[RELWIP] Armoury of Tamriel, Thread 12

Post » Sun May 27, 2012 4:19 am

http://www.skyrimnexus.com/downloads/file.php?id=2933

Screenshots:

http://www.skyrimnexus.com/downloads/images/2933-4-1326695671.jpg
http://www.skyrimnexus.com/downloads/images/2933-5-1326695671.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1326695668.jpg
http://www.skyrimnexus.com/downloads/images/2933-2-1326695669.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1326695714.jpg
http://www.skyrimnexus.com/downloads/images/2933-3-1326695670.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1327002420.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1327196507.jpg
http://static.skyrimnexus.com/downloads/images/2933-1-1327514327.jpg

http://static.skyrimnexus.com/downloads/images/2933-1-1327600662.jpg
http://static.skyrim.nexusmods.com/downloads/images/2933-1-1326917788.jpg

This version is an .esp update. Versions 0.8.0 AND 0.8.2 are required!
Install 0.8.0, Install 0.8.2, Install 0.8.4
================================================================
The Elder Scrolls V: Skyrim
Crafting 300: Armoury of Tamriel, 0.8.4
================================================================
Mod created By,
-Baratan

Unique weapon descriptions by,
-Albatross & wiz0floyd

Books written by,
-Albatross & Arctorius

Featuring,
A modified version of 'Maker's Mark Ingots' By,
-Omni Mike

Special Thanks to,
-gamesas Game Studio
-My Fans on the gamesas forums for their endless support!
--Prateem, Ysne58, ishmaeltheforsaken, PewPewLazehs, Eloquate, Schitzoflink, Scion-of-Fenrir, Imp of the Perverse, Arctorius!
-My Girlfriend, for not murdering my computer.
================================================================
Installation instructions
----------------------------------------------------------------
1- Extract the archive to your "Skyrim/Data" folder.
2- Enable Crafting300.esp
3- Launch Skyrim

or

Use Nexus Mod Manager
================================================================
Mod Description
----------------------------------------------------------------
This mod is a complete weapons & smithing overhaul. This mod adds Countless new weapons to the game through crafting and leveled lists.
All of the new weapons and Vanilla weapons are retextured and have new material specific shaders and environment maps.

379 New Weapons & 672 New Weapon Crafting Recipes!
-Weapon material & style are now independent of each other. Not all Orcish swords are made from orichalcum, and not all orichalcum swords are made in the Orcish style!
-Choose your weapons' style and materials independently of each other.
-All of the new weapons are craftable by the player at the forge and can be found throughout the game world wherever you'd expect to find weapons.
-Weapon material progression is as follows, Iron, Steel, Silvered Steel, Orichalcum, Dwemer-metal, Moonstone, Glass, Ebony, Daedric.

45 New Unique Weapons!
-Completely new and unique weapons returning from previous TES games.
-Hidden throughout the world and protected by powerful enemies.

Dragon-Rune Crafting!
-Craft magical swords and greatswords (54 in all) using Ancient Dragon-Runes to give elemental power to your weapons without use of Enchanting.
-Dragon-Runes can be found in Ancient Nord ruins, especially in the hoards kept by Draugr Bosses.
-Dragon-Rune crafting is an alternative form of weapon enchantment that functions without the use of the enchanting table.
-Approach the forge after you have unlocked "Arcane Smithing" to view the Dragon-Rune crafting recipes.
-Dragon-Runes may occasionally be found for sale in shops.

New weapon Improvement system!
-Weapon's are upgraded at the sharpening wheel using gem dust.
-Gem dust can be produced at the forge using gemstones.
-Gem dust may also be found in shops and dungeons.
-More expensive gem dust is required to upgrade more powerful weapons.
-Gem dust progression is as follows, Amethyst, Garnet, Ruby, Sapphire, Emerald, Diamond

New Smithing Perk Tree!
-New perk tree progression is as follows...
-Steel, Arcane Blacksmith, Silvered Steel & Plate, Orichalcum, Dwemer-metal, Moonstone, Glass, Ebony, Dragon Armour, Daedric

New textures & shaders for all of the vanilla weapons!
-All Vanilla weapons are retextured and have new material specific shaders and environment maps.
-This includes all Vanilla basic weapons, Vanilla Unique weapons and Vanilla artifact weapons.
-Queen Freydis sword now looks fit for a queen! As an example.

================================================================
New in this Version
----------------------------------------------------------------
Armoury of Tamriel, 0.8.4
This version is an .esp update. Versions 0.8.0 AND 0.8.2 are required!

Bug fixes
-Hopefully fixed a bug allowing Draugr to use Ebony Arrows earlier than intended.
-Hopefully fixed a bug that caused 'Glass Flamesword's to cause 'shock damage'.

----------------------------------------------------------------
Armoury of Tamriel, 0.8.3

Graphics update
-Retextured 'Basic' glass weapons to be glass & silver.

Weapon fixes
-Fixed an error causing Daedric Greatswords to behave as Daedric Greatswords. oops.

----------------------------------------------------------------
Armoury of Tamriel, 0.8.2

Graphic update
-Retextured all 'Basic style' weapons based on Bethesda's higher resolution textures.
-Imported Bethesda's higher resolution normal maps and enviroment maps for 'Nordic style' weapons.

Weapons added
-Added missing 'Daedric Altmeri Battleaxe'.

Weapons changes
-Clean up & tweaks

Crafting recipes added
-Added recipes to create 2x gem dust with flawless gems.
-Added missing crafting recipe for 'Daedric Altmeri Battleaxe'.
-Added missing Crafting & Temper recipes for Daedric weapons.
-Clean up & tweaks.
-Added previously missing weapons.

Leveled list changes
-Clean up & tweaks.
-Added previously missing weapons.

----------------------------------------------------------------
Armoury of Tamriel, 0.8.1

Leveled lists overhauled
-Weapons categorized as Simple, Mundane, Exotic & Daedric.
-Look for them in logical locations in Shops, Dungeons and on NPCs.
-Bandits should carry simple & mundane weapons while vampires are more likely to own exotic weapons. Etc.
-Look for weapons out of place or illogical.

Crafting recipes overhauled
-Normalized all of my crafting recipes to use a similar formula.
-This version is not final. Different styles will use different reagents, but for now they're all the same.
-Look for inconsistencies in weapon crafting recipes.

Daedric weapons complete
-There are 80 different Daedric weapon recipes and weapons in-game!
-Daedric weapons should be craftable & found in all styles and weapon types.

----------------------------------------------------------------
Armoury of Tamriel, 0.8.0

Major Graphical Improvement
-All normal maps and enviroment maps replaced with new ones based off of Bethesda's Higher resolution textures.

Major .esp changes
-All Vanilla and my own weapons should pretty much all be using my weapons & textures.
-Let me know if you find anything using vanilla meshes or textures. There are only a handful of exceptions.

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

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

================================================================
Downloads & Extras
----------------------------------------------------------------
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

Armoury of Tamriel Unique Weapons List
https://docs.google.com/document/d/1x8FIy7Xeky1vmYLjtrX-GpjpI48vrTGnmWxHG_2repM/edit?pli=1

Armoury of Tamriel Balance Documentation
https://docs.google.com/document/d/1GyKWT77Rw31-54D3Ef1DwCVZZHT01s6LHOeezlRebkA/edit

Armoury of Tamriel Crafting Table
https://docs.google.com/spreadsheet/ccc?key=0ArqAS5QV30xodGE5MWdEQlBvb1FhSkdUYjcwQU1TUkE#gid=0
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sun May 27, 2012 10:28 am

will this mod eventually encompass armor as well?
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Sun May 27, 2012 6:00 am

That would be neato.

Ebony Dwemer Armor would be so rockin.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sun May 27, 2012 4:36 am

will this mod eventually encompass armor as well?
I'm hoping Baratan will consider doing them sometime in the future, if not I'll have a look at doing it myself. I'm no Baratan, but I do know my way around Gimp more or less.

Still, that's all pretty far ahead, we'll see how things go once weapons are actually done.

No progress today I'm afraid, girlfriend came down with a flu so I've been looking after her. Had some time to look at the balancing of material/style and to discover that I need to do over from the start, but that's about it.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Sun May 27, 2012 1:04 am

Bros > GF > Modding > Breathing

I think that's the order.
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Sun May 27, 2012 8:55 am

I'd actually be much more inclined to do the armour textures in a team environment where I would do the textures, someone else would put them on the meshes etc etc

Bros > GF > Modding > Breathing

I think that's the order.

lol
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Sun May 27, 2012 4:52 am

I have no real modding skills. I'm happy to be as supportive as I can as a fan and mod user/tester. I think I did a pretty good job maintaining TESVAL on Nexus if you are looking for someone to help from that aspect. I did have lots and lots of help with that.
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Sun May 27, 2012 10:47 am

I have no real modding skills. I'm happy to be as supportive as I can as a fan and mod user/tester. I think I did a pretty good job maintaining TESVAL on Nexus if you are looking for someone to help from that aspect. I did have lots and lots of help with that.
Well, lets get the weapons and everything else to 1.0 and then maybe we can work out a team arrangement for armour. :)
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Sun May 27, 2012 12:21 am

I know people were asking after non-perk tree smithing and although I like the idea, I think for now we should probably stick to a perk tree for simplicities sake. Speaking of which, here's a draft one:
http://i418.photobucket.com/albums/pp267/TWmodshots/SmithingPerkTree.jpg

Apprentice Smithing = Steel, + Double improve for leathers/iron/etc.
Journeyman Smithing = Plate Armour, Scale Armour

Thoughts?

Edit:
Augh, the more I look at that the worse it is.

How about this instead:
http://i418.photobucket.com/albums/pp267/TWmodshots/SmithingPerkTree2.jpg

Same amount of perks to reach glass/ebony/daedric as vanilla.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Sun May 27, 2012 9:12 am

I know people were asking after non-perk tree smithing and although I like the idea, I think for now we should probably stick to a perk tree for simplicities sake. Speaking of which, here's a draft one:
http://i418.photobucket.com/albums/pp267/TWmodshots/SmithingPerkTree.jpg

Apprentice Smithing = Steel, + Double improve for leathers/iron/etc.
Journeyman Smithing = Plate Armour, Scale Armour

Thoughts?

Edit:
Augh, the more I look at that the worse it is.

How about this instead:
http://i418.photobucket.com/albums/pp267/TWmodshots/SmithingPerkTree2.jpg

Same amount of perks to reach glass/ebony/daedric as vanilla.
I would swap Orc and Dwemer, otherwise seems good. :)
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Sun May 27, 2012 7:01 am

I know people were asking after non-perk tree smithing and although I like the idea, I think for now we should probably stick to a perk tree for simplicities sake. Speaking of which, here's a draft one:
http://i418.photobucket.com/albums/pp267/TWmodshots/SmithingPerkTree.jpg

Apprentice Smithing = Steel, + Double improve for leathers/iron/etc.
Journeyman Smithing = Plate Armour, Scale Armour

Thoughts?

Edit:
Augh, the more I look at that the worse it is.

How about this instead:
http://i418.photobucket.com/albums/pp267/TWmodshots/SmithingPerkTree2.jpg

Same amount of perks to reach glass/ebony/daedric as vanilla.

If I understand what you are getting at here.... your tree would permit someone to specialize in light or heavy if he or she chose, instead of having to choose all the perks to get to the highest level.
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Sun May 27, 2012 7:17 am

It's pretty close to the original perk tree except that it removes advanced armors from the light armor branch and allows you to jump over to the other branch at any time. So for instance you could unlock Apprentice>Moonstone>Silver>Ebony>Daedric or Apprentice>Orichalcum>Dwemer>Ebony>Daedric.

Will probably swap Silver and Moonstone though I'm not sure about Dwemer/Orichalcum. Orcish may be higher up the tree than Dwemer in the native tree, but in game Dwarven armour is better, so arguably Dwemer is the more advanced/superior material. With the weapon stats I'm essentially balancing them fairly equally at the moment though.

Working on balancing at the moment and I think I've got a system that co-operates decently with Bethesda's animation system whilst sticking fairly close to the original max/min damages.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Sun May 27, 2012 5:50 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?
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Sun May 27, 2012 10:13 am

That makes sense wrt dwemer/orc. Didn't realize that they were out of order in vanilla.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Sun May 27, 2012 4:59 am

Dwarven and orc are out of order for weapons only. Orcish armor is the stronger of the two. I always thought it was kind of weird. Orc weapons are just a bit stronger than steel, but the armor is above dwarven and plate both. For flavor it can work. Just say oricalcum doesn't hold an edge very well, but resists blades quite nicely. (Or some such)
But for smithing perks it becomes... wonky.

I don't know what to do with the order though. No matter which you get first you'll end up getting a weaker one second for either armor or weapons. I'd be temped to put orcish after dwarven since its stronger armor and also has another armor in between the two strength wise (plate).

I do like the the general idea of your perk trees. Especially that the advanced armors perk isn't tied specifically to light armor like it is in vanilla.

I'm not sure about what to say about moonstone and silver. Looking at your balance document link I'm thinking that silver is the more powerful of the two. Its slower, but has the same damage and has the bonus against undead. Which, according to the UESP, is a significant 20 damage per hit. (Is that adjustable, and did you adjust it?)
Have you considered combining silver in with another perk? Maybe the advanced armors (journeyman) perk since it doesn't already have a weapon type attached to it?

In the balance doc it says "+Damage to Elves?" for iron.
That's an interesting idea, but I don't know if it works with TES lore. Has iron had any properties like that in past games?
It would definitely give more reason to keep an iron weapon around. There's hardly a point to them in vanilla considering how fast steel shows up.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Sun May 27, 2012 7:26 am

Oh, sorry. That balance doc is crazily out of date, I had to rework everything because of how Bethesda set up the two handed weapon animations.

I am planning on making a new script for silver weapons that gives a % damage bonus rather than a flat amount. At low levels it's ridiculously overpowered with +20 points. As for moonstone, it does less damage than orichalcum/dwemer (though this varies with weapon type, it's about equal for blades, much weaker for blunt) but that's balanced out by a significant speed boost for the weapons and a decreased weight.

As for the iron, I just jotted that down when it came into my head late at night. I don't think there was a Damage bonus against elves in earlier games for iron, but I do remember it having a pretty decent bonus against 'fey' creatures like Spriggans, so I might put that in.

I suppose one way to deal with the tie between Orichalcum/Dwemer would be to put them on the same tier, especially seeing as they're essentially equal with the current balance (Tied for blades, Orichalcum makes slightly better axes, Dwemer metal makes slightly better blunt weapons). And if we do go through with making armour variants in the future then style would be separate from material, so orcish>dwarven armour wouldn't be a concern.

Work stuff today so I probably won't be able to get much done. So far I've got the new stats in for all iron and daedric weapons, though the speed values still need a little fine tuning.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sun May 27, 2012 12:02 pm

Take your time, good things come to those who wait.
User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Sun May 27, 2012 5:40 am

Dwemer weapons and another book entry done. Sorry about the lack of progress, real life and all that junk.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Sun May 27, 2012 11:56 am

Yay, I love all things Dwemer. Body readiness has decreased by 23%.
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Sat May 26, 2012 11:02 pm

tiny request: could you make a modular version of C300? Possibility to download just the remade weapons in loot lists would be sweet.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Sun May 27, 2012 1:21 am

I'm not entirely sure what you're asking for, as that's more or less what C300 is, but no it's not possible to do modular versions. They are a lot of work and unless you design the mod from the ground up to work like that they're pretty much impossible to do without doing everything twice.
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Sat May 26, 2012 9:37 pm

Holy ballsack, that is awesome. I will keep be following the progress of this mod and use it when I get Skyrim.
Good Job.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Sun May 27, 2012 12:04 pm

Hey everyone, I just finished working on a version of this mod that basically just adds the weapons from Crafting 300, without any changes to smithing perks or experience. I just did everything from the beginning using those glorious textures Baratan made. I wanted it to be compatible with other crafting mods, particularly the Complete Crafting Overhaul, but it should be fine with others as well, but there might be less recipe consistency. At the moment, I haven't added anything to leveled lists, and my weapon stats are vanilla and equal across styles. A dremora iron sword is exactly the same as a basic iron sword. I've been emailing Baratan, asking him what I should do with the mod, since all the textures are his, and he pointed me to this thread, which I wasn't aware of. So, what should I do with it? I could release it myself and just credit Baratan's textures, or we could incorporate it as a modular version of the current mod. I've never uploaded any mods before, so I don't really know what I'm doing.

Well, lets get the weapons and everything else to 1.0 and then maybe we can work out a team arrangement for armour. :)

I've played around in Nifskope a bit, I could probably help get textures onto armour meshes.
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Sun May 27, 2012 4:02 am

Good job, well done. Amazing idea. Been downloading the 0.8.0 now for half an hour, only 12 minutes to go. Hopefully I manage to isntall this mod right... I've heard you can't fail in these things, but I'll show the world it's possible. (hopefully I won't, though).
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Sun May 27, 2012 12:43 pm

Finally some free time!

Working on getting the last of the item stats done today. Then it's just a matter of getting the books in game and fixing up the recipe requirements.

Hey everyone, I just finished working on a version of this mod that basically just adds the weapons from Crafting 300, without any changes to smithing perks or experience. I just did everything from the beginning using those glorious textures Baratan made. I wanted it to be compatible with other crafting mods, particularly the Complete Crafting Overhaul, but it should be fine with others as well, but there might be less recipe consistency. At the moment, I haven't added anything to leveled lists, and my weapon stats are vanilla and equal across styles. A dremora iron sword is exactly the same as a basic iron sword. I've been emailing Baratan, asking him what I should do with the mod, since all the textures are his, and he pointed me to this thread, which I wasn't aware of. So, what should I do with it? I could release it myself and just credit Baratan's textures, or we could incorporate it as a modular version of the current mod. I've never uploaded any mods before, so I don't really know what I'm doing.



I've played around in Nifskope a bit, I could probably help get textures onto armour meshes.

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.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Next

Return to V - Skyrim