the blacksmiths will buy your arms and armour. In which case adding Breton, Ancient or Dunmeri items to something like BlacksmithSpecialLoot10 might make sense.
I could do that. Give a rare chance to sell a weapon of an unusual style.

Thanks, that's what I'm planning to do. I have one more (dumb) question. Do your folders by default contain the filepaths for 1stperson viewpoint meshes and did you change arrowprojectile.nif to arrowflight.nif, or are those seperate files?

well, you know, i'll just try and see what I can do I guess. Stuff like this makes me really want to learn how to mod and not just play with them.
I use the same meshes for 1st person and 3rd person meshes.
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Charlotte Henderson
 
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Post » Sun May 20, 2012 8:11 am

this replaces all weapons in the game? what have you done with dawnbreaker? lol, just wondering if it's renamed. If it isn't do I want to leave it in weapons->dawnbreaker or do I move the file to 300Artifacts?

also, shields will still be in the original folders even though their categorized as weapons?
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Tanya Parra
 
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Post » Sun May 20, 2012 5:27 am

is this skyrim mod compatible?
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kevin ball
 
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Post » Sun May 20, 2012 5:48 am

this replaces all weapons in the game? what have you done with dawnbreaker? lol, just wondering if it's renamed. If it isn't do I want to leave it in weapons->dawnbreaker or do I move the file to 300Artifacts?

also, shields will still be in the original folders even though their categorized as weapons?
Dawnbreaker is one of the few weapons unchanged. Eventually I will retexture it though to bring it's quality in-line with the rest of my weapons.
Shields are unaffected.

is this skyrim mod compatible?
Read the OP for my final word on compatibility.
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Bedford White
 
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Post » Sun May 20, 2012 6:02 pm

Sweet, everything worked, even the arrowprojectile files. Everytime I go to the forge I giggle a bit and just scroll through the lists of all the stuff.
thanks for the answers Baratan. I did a reinstall recently and wanted to preserve a couple things I found, hopefully I did.
all i really have left to say is...my god, so many arrows. There's barely enough knees to go around.
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Kelsey Anna Farley
 
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Post » Sun May 20, 2012 9:28 pm

Sweet, everything worked, even the arrowprojectile files. Everytime I go to the forge I giggle a bit and just scroll through the lists of all the stuff.
thanks for the answers Baratan. I did a reinstall recently and wanted to preserve a couple things I found, hopefully I did.
all i really have left to say is...my god, so many arrows. There's barely enough knees to go around.
Glad everything is working out for you.
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City Swagga
 
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Post » Sun May 20, 2012 10:37 am

The next version is going to be a little bit of clean-up. Weapons being introduced to leveled lists. Craftable Magic Weapons.
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Stay-C
 
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Post » Sun May 20, 2012 1:34 pm

I'd suggest a filled soul gem be required for magical recipes (along with the arcane crafting perk).
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Alexandra walker
 
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Post » Sun May 20, 2012 7:33 pm

I'd suggest a filled soul gem be required for magical recipes (along with the arcane crafting perk).
What's the object ID for a filled soulgem?
https://docs.google.com/spreadsheet/ccc?key=0ArqAS5QV30xodGE5MWdEQlBvb1FhSkdUYjcwQU1TUkE#gid=0
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Alba Casas
 
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Post » Sun May 20, 2012 9:21 pm

Black 2E504
Grand 2E4FF
Greater 2E4FB
Common 2E4F3
Lesser 2E4E5
Petty 2E4E3
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Claudz
 
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Post » Sun May 20, 2012 9:29 am

Generic Enchanted items. What should they be named?
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lexy
 
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Post » Sun May 20, 2012 11:59 am

I'd just pull 'em from a D&D rulebook: Flaming (weapontype), (weapontype) of Frost, etc.

I don't know if you want to rework how enchanted weapons work at all, but I'd make the charge cost zero, because I think the idea of attacking with magic weapons costing "points" is stupid and makes for very unfun gameplay. The only effect it has on me is to ensure that I never use enchanted weapons.
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Elizabeth Falvey
 
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Post » Sun May 20, 2012 6:34 am

Generic Enchanted items. What should they be named?
lol I just busted out laughing. Thanks for that.
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Kevin Jay
 
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Post » Sun May 20, 2012 5:56 pm

I'd just pull 'em from a D&D rulebook: Flaming (weapontype), (weapontype) of Frost, etc.

I don't know if you want to rework how enchanted weapons work at all, but I'd make the charge cost zero, because I think the idea of attacking with magic weapons costing "points" is stupid and makes for very unfun gameplay. The only effect it has on me is to ensure that I never use enchanted weapons.
What about banishing, turn undead and others?

Moonstone Altmeri Battle-axe of Animus is a bit of a mouthful.
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Makenna Nomad
 
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Post » Sun May 20, 2012 7:26 pm

What about banishing, turn undead and others?

Moonstone Altmeri Battle-axe of Animus is a bit of a mouthful.

Well, for magical weapons, I think it's less necessary to declare material and style as part of the item name. I'd just call it Battle-axe of Animus for soultrap, Consecrated Greatsword for turn undead, Warhammer of Severing for banishment, etc. Material and style would be apparent by the weapon's appearance.
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Fluffer
 
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Post » Sun May 20, 2012 1:12 pm

I'd also have to differentiate between the three to six different levels of enchantment the random weapons have. I could do something like "Steel Flameslayer +3" and just leave style out of the name. if I wanted to drawn my weapons' names from Morrowind.
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Jennifer May
 
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Post » Sun May 20, 2012 3:15 pm

Petty -> Lesser -> Common -> Greater -> Grand -> Masterwork

Not sure about the last one. Thought Legendary, but that's already used for Upgrades.
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Lizs
 
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Post » Sun May 20, 2012 7:20 pm

As in...
Petty Steel Flameslayer
Masterwork Dwemer shardmauler
Common Ebony Sparkblade
Sound good?
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Cat
 
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Post » Sun May 20, 2012 9:15 am

Looks good to me - alternatively, put the level in parentheses, like how Soul Gems look when filled, i.e.

Steel Flameslayer (Petty)
Dwemer Sparkcrusher (Masterwork)
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joeK
 
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Post » Sun May 20, 2012 1:11 pm

As in...
Petty Steel Flameslayer
Masterwork Dwemer shardmauler
Common Ebony Sparkblade
Sound good?

Yes but instead of Masterwork either just master or the term grandmaster or even adept sounds better to me.
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Jon O
 
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Post » Sun May 20, 2012 3:05 pm

Instead of using the names of the soul-gems, since there's only 4, how about we use the names of the ranks of Enchanting? In parenthesis.
Iron Flameslayer (Journeyman)
Silver Sparkmauler (Adept)
Dwemer Stormsword (Master)
Ebony Shardaxe (Novice)
Moonstone Vipercleaver (Apprentice)
How does that look?
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Emilie Joseph
 
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Post » Sun May 20, 2012 2:23 pm

I think that works very well.
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gary lee
 
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Post » Sun May 20, 2012 7:53 am

I think that works very well.
Now to program my Logitech G15 to do all of the repetitions.
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anna ley
 
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