[RELZ] Armamentarium Complete 1.35 * Artifacts II Support

Post » Wed Sep 01, 2010 1:00 pm

Now the bad news, I hate to point it out again...

Well, I checked it in 1.35 and the problem is still there. I must be one of the few noticing because I do use those staves. I don't know if the summon bear spell deserves so much trouble and after all I can fix it in my game editing the script, but...
Also, any plans on adding more artifacts to quest for? I still haven't found them all, but I love explore quests like this. The staff of Magnus was incredibly well modeled, and I also like the other, non-lore artifacts (specially the Sunblade)


I thought I had it fixed already..

if you want you can check the http://www.gamesas.com/bgsforums/index.php?s=&showtopic=893092&view=findpost&p=13886320 and edit the esp has needed and send them to me should just be armaartifacts.esp that has them. I may have made a mistake or two when edited myself.

More Artifacts to quest for? Maybe in the future, but, really not sure, There are plenty of New Item from Artifacts II that could be used, since all the Arma Stuff is accounted for after all Either in Leveledlist or in Artifacts Quests itself.
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April
 
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Post » Wed Sep 01, 2010 8:14 pm

CorePC:

http://www.gamesas.com/bgsforums/index.php?showtopic=1064339&st=0&gopid=15463262&#entry15463262

Been experimenting in regards to the leveled entries squashing by Bash. Might want to check it out and see if you come to the same conclusion. It seems to affect your mod particularly hard due to its heavy reliance on leveled lists, but without the Relev/Delev tags like some of the other overhauls. A simple Relev tag seems to fix it, but it does bring other questions to mind.
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Crystal Clear
 
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Post » Thu Sep 02, 2010 12:58 am

Haven't found 'Artifacts' release thread, so posting here, as in most relevant one.

Found a bug in that mod.

Artifacts.esm removed floor and walls in Abandoned Mine.

Fixed it by removing its branch in TES4Edit.
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Spooky Angel
 
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Post » Thu Sep 02, 2010 4:45 am

Artifacts.esm removed floor and walls in Abandoned Mine.

Fixed it by removing its branch in TES4Edit.


Look in my sig..

Fixed for next version by the way, already been reported..along with lost spire's landscape bugs has well..
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SamanthaLove
 
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Post » Thu Sep 02, 2010 12:49 am

Look in my sig..

Fixed for next version by the way, already been reported..along with lost spire's landscape bugs has well..


Does this mean the current http://www.tesnexus.com/downloads/file.php?id=25309 mod has problems with Abandoned Mine, and Lost Spires? Because that mod shows up simply as Artifacts, rather than Artifacts II. Just asking.
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Antony Holdsworth
 
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Post » Wed Sep 01, 2010 2:44 pm

Does this mean the current http://www.tesnexus.com/downloads/file.php?id=25309 mod has problems with Abandoned Mine, and Lost Spires? Because that mod shows up simply as Artifacts, rather than Artifacts II. Just asking.


Yes, that is artifacts mod that we are talking about.

The reason why I refer to has Artifacts II, it compliments armamentarium weapons and armor,

since many of meshes are the same for weapons and armor just with retextures, Trollf did a wonderful job of fililng in armamentairum complete with the stuff that was missing once again.
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Joanne
 
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Post » Thu Sep 02, 2010 1:03 am

Yes, that is artifacts mod that we are talking about.

The reason why I refer to has Artifacts II, it compliments armamentarium weapons and armor,

since many of meshes are the same for weapons and armor just with retextures, Trollf did a wonderful job of fililng in armamentairum complete with the stuff that was missing once again.


Yeah, they are fantastic mods! I'm not running the katanas one, so not the compendium.

I'll go ahead and deactivate Artifacts, then, until the next release.
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Laura Richards
 
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Post » Thu Sep 02, 2010 12:01 am

Look in my sig..

Fixed for next version by the way, already been reported..along with lost spire's landscape bugs has well..


Aha, oki.

Is there any ETA for next version ?
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James Hate
 
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Post » Wed Sep 01, 2010 9:43 pm

Aha, oki.

Is there any ETA for next version ?


I only have a few things left to do with Artifacts before it will be released. Maybe this weekend, not tonight for sure..New Years Party...

Else just a friendly bump

Has anyone found any of magic armor yet?
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Andrew
 
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Post » Wed Sep 01, 2010 7:37 pm

Has anyone found any of magic armor yet?


With Arma 1.35 I found "Iron Barrere Gauntlets" on a TT merchant. I don't think I ever saw those with the Arma 1.3 I previously used.
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Emzy Baby!
 
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Post » Thu Sep 02, 2010 3:32 am

With Arma 1.35 I found "Iron Barrere Gauntlets" on a TT merchant. I don't think I ever saw those with the Arma 1.3 I previously used.


That would be enchanted armor ..

that is the name by the way..

and what version are you using LLMagic or LLMagic4OOO once again?
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Svenja Hedrich
 
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Post » Thu Sep 02, 2010 6:09 am

That would be enchanted armor ..

that is the name by the way..

and what version are you using LLMagic or LLMagic4OOO once again?


I use MMM without OOO, so LLmagic...the load order I'm using:
...
ArmamentariumLL
ArmamentariumLLMagic
ArmamentariumLLArmaVendor
...
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Austin Suggs
 
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Post » Wed Sep 01, 2010 8:54 pm

I use MMM without OOO, so LLmagic...the load order I'm using:
...
ArmamentariumLL
ArmamentariumLLMagic
ArmamentariumLLArmaVendor
...


I was hoping that you where using OOO, has that is what I need more feedback on..Vanilla Armamentarium there is no problem Magic Weapons and Armor will show up ..

Is anybody using LLMagicOOO and found any of Armamentairum Magic Weapons or Armor yet..
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Lil'.KiiDD
 
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Post » Wed Sep 01, 2010 6:01 pm

Is anybody using LLMagicOOO and found any of Armamentairum Magic Weapons or Armor yet..


Yes, I'm using it under FCOM and magic Armamentarium items seem to turn up just fine.
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Alexx Peace
 
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Post » Wed Sep 01, 2010 2:41 pm

Yes, I'm using it under FCOM and magic Armamentarium items seem to turn up just fine.


Are they too rare or showing up too much or just about right you think..?
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Cassie Boyle
 
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Post » Thu Sep 02, 2010 5:10 am

Are they too rare or showing up too much or just about right you think..?


Seems balanced just about right. This with a Lvl 27 char. Almost everyone has at least one piece from Armamentarium. Doing two dungeons (Hame and Fanacas) I got perhaps four enchanted Armamentarium items.
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matt oneil
 
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Post » Wed Sep 01, 2010 9:22 pm

CorePC, which load order is correct? your suggested load order(on first post), or BOSS-suggested load order. It seems your load order makes arma items a liitle bit rarer, while boss load order makes it less rarer. I'm using FCOM.

Also, what happened if I use Artifact without using artifact.esp?(as I don't need the shop)
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Steeeph
 
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Post » Thu Sep 02, 2010 2:09 am

Seems balanced just about right. This with a Lvl 27 char. Almost everyone has at least one piece from Armamentarium. Doing two dungeons (Hame and Fanacas) I got perhaps four enchanted Armamentarium items.


Sounds about right, so I will leave the drop alone for now..


CorePC, which load order is correct? your suggested load order(on first post), or BOSS-suggested load order. It seems your load order makes arma items a liitle bit rarer, while boss load order makes it less rarer. I'm using FCOM.

Also, what happened if I use Artifact without using artifact.esp?(as I don't need the shop)


Depends are you using FCOMRealSwords or not..if you are then fcomrealswords needs to load after LL4OOO and LLMagic.esp..

if you want less arma item then load it before fcom_convergence if you want more load it after fcom_convergence..

if you do not use the artfiacts.esp then game will crash, because artifacts.esp is used to launch the artifacts.bsa..

else you can rename the artifacts.bsa to oblivion-artifacts.bsa that would work, or add artifacts.bsa to your sarchive line..Read the artifacts thread for naming tips..
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CHangohh BOyy
 
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Post » Wed Sep 01, 2010 8:06 pm

this is my current load order
02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Armamentarium.esm  [Version 1.35]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Artifacts.esm09  VASE - core.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9MB3]---------------------10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Quests-SI only.esp14  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]16  Fran Armor Add-on.esp17  Fran_Lv30Item_Maltz.esp18  Fran's Ore Refiner - SI only.esp------------------------------2D  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]2E  Slof's Oblivion Robe Trader.esp2F  Cobl Glue.esp  [Version 1.73]30  Cobl Si.esp  [Version 1.63]31  FF_Real_Thirst, Cobl.esp32  OOO 1.32-Cobl.esp  [Version 1.72]33  Bob's Armory Oblivion.esp34  FCOM_BobsArmory.esp  [Version 0.9.9]35  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]36  Oblivion WarCry EV.esp37  FCOM_WarCry.esp  [Version 0.9.9MB3]38  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.35]39  ArmamentariumArtifacts.esp  [Version 1.35]3A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]3B  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_AyleidCoinDelev.esp++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3C  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]3D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]40  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]41  TamrielTravellers4OOO.esp  [Version 1.39c]42  TamrielTravellersItemsnpc.esp  [Version 1.39c]43  TamrielTravellersItemsCobl.esp  [Version 1.39c]44  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]


is this load order seems right?

If fcom_realswords need to be loaded after LLMagicOOO, then boss must be noted.
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Cat
 
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Post » Wed Sep 01, 2010 9:25 pm

I so didn't know that about the FCOM_Real Swords (need to read these release threads closer I guess).

So then should I load FCOM_Realswords down past where MMM SI is - right after the Artifacts esps you name or move those up to prior to where realswords according to BOSS?

Also didn't realize that the main artifacts.esp was a dummy.

So FCOM_Convergence - artifacts.bsa would work.

thanks
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Danny Blight
 
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Post » Wed Sep 01, 2010 11:22 pm

is this load order seems right?

If fcom_realswords need to be loaded after LLMagicOOO, then boss must be noted.


has I stated above..move it either above fcom_convergence if you want less arma items, if you want more arma items then load below fcom_convergence, else it need to load before fcom_realswords else realswords become super rare..

Not sure if something that boss should adjust for , since it comes down to either do you want more or less once again..

other than fcom_realswords but that fall under same rules more or less..load order determine this ..

So then should I load FCOM_Realswords down past where MMM SI is - right after the Artifacts esps you name or move those up to prior to where realswords according to BOSS?

Also didn't realize that the main artifacts.esp was a dummy.

So FCOM_Convergence - artifacts.bsa would work.

thanks


you just need to move LL4OOO and LLMagic.esp has needed..and not fcom_realswords..

Artifacts.esp is not a dummy eps it does place thing in world the guild itself..without the artifacts.esp you have to use another method to get it work..

bashed patch - artifacts.bsa will work for sure..
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Irmacuba
 
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Post » Thu Sep 02, 2010 3:30 am

Sorry Core - apparently my head is thick today but why would I rename the bsa to anything else (to load with any other esp) when I need to use the artifacts.esp?
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Hayley Bristow
 
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Post » Thu Sep 02, 2010 3:04 am

I think it's because artifacts.esp isn't only a dummy esp, as it also contains Artifacts Shop records.
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Dewayne Quattlebaum
 
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Post » Wed Sep 01, 2010 11:35 pm

Sorry Core - apparently my head is thick today but why would I rename the bsa to anything else (to load with any other esp) when I need to use the artifacts.esp?


Please read the artifacts thread, has I have explained and trollf explained what the artifacts.esp is for.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1004873&view=findpost&p=14673747
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renee Duhamel
 
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Post » Thu Sep 02, 2010 2:58 am

Sounds about right, so I will leave the drop alone for now..


More exactly (just checked) I got an enchanted Armamentarium blade, staff and helmet from doing two medium sized dungeon. Just did Sercen which had 14 NPC's and got one enchanted Armamnetarium axe from the "boss". Seems just about perfect IMO. As the enchanted items seems balanced in themselves, they don't need to be rarer.
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Dan Scott
 
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