New realistic Smithing perk tree

Post » Thu May 24, 2012 8:05 am

that doesnt look realistic to me its mostly a doubled number of perks ... but for daedric I agree , I would either remove and place one single set of daedric armor in pieces scattered around Skyrim to find and then a Daedric forge eventually like in one of the Daedric sanctuaries , where you can recompose the armor and get it .... similar way for the weapons ....
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CRuzIta LUVz grlz
 
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Post » Thu May 24, 2012 6:36 am

I like the idea though I think it would have to be made a bit clearer. People like to just install a mod and play it, not to have to look online for what things do and mean. If you make it easier to comprehend though, this could end up being awesome
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Nick Jase Mason
 
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Post » Thu May 24, 2012 1:38 am

What's not comprensible?

Altough the flowchart is a scheme mostly for myself to link perks etc and give a overall idea , ingame It shoudl have more descriptive texts.... eventually some books ...
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Gisela Amaya
 
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Post » Wed May 23, 2012 6:31 pm

What's not comprensible?

Altough the flowchart is a scheme mostly for myself to link perks etc and give a overall idea , ingame It shoudl have more descriptive texts.... eventually some books ...

Books are always a good idea. They are a bit neglected in the Vanilla game... sad for me, i love books and think they are important.
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Laurenn Doylee
 
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Post » Thu May 24, 2012 12:32 am

Reminds me of the smithing trees from Mortal Online....complex as hell but one of the coolest parts of the game.
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Roberto Gaeta
 
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Post » Wed May 23, 2012 10:22 pm

to be added on the list are also the following gems:


Also Do you see in the carving of the Alduin wall that Dovahkiin uses a shield to protect himself from the flames , well this power coul dbe a 100% resistance to flames ice and stuff when encountering a dragon blow ... I honestly find very disappointing how weack are the dragons in this game , and how unscarce are , a mostly annoying encounter after a while looses it's epicness .... I have tried other dragon mods that change the appearence and strenght of some dragons but it becomes after a while repetitive some are just retextures , the dragons are surely more powerfull but also they are too strong , and the too strong part is the blow that instakils you if gets ... now since you are the Dovahkiin you shoudl find a way to survive that ... I think that the shild of the Dovahkiin could be a cood way to avoid the blow , and that could be the only scope of that , forged from the hardest scales of the elder dragons could allow a 100% resistance , so you coudl play with supersized , super strong Dragons and not be instakilled if you have this other artefact ... now that coudl be applied to the shield of jade , or a new Shield bonecarved from Dragon .... I am mre for the second option leaving the jade shield as artefact Sould collector and indeed looks more like a jewell .... May be even an armor could come out on the style of a blades / Roman but that's unsure , one thing is sure that the Dovahkiin uses a fur cape there ...

Next in the list on the sword is to make the belt strips to attach on the back and a side version ... Indeed looks a bit too long for a 1h sword , but I will try the sape without shortening , then I need to find a place where to put the gem .... and finally make a stand with a gems holder :

Onyx
Opal
Amber
Topaz
Aquamarine
Pearl
Tourmaline
Zircon

And I also think that the rates of the Gem shoudl be drastically reduced in the loots and more directly places with a reason on dungeons and places ... think like in eye of a statue instead than finding as random crap inside a bowl...

I also think that they coudl be harvested by other sewells or items as well by smelting the jewelry or the blades or stuff that holds them .....

all this is part of the gemworking that will eventually also add a better trading when buying or selling gems ( since it supposes you know what you sell or buy better ) ...

Ore veins coudl be also revamped a bit in models / textures some and eventually location of the new ones...
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Princess Johnson
 
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Post » Wed May 23, 2012 5:46 pm

I made a further Simplification , now the metalworking wil allow same time weapons and armors , the jewlery been merged with gemcutting , the human styles will refer only to special styles like the ancient nord and the imperial , not the common styles , steel is available in alloys , celestial and akaviri steel in advanced smithing , arcane smithing allows the creation of dremora materials , and superior dragonbone armors and weapons , common dragonbone stuff is in carving , bowmaking allows the creation of all types of bows provided that you know the right materials ...

http://img29.imageshack.us/img29/475/smithingtree2.jpg


opinions?
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lilmissparty
 
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Post » Wed May 23, 2012 11:20 pm

Further refinement and improving of the PErk tree ...

http://img690.imageshack.us/img690/475/smithingtree2.jpg

the previous was a bit messy in the constellation so now is better arranged ...
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luke trodden
 
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Post » Thu May 24, 2012 8:28 am

Further refinement and improving of the PErk tree ...

http://img690.imageshack.us/img690/475/smithingtree2.jpg

the previous was a bit messy in the constellation so now is better arranged ...

I am considering also to add the following changes:
  • Smithing will no more be a shortcut to increase level as it will still give xp but not that much as befoure , but also the other items will give xp while befoure not all did ....

  • Smithing will have to be payd service or use service , for a limited time you can make use of the forge that is not of your property ...

  • Time will pass faster when you forge according to the difficulty of the task making an iron dagger will take less time than making a dragon armor....
Ingame pic of the constellation , to resemble more the anvil I have to mirror side the perks as I did them on opposite .....

Here how they look ingame , If required I may still improve by adding more selectivity in some perks like for example the exotic and elven include styles that are long past as the Ayled , or the Dremora or Akaviri , those could require eventually an extra upgrade because of the rarity of such styles to imitate ... eventually require a book to be unlocked ...

http://img535.imageshack.us/img535/4113/craft1.jpg


http://img827.imageshack.us/img827/4113/craft1.jpg


As said previously this mod will add the basic layout for other modders to build upon , providing new raw materials , a better structure and more realistic behaviour of the smithing , removing the overpowering road and balancing overall ....

It will not add new weapons or armors , this is left to modders or compatibility plugins ... Tough each of the Vanilla armor and weapon will be redirected to use this tree....
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Red Sauce
 
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Post » Wed May 23, 2012 9:26 pm

umm looks great would love this in game would be happy to help too but can you even make a new perk tree? i was under the impression we are stuck with having to just follow/add new functionality to a current one?!
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Fam Mughal
 
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Post » Wed May 23, 2012 9:12 pm

I like the general direction of this..
Anything that makes crafting more advanced is great in my book.

Just wondering, where did the tailoring go? And woodworking as well..
That is what I liked most about the second version of this.

With woodworking I mean building your own house type stuff.

Also, is fletching meant to be part of bowmaking?
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Hannah Barnard
 
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Post » Wed May 23, 2012 5:18 pm

Tailoring I temporarly delinked but is at the same level if the crafting that is now called primitive crafting including not only woidworking but also basic stonework and bonework so u could build all primitive like equipment as the fornsworth stuff at this level the tailoring comes right after on the same level and will open to cloth making , fletching is in bowmaking but if you have better describing names plrase tell me couse englush is not my primary language ... I could add further specualization in bowmaking like 2 levels lev 1 u craft arriws and lev 2 u build bows as in metalworking lev 1 u make weapons lev 2 u make armors but for this last will be eequired tailoring first I may also add other raw elements like goat wool mammoth wool linen and may be other ... Fir cloth making so will basically be needed those raw materials and dyes ... Who wants to help could pick their fav mods and make an adaptation plugin with the permission of the relative modders ... Baratan already gived for his AOT mod ... Some others too but not sure if they would like to personally supervise ir can leave others do the adaptation...
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Tom Flanagan
 
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Post » Wed May 23, 2012 4:33 pm

I believe that bowmaking is called bowyering and arrowmaking fletching. But I am not sure that it is relavent to divide them..

For the bowcrafting side of the tree this thread has something of interest.. I think it is odd that you make bows out of metals...
http://www.gamesas.com/topic/1350292-req-bowyer-and-fletching-perks-in-smithing-tree/

Now the standard recipes would still be able to use the bowyer perk with the relavent alloy or metal perk to make those bows..

As long as the tree is made so that adding new subtrees wouldnt turn into a problem for existing mods I can see how you want to limit the first version a bit.

But I'm guessing, at some time masonry, thatching and other not implemented types of craft could be added if needed.
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Peter lopez
 
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Post » Wed May 23, 2012 10:53 pm

The tree favours the material so the basic start material is wood , bones etc , the bowyery then is connected to the primitive crafting that covers those materials , if there shoudl be a metal bow then woudl be accessible only if the metalworking was studied , if there was a glass bow then woudl be available only if glassworking was studied etc .. so the bow category stays at the second stage like once you know how to make a bow u need to focus more on what material learn to craft it with , the second level of the bowyery is actually making bows while the first is making arrows ...

the first level of metalworking is make weapons and second level is make armors ( but requires tailoring ) as well as the tanning requires tailoring to create light armors ... not so for the basic crafting that doesn't need special knowledge to cover yourself with a pelt ...

as for tatching and masonry those woudl be something linked more to scripts and semiquest stages and can't really be driven by a perk tree in this game , like if you have the perk to make a stone wall , then what shoudl stop you from building more than a house? Just the quest like scripts ...
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Adam
 
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Post » Wed May 23, 2012 9:13 pm

Here is a even more refined version with indication of the single perk upgrades ... What do you think ?

the code color is like that :

Azure is the perk , dark azure is the level 1 of the same perk red linked by arrows are the perk upgrades , red arrows are perk to perk , blue arrows are perk required from other perks ....

http://img560.imageshack.us/img560/5492/smithingtree.jpg
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Becky Cox
 
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Post » Thu May 24, 2012 5:18 am

that doesnt look realistic to me its mostly a doubled number of perks ... but for daedric I agree , I would either remove and place one single set of daedric armor in pieces scattered around Skyrim to find and then a Daedric forge eventually like in one of the Daedric sanctuaries , where you can recompose the armor and get it .... similar way for the weapons ....

That does not seem like a fair comment, to me. The number of perks on balanced smithing are about the same as the number of perks on your proposals.

But the big thing is that quality of improvement has been split out from the ability to create specialized armor styles, and you do not have to purchase a lot of armor styles you have no plans for using just to get access to high end styles. Also, quality of improvement for weapons is not the same as quality of improvement for armor.
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Kortniie Dumont
 
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Post » Thu May 24, 2012 7:38 am

I see it now yes , but the principle is different , this is way more complex altough the main principle of balanced smithing is just to reassemble the vanilla perks and rearrange on a different trees splitting armormaking and weaponmaking , this here is not the case supposes that once you learn metalwork you cna craft swords and such items , but not armors unless you learn first tailoring ( body fitting abilities ) and then upgrade the metalworking, after that you will be able to create basic unstyled armors , the styles serve only for the special types like Imperial , ancient nord, sons of talos etc ....
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KIng James
 
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Post » Thu May 24, 2012 2:42 am

Ok seems I do not need to add more perks I can reduce some by simply adding inside the recepies the Tailoring need for every armor ... unless have already the styled ...
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leigh stewart
 
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Post » Thu May 24, 2012 5:28 am

Just tested , works quite fine and smoothly , the main difference is that now recepies need two conditions instead of one like for example ...

recipe

Dwarven smithing is what was usually needed to create a dwarven weapon

now you need Advanced smithing and ancient elven styles ...
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James Shaw
 
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Post » Wed May 23, 2012 11:38 pm

That sounds interesting. I look forward to see how it works in game.
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GLOW...
 
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Post » Thu May 24, 2012 7:45 am

This looks amazing!!
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kat no x
 
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Post » Thu May 24, 2012 3:38 am

to work well actuaally any modder that wants to use this perkl tree will have to decide what style the weapon the clothing or the armor or anything else craftable is and then ass the material type of perks , so a typical metal armor for example will usually have a tailoring and a metalworking ....

Like a Iron armor has a tailoring and metalworking a leather armor has tailoring and tanning, a dwarven has alloys and ancient elven , I actually may reduce it to metalworking but I think the dwemer is a sort of bronze alloy so I placed in the alloy section even if this way is more difficult to reach than a normal advanced armor ....

tough the pinciple shoudl be that the crafted items shoudl base their balancement non in the "racial Benefit" but on the material , style , and crafting experience ...
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Sabrina Steige
 
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Post » Thu May 24, 2012 12:50 am

I need some scripting help if there is anyone around , not that I can't but I do not have much time ... eventually someone that could provide me with a script right here woudl be good ...
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Tiffany Holmes
 
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Post » Wed May 23, 2012 7:16 pm

Wish I could help, but I would be learning from scratch on top of my bio, math and chem classes :P
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Jessica Phoenix
 
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