[WIP] Morrowloot

Post » Thu Jun 21, 2012 7:41 am

From Oblivion:

"For many thousands of years, the exact way to produce Daedric equipment had remained a mystery to many people. It is wonderfully powerful and strong, and has an amazing potential for enchantments. Many believed them to originate only in the realm of Oblivion itself. Whoever discovered the process of forging Daedric equipment will remain a mystery, but the process itself will not. Daedric armor and weapons are created from Ebony, the supernaturally strong metal that is mined almost exclusively from the volcanic island of Vvardenfell, in the province of Morrowind. After the forging process, a conjurer then summons a lesser Daedra and binds its soul into the object. For the rest of eternity, this malevolent being is trapped within the cool metal, and those who wield such armaments swear they can sometimes hear their tormented moans."

It's definaitly lore friendly that a mortal can craft it, they would just have to be a pretty powerful sorceror/conjurer. Theoreticaly, you could have a master smith and an mage create the armor together... Though for the sake of balance I would prefer the player have to master all the skills required themselves.

Hope someone picks up the idea some time. Learning how to make Daedric items should be an achivement requiring hard work and sacrifice, not a simple perk choice at level up...(probably only be able to make one set too....)

However, I understand it's your mod and your vision, so I'll leave it at that.
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Kirsty Collins
 
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Post » Thu Jun 21, 2012 10:17 am

Sorry for off topic, but how is it that you reach this conclusion? I see nothing in the conflict section that wrye bash can't fix.

:blush: Umm...just going by comments in the Nexus mod thread for Scaling Stopper...
Excuse my ignorance, but if I delete any creatures from SkyMoMod, and Scaling Stopper refers to those references, wouldn't it cause issues, even when merging the lists?
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Dan Endacott
 
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Post » Thu Jun 21, 2012 4:50 pm

Sounds like a really great idea!!!
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Emzy Baby!
 
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Post » Thu Jun 21, 2012 3:14 pm

Trainwiz, you make the best mods.
THE BEST.
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Anna Krzyzanowska
 
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Post » Thu Jun 21, 2012 5:12 am

This looks really good - just what Ive been looking for. i guess though that it will be incompatible with anything that alters smithing? While I agree with your approach it may mean giving up mods Im not willing to give up :/
I hope Im wrong :)
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patricia kris
 
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Post » Thu Jun 21, 2012 6:51 am

Nice idea! Just reading through it, I would also either set up the values of the rarer-armours, or better, make the bad armours bad. Otherwise I will just (legendary)-ify all my Steel armour and not bother looking for Daedric ;)
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Lyd
 
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Post » Thu Jun 21, 2012 5:28 am

Fab idea. Rare, static loot all the way! Looking forward to seeing how this pans out.
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neen
 
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Post » Thu Jun 21, 2012 2:50 am

Great idea, I look forward to downloading it.
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Kayleigh Mcneil
 
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Post » Thu Jun 21, 2012 4:07 pm

This looks great, good luck. Although instead of static objects in containers you could use non levelled levelled lists to make different play throughs different, but so the loot still makes sense. So in a Dwemer ruin you'd find a random (but appropriate) piece of loot, that isn't related to level.
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Elisha KIng
 
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Post » Thu Jun 21, 2012 10:33 am

This would make me play Skyrim again, so good luck with it!
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Cat
 
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Post » Thu Jun 21, 2012 2:48 pm

This looks great, good luck. Although instead of static objects in containers you could use non levelled levelled lists to make different play throughs different, but so the loot still makes sense. So in a Dwemer ruin you'd find a random (but appropriate) piece of loot, that isn't related to level.


Wouldn't that just make the rarer items more common? I thought his intention was to have more unique items...
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Stace
 
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Post » Thu Jun 21, 2012 10:14 am




Wouldn't that just make the rarer items more common? I thought his intention was to have more unique items...

Not a if the probability was lower for rarer (still not based in level ). Or if he had a lot of levelled lists and each container had a choice from 1 of a few items. To keep in the spirit of the mod, but also so I don't just run to the same dungeon because I know I can get an awesome sword there every time I start a new game :).
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SWagg KId
 
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Post » Thu Jun 21, 2012 3:18 pm

Hmmm, setting up many lists could work if he feels up to the task - and it'd certainly make things less predictable :)
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Marine Arrègle
 
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Post » Thu Jun 21, 2012 1:21 am

:cool: Watching.
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Donald Richards
 
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Post » Thu Jun 21, 2012 9:36 am

Awesome idea! I've looked for something like this. Won't play the game untill this is released. It would have been nice if ppl who release armor/weapon mods have put their gear in some special places not just under craft menu... But... i'l have to live by the way it is :)
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Danial Zachery
 
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Post » Thu Jun 21, 2012 1:11 pm

This looks really good - just what Ive been looking for. i guess though that it will be incompatible with anything that alters smithing? While I agree with your approach it may mean giving up mods Im not willing to give up :/
I hope Im wrong :smile:

I'm removing the higher level crafting recipes, so anything that modifies those will be partially incompatible. Lower level stuff and things that would add new smithing recipes will be.
Daedric armor will still not be smithable.

This looks great, good luck. Although instead of static objects in containers you could use non levelled levelled lists to make different play throughs different, but so the loot still makes sense. So in a Dwemer ruin you'd find a random (but appropriate) piece of loot, that isn't related to level.
Static objects aren't necessarily in containers, but actually hand placed in the world. Smaller things like unique rings and jewelry probably will be though. And again, using Morrowind a model, so some (mostly consumables and non-equipment) loot is levelled, but everything else is neither randomly generated nor levelled, but again hand placed.
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RaeAnne
 
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Post » Thu Jun 21, 2012 2:38 am

I am really looking forward to this. The biggest problem I had with this game was leveled loot. I miss finding items hidden in nooks and crannies like in Morrowind.
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Minako
 
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Post » Thu Jun 21, 2012 4:04 am

Sounds like something right up my alley. Can't wait for it :biggrin:
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Andrew Lang
 
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Post » Thu Jun 21, 2012 3:41 am

Definitely watching this thread!

Any ETA?
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Michelle davies
 
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Post » Thu Jun 21, 2012 10:25 am

Definitely watching this thread!

Any ETA?

No idea.
I just finished removing higher level equipment from levelled lists though.
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Genevieve
 
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Post » Thu Jun 21, 2012 10:57 am

No idea.
I just finished removing higher level equipment from levelled lists though.

IT APPROACHES
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Vickytoria Vasquez
 
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