[RELWIP] Armoury of Tamriel, Thread 12

Post » Sun May 27, 2012 3:32 am

Oh god. Chainmail. Never again.
*Que sounds of Vietnam flashback.

Albatross, want me to put together another official version release? Have you kept patch notes? :tongue:
Nah, I'm getting this thing done this weekend, let's go for a gold release.

It's 106 miles to Chicago, we got a full tank of gas, half a pack of cigarettes, it's dark... and we're wearing sunglasses.
Hit it.
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Ashley Hill
 
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Post » Sun May 27, 2012 2:25 am

Draugrs have Steel Knights Armour loot from this mod in my game, this armor don't have mesh/texture and this loot is very frequent :S
I have my mods leveled lists merged with bashed patch (recommended mods by BOSS).

Can I delete this armor record with TESVsnip safely? Thx.
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Project
 
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Post » Sun May 27, 2012 7:51 am

Okay, so it seems like the CK has bugged out something chronic and has replaced several sublists in the leveled lists with an unused test piece of armour that Baratan put in several versions ago. I've fixed it and returned the effected lists to normal and (hopefully) prevented it from happening again. Thanks a tonne for the bug report, if you notice anything else out of place please let me know.

Hotfix here:
http://www.mediafire.com/?qdhqt6jd78158cj
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Paula Rose
 
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Post » Sat May 26, 2012 10:06 pm

Okay, so it seems like the CK has bugged out something chronic and has replaced several sublists in the leveled lists with an unused test piece of armour that Baratan put in several versions ago. I've fixed it and returned the effected lists to normal and (hopefully) prevented it from happening again. Thanks a tonne for the bug report, if you notice anything else out of place please let me know.
Hotfix here:
http://www.mediafire.com/?qdhqt6jd78158cj
I hope it wasn't to big of a problem to fix.
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Gen Daley
 
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Post » Sun May 27, 2012 3:08 am

No, just a quick run through, it only replaced ten entries all up.

Got a couple of the books done today. Not much progress, partner is beating me with a broom everytime I try to get out of bed to mod because I'm down with a flu. Will try to distract her with city building games tomorrow long enough to get it finished.
>_>
<_<
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Aliish Sheldonn
 
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Post » Sat May 26, 2012 9:19 pm

No, just a quick run through, it only replaced ten entries all up.

Got a couple of the books done today. Not much progress, partner is beating me with a broom everytime I try to get out of bed to mod because I'm down with a flu. Will try to distract her with city building games tomorrow long enough to get it finished.
>_>
:dry:
What books still need to be done? I can whip one out for ebony in about 15 minutes, and I can do any of the others pretty much whenever
Edit: Ancient nord female armor is done, here's a screen:http://cloud.steampowered.com/ugc/560940105052338065/BDD9813976036CFD1F82680F6848E6327D729648/
Still have no clue what's wrong with the glow maps

I'll start the rest of the ancient nord armor, but I do see a problem-there's no metal at all for the female boots
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Rhi Edwards
 
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Post » Sun May 27, 2012 7:03 am

Okay, so it seems like the CK has bugged out something chronic and has replaced several sublists in the leveled lists with an unused test piece of armour that Baratan put in several versions ago. I've fixed it and returned the effected lists to normal and (hopefully) prevented it from happening again. Thanks a tonne for the bug report, if you notice anything else out of place please let me know.

Hotfix here:
http://www.mediafire.com/?qdhqt6jd78158cj

Thx for hotfix Albatross!
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Lovingly
 
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Post » Sun May 27, 2012 12:23 am

I have been debug logging to work out some issues of my own and noticed a lot of errors of the type "error: Unable to bind script ThreeHundredSmithBookScript to Item 1 in container (000E5F31) because their base types do not match"

No clue what it means, but I thought I would mention it :P
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Dan Scott
 
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Post » Sun May 27, 2012 3:21 am

I just looked at the perk skill tree in game. Apprentice Smithing has an l at the end of the word apprentice. I also just noticed that there doesn't seem to be an alchemical or arcane smithing perk in the tree.

This does appear to be compatible with Arthmoor's brand new http://www.gamesas.com/topic/1370211-relz-ars-metallica-smithing-enhancement/.
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Shianne Donato
 
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Post » Sun May 27, 2012 2:19 am

Well, you're going to love this-I figured out my glow map error-the cuirass that I kept finding was the light variant of steel armor, so it has a different mesh :P
Now that I've figured it out, I can finish the glow maps and upload the texture files to you, along with a guide on how to attach the glow maps to the daedric set. That's only if you want to get ready to start doing beta on the armor, once the current version is done and you've had your mandatory week off :biggrin:
http://cloud.steampowered.com/ugc/560940105093271004/56100C21B55257F2DD91C9F7CA2B8C1D4A73FEE7/
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Janette Segura
 
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Post » Sun May 27, 2012 3:56 am

When I have this installed and active, enemies don't show up with weapons equipped.
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Captian Caveman
 
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Post » Sat May 26, 2012 9:30 pm

More specific please. What enemies? All of them?

I have been debug logging to work out some issues of my own and noticed a lot of errors of the type "error: Unable to bind script ThreeHundredSmithBookScript to Item 1 in container (000E5F31) because their base types do not match" No clue what it means, but I thought I would mention it :P
Thanks! Looks like the script is getting confused by being in an NPC's inventory and not activating. Which is weird, because not activating is what it's supposed to do. I'll have a look at it in a bit, but it doesn't seem to be causing any problems.
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Crystal Clear
 
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Post » Sun May 27, 2012 5:50 am

Well, you're going to love this-I figured out my glow map error-the cuirass that I kept finding was the light variant of steel armor, so it has a different mesh :tongue:
Now that I've figured it out, I can finish the glow maps and upload the texture files to you, along with a guide on how to attach the glow maps to the daedric set. That's only if you want to get ready to start doing beta on the armor, once the current version is done and you've had your mandatory week off :biggrin:
http://cloud.steampowered.com/ugc/560940105093271004/56100C21B55257F2DD91C9F7CA2B8C1D4A73FEE7/
Sorry to quote myself, but here's my tutorial for you, both on how to attach a glow map and how to make one:http://www.4shared.com/video/7v9A4tuP/IMG_04101.html
http://www.4shared.com/video/7v9A4tuP/IMG_04101.html
Baratan, if you're still having trouble with glowmaps, that should be helpful for you too
Please forgive the quality and the accidentally upside-down video. I was recording with my iPhone
And here's a screenshot confirming that the little experiment at the end actually does work:http://cloud.steampowered.com/ugc/560940105093949322/8A65CD6311DF09AC8DEFE8BFB87DD84AD3EFF914/
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Johnny
 
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Post » Sun May 27, 2012 7:38 am

More specific please. What enemies? All of them?


Thanks! Looks like the script is getting confused by being in an NPC's inventory and not activating. Which is weird, because not activating is what it's supposed to do. I'll have a look at it in a bit, but it doesn't seem to be causing any problems.

All the ones I went after. I'll do some more checking though, was mostly bandits in this run.
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Jaki Birch
 
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Post » Sat May 26, 2012 11:16 pm

All the ones I went after. I'll do some more checking though, was mostly bandits in this run.

It may just be bandits. I went into Blackreach and the falmer did have weapons equipped. I will be checking this further tomorrow.
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A Boy called Marilyn
 
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Post » Sun May 27, 2012 1:45 am

Looked in to it. It's not a problem with the mod but the game itself. Seen it happen with other mods as well, seems to be only for new daggers added by mods, occasionally the AI will fail to equip it and just bug out and not attack. Not anything I can do other than remove the new daggers, but it's rare enough (at least on my play testing) that I think it's okay to leave as is.

Surprised you didn't notice the "Every single bandit has three crafting books in their inventories bug". That one was a little more prevalent. :P

Okay, here it is the first release candidate.

Downloads:
http://www.mediafire.com/?7twpauazgq5kzme

Changelog:
Craftable Forsworn, Falmer and Imperial.
Arrows more or less balanced for now.
Several fixes to the leveled lists.
Smith tree prettied up.
New item meshes for arrow fletching/shafts and weapon hafts.

Changelog from v8.4:
All Weapons Crafting and Tempering.
All Weapons added to leveled lists.
Arrows craftable.
Overhaul of crafting to require cut gems for weapons with gems, hafts for weapons that use them and new tempering materials.
All weapons have stats and values determined by style and material.
Silver Smithing perk added.
Restructured perk tree.
New code for silver weapons, 1.5x damage instead of flat +20.
Crafting styles unlocked by books.
Imperial Falmer and Forsworn weapons and armour craftable.

If no one finds any hugely glaring bugs in this I'd say it's done for a v1 release.
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Erin S
 
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Post » Sun May 27, 2012 5:55 am

I believe the crafting book script, needed to teach the new weapon styles to the player, is not included in the file, causing the books not to work properly.

But I do like the idea of learning new styles via books. Brings a whole new layer to the crafting system.
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alyssa ALYSSA
 
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Post » Sun May 27, 2012 4:21 am

Looked in to it. It's not a problem with the mod but the game itself. Seen it happen with other mods as well, seems to be only for new daggers added by mods, occasionally the AI will fail to equip it and just bug out and not attack. Not anything I can do other than remove the new daggers, but it's rare enough (at least on my play testing) that I think it's okay to leave as is.

Surprised you didn't notice the "Every single bandit has three crafting books in their inventories bug". That one was a little more prevalent. :tongue:

Okay, here it is the first release candidate.

Downloads:
http://www.mediafire.com/?7twpauazgq5kzme

Changelog:
Craftable Forsworn, Falmer and Imperial.
Arrows more or less balanced for now.
Several fixes to the leveled lists.
Smith tree prettied up.
New item meshes for arrow fletching/shafts and weapon hafts.

Changelog from v8.4:
All Weapons Crafting and Tempering.
All Weapons added to leveled lists.
Arrows craftable.
Overhaul of crafting to require cut gems for weapons with gems, hafts for weapons that use them and new tempering materials.
All weapons have stats and values determined by style and material.
Silver Smithing perk added.
Restructured perk tree.
New code for silver weapons, 1.5x damage instead of flat +20.
Crafting styles unlocked by books.
Imperial Falmer and Forsworn weapons and armour craftable.

If no one finds any hugely glaring bugs in this I'd say it's done for a v1 release.

I'm grabbing the new download now.

I only noticed those books on one or two of the bandits, not all of them. I didn't realize that was a bug too. Giants have their clubs. So it may only be bandits not equipping their weapons. The were attacking with bare fists though. I'll test further with the new version and see if it still happens.
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Mrs shelly Sugarplum
 
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Post » Sun May 27, 2012 3:46 am

After a little time testing maybe we should bundle this up as 1.0
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kennedy
 
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Post » Sun May 27, 2012 3:28 am

The Falmer Human Servants aren't equipping their weapons either when I have this mod active. So far it's bandits, one guard and the falmer human servants who haven't had their weapons equipped. None of them has had a dagger in inventory either.
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Monika Krzyzak
 
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Post » Sun May 27, 2012 12:51 am

The revised perk tree looks really, really nice.
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Hayley O'Gara
 
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Post » Sun May 27, 2012 3:47 am

@Ysne58: I do agree with that. It is much more free now. It also makes sense Advanced Armors got its own branch. It was always strange how players had to choose the light armor side to get to Steel Plate in vanilla.
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Robert DeLarosa
 
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Post » Sat May 26, 2012 11:14 pm

@Ysne58: I do agree with that. It is much more free now. It also makes sense Advanced Armors got its own branch. It was always strange how players had to choose the light armor side to get to Steel Plate in vanilla.

I thought that was a bit strange in Vanilla too.
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Sam Parker
 
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Post » Sun May 27, 2012 6:58 am

I installed it using the .rar archive and nexus mod manager, and now the weapons are all invisible
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helliehexx
 
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Post » Sun May 27, 2012 1:10 am

I installed it using the .rar archive and nexus mod manager, and now the weapons are all invisible

I used BAIN to install and had no problem. Well except for the human type enemies not having visible weapons when fighting them. And using the animations for unarmed combat.
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Sam Parker
 
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