[RELWIP] Armoury of Tamriel, Thread 12

Post » Sun May 27, 2012 12:17 am

To make it 'compatible' with Complete Crafting Overhaul you'll have to go through the crafting recipes for each and every one of the new weapons and copy the conditions and required items. You're probably better off waiting till the mod is more or less done though. That's a lot of work for what essentially equates to an ingot more or less here and there, but for whatever reason people do seem to be pretty enamored with CCO.

That's effectively what I did. It did take quite a while. I'd rather have this uploaded now though, since the smithing experience in the current version of Crafting 300 conflicts with the 1.5 patch. If there aren't any objections, I'll upload it myself. I'll obviously credit Baratan for the textures, and refer to the original mod. Anyone else I should credit for any texture work?
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Rowena
 
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Post » Sun May 27, 2012 12:09 am

Nope, all Baratan's work. Knock yourself out.

Not quite sure what you mean though, if you've gone through and changed all of the recipes for the new weapons so that they use the balance introduced in CCO, then it's even less compatible with other crafting mods as CCO has some rather drastic changes.

Anyway,
http://www.0-60mag.com/wp-content/uploads/2011/12/farnsworth-good-news.jpg


I've got all the balancing done, so it's time for a beta test!

All weapons are in game and replacing the vanilla items. As it is it's essentially completely playable, however crafting recipes haven't been balanced or made dependent on having the appropriate book yet.

Link: http://www.mediafire.com/?acuje64rzdy2so6

Take it for a spin and try out how it plays in game, then let me know of any bugs or balance problems you come across!

For a little help with how the different styles behave in game type
help "guidebook" 4
Then
player.additem XXXXX 1
Where x is the item code displayed after you've entered the help code.

Didn't get around to putting in a materials guide, but all you really need to know on that front is:
Orichalcum/Dwemer: Fairly equal, dwemer makes better blunt, orichalcum makes better axes.
Moonstone: Good damage for swords, low damage for blunt, however anything made from it also swings a lot faster.
Glass: As above, better at making swords than blunt, has a speed boost, but not as much as moonstone.
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yermom
 
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Post » Sat May 26, 2012 10:23 pm

Nope, all Baratan's work. Knock yourself out. Not quite sure what you mean though, if you've gone through and changed all of the recipes for the new weapons so that they use the balance introduced in CCO, then it's even less compatible with other crafting mods as CCO has some rather drastic changes. .

Yes, I realized this, but unfortunately I started working on it just for personal use. By the time I realized other people might want to use it, I had already used the CCO recipes. Oh well. It's not so much a compatibility problem as a consistency problem. Maybe I'll get time to make a different version for vanilla recipes. I mean the only reason I made a new version was because I thought Baratan had stopped updating it, so I mostly wanted to fix the smithing experience.

I'll be testing out the Beta and probably going back to using the real C300 most of the time. Looks awesome. I'd be happy to help out with further work.
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Latino HeaT
 
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Post » Sun May 27, 2012 2:24 am

I think you should set the Actor Value of Smithing to 1,0,1,20.
That will stop the increase in Smithing Skill every time. I was surprised you had not changed that since that is what I read most people are griping about.

EDIT: Actually the 1.5 values is 1,0,0.25,300
END EDIT
Will continue to test it out.

Cheers!
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Logan Greenwood
 
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Post » Sun May 27, 2012 8:28 am

I think you should set the Actor Value of Smithing to 1,0,1,20.
That will stop the increase in Smithing Skill every time. I was surprised you had not changed that since that is what I read most people are griping about.

EDIT: Actually the 1.5 values is 1,0,0.25,300
END EDIT
Will continue to test it out.

Cheers!
Not entirely sure what your conclusion was there... But nevermind that.

With the newest patch, creating a sword that has a value of 45 will actually increase my smithing from 20 to 43. And that is 1 sword. I created some dust for myself and it jumped right up to 100. I have no idea if it's the latest patch that's causing this or the patch combined with this mod. Question is, how can you actually use smithing nowadays without getting smithing to 100 in a second?
Edit: It's definitely the Crafting.esp that's causing it. I created a regular item with it deactivated, value 125, and only got smithing to increase from 20 to 21. Before that, an item of value 45 made my skill jump up 20 levels.

Is there a manual fix for this? Currently even upgrading a normal weapon already in the game (using ingots, not dust) my smithing jumoped from 38 to 45. O_o
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George PUluse
 
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Post » Sun May 27, 2012 2:12 am

@GorbadPS3
That is exactly what those values decide. The actor values for smithing changed in the 1.5 patch because of the new way to compute skill increase in smithing. So if you use those values it will skill up as intended.

You can change it yourself in the CK. Look it up under Actor Values in the top bar.

Cheers!
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Nathan Maughan
 
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Post » Sun May 27, 2012 7:49 am

So it won't be that noticable if I use other weapon mods (like Wot3E and JaySuS) that adhere to vanilla standards when I use C300?

Just wanted to bring this up again, as I do use other weapon mods like Wot3E and JaySuS.
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Stay-C
 
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Post » Sun May 27, 2012 5:41 am

@GorbadPS3
That is exactly what those values decide. The actor values for smithing changed in the 1.5 patch because of the new way to compute skill increase in smithing. So if you use those values it will skill up as intended.

You can change it yourself in the CK. Look it up under Actor Values in the top bar.

Cheers!
I highly doubt I can do that. But I'll try. note: By putting on and off the very .esp from this armoury file, I could change how much smithing increased when I both created an item and reinforced it, so I doubt it's the patch (at least not alone) that messes it. O_o
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kirsty joanne hines
 
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Post » Sun May 27, 2012 5:02 am

Looks like we're going to have to change item values now too.
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Danial Zachery
 
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Post » Sat May 26, 2012 9:00 pm

Looks like we're going to have to change item values now too.
I doubt that will help, since creating an item that costs 45 will boost your smithing by 20 points. The value would have to be 2 gold or something.


Edit: About the actor value.. I'm utterly confused. *shurg*
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Keeley Stevens
 
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Post » Sun May 27, 2012 2:33 am

All right, what is this; do anybody read my posts?

1. Open the CK. Load Crafting300.esp
2. Go to the Character tab
3. Open Actor Values
4. Open Smithing
5. You will see the box fill with values. What we are interested in are: Skill Use Mult, Skill Use Offset, Skill Improve Mult, Skill Improve Offset.
6. Change those values to 1 for Skill Use Mult
7 "0" for Skill Use Offset
8 "0.25" for Skill improve Offset
9 "300" for Skill improve Offset

Those are the "new" values from the 1.5 patch. The old values will now catapult your skill into the stratosphere.

Easy as pie :biggrin:
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Emma Parkinson
 
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Post » Sun May 27, 2012 12:28 am

All right, what is this; do anybody read my posts?

1. Open the CK. Load Crafting300.esp
2. Go to the Character tab
3. Open Actor Values
4. Open Smithing
5. You will see the box fill with values. What we are interested in are: Skill Use Mult, Skill Use Offset, Skill Improve Mult, Skill Improve Offset.
6. Change those values to 1 for Skill Use Mult
7 "0" for Skill Use Offset
8 "0.25" for Skill improve Offset
9 "300" for Skill improve Offset

Those are the "new" values from the 1.5 patch. The old values will now catapult your skill into the stratosphere.

Easy as pie :biggrin:
Yeah no problem, I was about to come here and tell you I got it working, but that the smithing perk tree shape has changed back to the way it was, but the perks and their requirements are still as the Armoury made them. Do I just change the load order to fix it?

Hmm, oh I was supposed to change it inside the Crafting.esp? hehe. See, I did something wrong after-all. :P
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J.P loves
 
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Post » Sat May 26, 2012 10:52 pm

I would guess so. I have it working, although I haven't checked the new beta perk tree.
But if it was alright before you did the change it aught still be so.

Glad you got it working - no fun playing a game that gives you everything on a silver plater :D
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Red Sauce
 
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Post » Sun May 27, 2012 11:43 am

I've been thinking about the value of things, specifically the dust and the magical weapons you can create. I'd definitely put the dust value to 50% of what it is now and also cut the magical weapons value by 50% or more. This way they don't give such a huge boost to your smithing. What do the creators of this great mod think?
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Rebecca Clare Smith
 
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Post » Sun May 27, 2012 9:17 am

All right, what is this; do anybody read my posts?

1. Open the CK. Load Crafting300.esp
2. Go to the Character tab
3. Open Actor Values
4. Open Smithing
5. You will see the box fill with values. What we are interested in are: Skill Use Mult, Skill Use Offset, Skill Improve Mult, Skill Improve Offset.
6. Change those values to 1 for Skill Use Mult
7 "0" for Skill Use Offset
8 "0.25" for Skill improve Offset
9 "300" for Skill improve Offset

Those are the "new" values from the 1.5 patch. The old values will now catapult your skill into the stratosphere.

Easy as pie :biggrin:

Even easier -- download Elys Uncapper -- set smithing leveling speed to 0.1.

Edit: You need to do this in the ini file found in the data/skse/plugins folder.

I do appreciate the explanation as why that skill started increasing so much faster with the 1.5 patch.
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Ria dell
 
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Post » Sun May 27, 2012 3:58 am

If anyone wants, here is my patch so that you don't have to edit the plugin, just load this after it.
http://www.4shared.com/file/taOmHOU0/Crafting300-Unofficial_Hotfix.html

It makes two changes; the Smithing AV is fixed to work with 1.5.x, and the value of all gem dusts is set to 1.
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Bethany Short
 
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Post » Sun May 27, 2012 6:01 am

Alright, finally got the recipes-only version uploaded, so if you absolutely require a more compatible version, it's on the Nexus, called Crafting Compatible - Armoury of Tamriel. I can't post links. I might change the name, since I feel like it's too similar to the original. But everyone should keep using the original if possible. It's better, especially with the Beta out today.
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meghan lock
 
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Post » Sun May 27, 2012 9:17 am

Hey guys, sorry for the confusion. Should have mentioned that I haven't fixed the crafting bug with the release. Planned on doing that last thing before v1 because I was hoping that Bethesda would get around to fixing it in the next patch, but I'm beginning to suspect that that won't happen. Till then, please grab Cordsnwires hotfix if you want to play with it on your main save.

Other things I probably should have mentioned: None of the gold values for any items have been set yet (thus silver weapons are worth the same as steel, etc) and silver weapons don't have their new scripts in yet, so some use the vanilla silver sword script and some have no script attached.
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CHangohh BOyy
 
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Post » Sun May 27, 2012 6:08 am

It's not a bug. Since 1.5 the value of the piece you are smithing is the most important part for calculating skill improvement. So now you got one more number pushed into the equation; thus they had to lower the other factors since they are now multiplied with the price as well.

So you are correct this will not change unless they go back to the old way of calculating skill increases without the price as a factor. But we can still tweak it somewhat, but I wished they had added a value for how much influence the price factor would have in the final calculation.

Keep up the good work :thumbsup:
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Maria Garcia
 
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Post » Sun May 27, 2012 10:01 am

If anyone wants, here is my patch so that you don't have to edit the plugin, just load this after it.
http://www.4shared.com/file/taOmHOU0/Crafting300-Unofficial_Hotfix.html

It makes two changes; the Smithing AV is fixed to work with 1.5.x, and the value of all gem dusts is set to 1.

4shared wants me to sign up or log in to download. I'm already having trouble keeping track of all my passwords.....
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Daniel Lozano
 
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Post » Sun May 27, 2012 12:28 pm

4shared wants me to sign up or log in to download. I'm already having trouble keeping track of all my passwords.....
Ah, I could swear they didn't used to require logins. My mistake.

Try here:
http://dl.dropbox.com/u/70784536/Crafting300-Unofficial_Hotfix.esp
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Angela Woods
 
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Post » Sun May 27, 2012 7:26 am

Ah, I could swear they didn't used to require logins. My mistake.

Try here:
http://dl.dropbox.com/u/70784536/Crafting300-Unofficial_Hotfix.esp

Got it, thanks much.
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RUby DIaz
 
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Post » Sun May 27, 2012 10:13 am

So, about ready to start on getting the crafting recipes up to scratch, but there's an important question I need to ask first.

As it is all hafted (axe, mace, warhammer) weapons require 'prepared wood' (i.e. fire wood) to make. I'll admit I'm not fond of axe handles popping up out of nowhere either, but chopping firewood is almost as bad.

So, four options I'd like you all to vote on:

1. As is, you get the materials for axe handles from chopping firewood.
2. Additional step. Firewood is turned into prepared wood (with a new item mesh) at a tanning rack.
3. Lumber mills. Using a lumber mill will get you prepared wood (i.e. a bunch of poles), which can then be used for axes/blunt/bows. Firewood would still probably be used to make arrows.
4. None. Vanilla style balance, axes and blunt weapons require no wood to make.
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Jah Allen
 
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Post » Sun May 27, 2012 1:00 pm

I would vote for no. 3 myself.
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Guy Pearce
 
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Post » Sat May 26, 2012 9:35 pm

I am torn. From a realism standpoint id say yes to needing prepared wood; however, since the woodcutting axe is so heavy i never carry it. So getting the wood would be tedious. If prepared wood was regularly sold by smiths that would solve problem, imo.
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Sarah Unwin
 
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