[RELWIP] Armoury of Tamriel, Thread 7

Post » Sun May 20, 2012 9:00 am

Weapon meshes come in two flavours:
1stpersonx.nif
x.nif

1st person is misleading, it's the mesh used for when the player has it equipped and for the inventory view. The plain one is for when it's on the ground or when equipped by an NPC, it's a lower poly version to save performance. I'm guessing the "imperialswordgo" isn't used, go was the extenstion bethesda used in fallout/oblivion to label versions of the mesh for placing on the ground, so it's probably just a left over from an alpha or beta stage, there seems to be quite a few of those in the game.
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sara OMAR
 
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Post » Sun May 20, 2012 9:00 am

Weapon meshes come in two flavours:
1stpersonx.nif
x.nif

1st person is misleading, it's the mesh used for when the player has it equipped and for the inventory view. The plain one is for when it's on the ground or when equipped by an NPC, it's a lower poly version to save performance. I'm guessing the "imperialswordgo" isn't used, go was the extenstion bethesda used in fallout/oblivion to label versions of the mesh for placing on the ground, so it's probably just a left over from an alpha or beta stage, there seems to be quite a few of those in the game.
Followers often also use weapons in the 1stperson variety.
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Julia Schwalbe
 
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Post » Sun May 20, 2012 12:56 pm

----------------------------------------------------------------
Armoury of Tamriel, 0.6.4 uploaded!

New crafting recipes
-All material varieties of http://www.skyrimnexus.com/downloads/images/2933-1-1326908435.jpg added to crafting.
-Great-axes require 6 total ingots to craft.

Leveled list changes
-All of my weapons added to leveled lists. I need feedback on how well this works out in-game.

Perk Changes
-Perk names & Descriptions changed to reflect their current in-game function.

Weapon Changes
-Draugr weapons' names, descriptions and keywords changed to reflect that they're made from Iron.
-Honed Draugr weapons' names, descriptions and keywords changed to reflect that they're made from Steel.
-Mod added Daedric Artifacts changed from "WeapMaterialDaedric" to "DaedricArtifact".
-Countless weapon name & description changes. Mostly clean-up.

Other Changes
-Mod description updated to reflect current functions.

----------------------------------------------------------------
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Louise Andrew
 
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Post » Sun May 20, 2012 2:24 pm

----------------------------------------------------------------
Armoury of Tamriel, 0.6.4 uploaded!

...Leveled list changes
-All of my weapons added to leveled lists. I need feedback on how well this works out in-game....

oh hellz ya!!! i have been waiting for this. really going to make these weapons feel like part of the world. how exactly did you add the items? by that i mean what types of enemies get what types of items? i was thinking, for example, all bandits would still have the basic iron-style weapons, but the higher level ones would have those style weapons made with better materials. is this correct?
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Averielle Garcia
 
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Post » Sun May 20, 2012 6:15 am

oh hellz ya!!! i have been waiting for this. really going to make these weapons feel like part of the world. how exactly did you add the items? by that i mean what types of enemies get what types of items? i was thinking, for example, all bandits would still have the basic iron-style weapons, but the higher level ones would have those style weapons made with better materials. is this correct?
You could test it out in-game and just see how it works. A lot more effective then me spending the time typing all of the information out and then correcting it if I leave something out.

Let's put it this way. I did the best I could though I may have made a mistake. If something appears wrong please let me know.
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Zosia Cetnar
 
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Post » Sun May 20, 2012 8:12 am

Not sure how much time I will be spending in game, downloading the new one now.
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Mariana
 
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Post » Sun May 20, 2012 10:21 am

i will look into it once i get time to play. pull up my high level toon and go bandit hunting =)

as i said before, i have been waiting for these items to be added into the game since i first found your mod. this should really make them feel like part of the world, and not a modded addition.
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Bellismydesi
 
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Post » Sun May 20, 2012 2:50 pm

Have you thought about uploading the main file as a torrent? Might be a good idea with a file this size, and it's only going to get bigger as you go on.
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Alexandra walker
 
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Post » Sun May 20, 2012 6:44 am

When I'm modding I usually listen to my Windows Media Player Playlist. My playlist is composed of a combination of Video Game Music and Classic Rock. Often times it will play a game's theme song and that immediately makes me want to play that game. lol. Oddly enough, even though my playlist is 70 hours long it feels like it's playing the same songs over and over.

Have you thought about uploading the main file as a torrent? Might be a good idea with a file this size, and it's only going to get bigger as you go on.
I get enough trouble as it is for hogging the internet on the occasion I do upload a new full version. It's not really a big deal at this point anyway since I'm only uploading a new full version about once every 10 versions.
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Franko AlVarado
 
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Post » Sun May 20, 2012 6:34 am

I was just thinking it might be nice when you get to 1.0 or when you've done the armor, because I could see the file size getting to be in the multiple gigs range. But ya, wouldn't really be worth it now since you're still updating a lot.
And hey, I know I'd seed this, sure other people would too.
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Chloé
 
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Post » Sun May 20, 2012 8:17 am

I have re-done our crafting spreadsheet to be used for my mod's magic weapon crafting recipes. We still need to come up with a source of energy besides soulgems. We could do Welkynd and Varla stones if someone could find a suitable model.

https://docs.google.com/spreadsheet/ccc?key=0ArqAS5QV30xodGE5MWdEQlBvb1FhSkdUYjcwQU1TUkE#gid=0is a link to the spreadsheet for anyone interested in contributing.

I was just thinking it might be nice when you get to 1.0 or when you've done the armor, because I could see the file size getting to be in the multiple gigs range. But ya, wouldn't really be worth it now since you're still updating a lot.
And hey, I know I'd seed this, sure other people would too.
Well almost all of the artwork for basic weapons is already included in the full version. Even all of the weapons I haven't put in-game yet. So 1GB is a good final total. In between versions I am re-doing most of the textures. But, the overall filesize remains the same. It's actually getting smaller if nothing else because I learned to save the textures in different formats if they have an alpha map. Once 1.0 is up a Torrent for the artwork would be a good idea.
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naana
 
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Post » Sun May 20, 2012 6:04 pm

I have re-done our crafting spreadsheet to be used for my mod's magic weapon crafting recipes. We still need to come up with a source of energy besides soulgems. We could do Welkynd and Varla stones if someone could find a suitable model.

https://docs.google.com/spreadsheet/ccc?key=0ArqAS5QV30xodGE5MWdEQlBvb1FhSkdUYjcwQU1TUkE#gid=0is a link to the spreadsheet for anyone interested in contributing.

This is interesting, think I'll try the lore forum for ya.
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Smokey
 
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Post » Sun May 20, 2012 7:33 am

This is interesting, think I'll try the lore forum for ya.
The intention is to enable magic weapon creation independent of the enchanting skill and function. These weapons will never be as powerful as a weapon enchanted by a master enchanter but they will be formidable on their own.

Heck, if I'm happy enough with it in concept and in practice I could even make unique textures for them.
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Loane
 
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Post » Sun May 20, 2012 7:20 am

What about adding levels to Arcane Crafting that let you craft novice, apprentice, journeyman, expert, master levels of magic weapons?

Or were you not planning to implement those tiers to the craftable magics?
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Ludivine Poussineau
 
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Post » Sun May 20, 2012 10:04 am

What about adding levels to Arcane Crafting that let you craft novice, apprentice, journeyman, expert, master levels of magic weapons?

Or were you not planning to implement those tiers to the craftable magics?

I could do that. Make Arcane Smithing a 5 Rank perk.

Do we know if we can change the shape of perk trees? I'd rather have all of the metals in one straight line instead of two separate branches.
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Devils Cheek
 
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Post » Sun May 20, 2012 10:08 am

The intention is to enable magic weapon creation independent of the enchanting skill and function. These weapons will never be as powerful as a weapon enchanted by a master enchanter but they will be formidable on their own.

Heck, if I'm happy enough with it in concept and in practice I could even make unique textures for them.
I do like the idea. A little different, but what about weapons that use your own magicka as a source of power? Definitely a little on the overpowerful side, but maybe they could start to sap your stamina and then health if you used it too much.

Actually on second thought that might be a better idea for one unique weapon. Something Umbra like.
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des lynam
 
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Post » Sun May 20, 2012 10:38 am

I could do that. Make Arcane Smithing a 5 Rank perk.

Do we know if we can change the shape of perk trees? I'd rather have all of the metals in one straight line instead of two separate branches.

I imagine that will be difficult, but you can adjust the perk prerequisites pretty easily, making it behave as if its in a straight line.

*Edit - So you could make the perk tree work as if its a loop that only goes in, say, the counterclockwise direction.
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Farrah Barry
 
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Post » Sun May 20, 2012 2:43 pm

I do like the idea. A little different, but what about weapons that use your own magicka as a source of power? Definitely a little on the overpowerful side, but maybe they could start to sap your stamina and then health if you used it too much.

Actually on second thought that might be a better idea for one unique weapon. Something Umbra like.
Draining the player's magicka instead of consuming charges is actually a pretty bad-ass idea especially since these weapons would probably be made and used by non-mages anyway. They could be scripted to require and consume 10 points of magicka for example.

I'd still like to put together something like Welkynd and Varla stones to be used in their creation though. That would be supported by Oblivion's lore as well. Since they've been uncovered and floating around for 200 some odd years since Oblivion it would make sense that they figured out how to better put them to use.

I imagine that will be difficult, but you can adjust the perk prerequisites pretty easily, making it behave as if its in a straight line.

*Edit - So you could make the perk tree work as if its a loop that only goes in, say, the counterclockwise direction.

A loop would work. You're a genius! Why didn't I think of that? lol. Starting with Steel, branching off only for the 5 ranks of Arcane Smithing, then going to Steel, Silver, Orichalcum, Dwemer, Moonstone, Glass, Ebony, Dragonbone & Daedric.
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Jonathan Braz
 
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Post » Sun May 20, 2012 1:19 pm

Imp of the Perverse, I took your idea and I ran to the hills with it.

http://www.skyrimnexus.com/downloads/images/2933-1-1326917788.jpg
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helen buchan
 
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Post » Sun May 20, 2012 6:21 am

Imp of the Perverse, I took your idea and I ran to the hills with it.

http://www.skyrimnexus.com/downloads/images/2933-1-1326917788.jpg

I like that perk tree so much better than the Vanilla version.

Also, just so you know, Nexus Mod Manager cannot handle installing your 6.4 esp file on top of your 6.0 mod, it uninstalls 6.0 to install 6.4. I'll be handling it manually instead.

You are also going to need a new thread soon.
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Jeffrey Lawson
 
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Post » Sun May 20, 2012 12:49 pm

I love that I'm gone for a day and each time I come back this gets cooler and cooler

I added to the Magic Item Crafting SS I tried to keep it to something that made sense and also had a similar effect in Vanilla

Edit: Awesome tree! are you going to adjust the Daedric values so they are better than Dragon?
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Claire Lynham
 
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Post » Sun May 20, 2012 6:27 am

I like that perk tree so much better than the Vanilla version.
Also, just so you know, Nexus Mod Manager cannot handle installing your 6.4 esp file on top of your 6.0 mod, it uninstalls 6.0 to install 6.4. I'll be handling it manually instead.
You are also going to need a new thread soon.
I will try changing the file type on the nexus from main file to update file and tell me if that works through the manager better.

I love that I'm gone for a day and each time I come back this gets cooler and cooler
I added to the Magic Item Crafting SS I tried to keep it to something that made sense and also had a similar effect in Vanilla
Edit: Awesome tree! are you going to adjust the Daedric values so they are better than Dragon?
Well, I don't know. Which should be better? Probably Daedric, right?
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-__^
 
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Post » Sun May 20, 2012 4:02 pm

http://www.gamesas.com/topic/1335290-relwip-armoury-of-tamriel-thread-8/
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Catherine N
 
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Post » Sun May 20, 2012 8:47 am

I would say yes since it is imbued with a dremora soul, and Dragon armor is just the bones and scales from a dragon. I guess it just depends on how powerful you think the dragons should be. Since I haven't installed and Dragon-centric mods I'm killing them in 2 power attacks (dual weapons) so they are about 1 step above skeevers lol
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Amy Melissa
 
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Post » Sun May 20, 2012 11:55 am

I will try changing the file type on the nexus from main file to update file and tell me if that works through the manager better.


Well, I don't know. Which should be better? Probably Daedric, right?

I will watch for it and try that. I had a bit of trouble figuring that all out when I was uploading TESVAL. It is already a very useful tool and I think when they get all the kinks worked out and make all the bells and whistles it well really be awesome.
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Claudz
 
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