[RELZ] Armamentarium Complete 1.35 * Artifacts II Support

Post » Thu Sep 02, 2010 11:46 am

ArmamentariumLL, LLMagic, is your only choice has OOO version require OOO and will not work without that..

You will have to wait for ArmamentariumComplete4Frans version..which is still in making..


Thanks for the quick response. I'll make due with the above mentioned .esp files.

Thanks
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Katie Louise Ingram
 
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Post » Thu Sep 02, 2010 7:51 am

I've decided to install Armamentarium, but without the Artifacts II mod. I'm also using FCOM and I'm using the following plugins:
Armamentarium.esm
ArmamentariumArtifacts.esp
ArmamentariumLL4OOO.esp
ArmamentariumLLMagicOOO.esp
ArmamentariumLLVendors.esp

Now if I want to make a BSA out of the Meshes and Textures, what do I name it? Will Armamentarium.BSA do?
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Rusty Billiot
 
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Post » Thu Sep 02, 2010 4:34 am

ArmamentariumArtifacts.esp

Now if I want to make a BSA out of the Meshes and Textures, what do I name it? Will Armamentarium.BSA do?


name the bsa to be same has this plugin
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^~LIL B0NE5~^
 
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Post » Thu Sep 02, 2010 3:28 am

Doubt this is the right place to ask, but I'm using the mod, and I'm able to find out what some of the clues say/lead to, but Magus escapes me. I'm wondering what this Great Black void is, or where it is. I'm certain I know what the items needed are, but I'm at a loss as to what each thing I need to do to get Magus is.
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JAY
 
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Post » Wed Sep 01, 2010 9:53 pm

You said not supported when it came to Francesco's. If I were to bash patch in the leveled lists from the ESM/etc, would it work?
(I'm not running FCOM, just Francesco's.)
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Kira! :)))
 
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Post » Thu Sep 02, 2010 5:49 am

Just a little report. I look into Artifact (v1.1) and Armamentarium (v1.35) spreadsheet's weapon with TES4Edit, and i've notice two things. Some weapon typologies like Halberd, Glaives and Spear, are missing, for some weapon categories (like Stell&Variants (brown, ancient, etc) . Same thing for some weapon like "Akaviri jade" where Dai-katana (with vanilla mesh i mean) is missing for jade typologies, while in "Akaviri black" is present.
BTW any chance to include glaive and halberd for all weapon categories (steel, dwarven,etc... not Daedric because all weapons typologies are just present) ? These weapon will transform Oblivion a bit more like Morrowind (why Bethesda has not included spear, etc, in TES4 ? :rolleyes:) and will be great to use a steel halberd with the custom animation attack of the next UV 2.
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Rachel Eloise Getoutofmyface
 
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Post » Thu Sep 02, 2010 3:57 am

Just a little report. I look into Artifact (v1.1) and Armamentarium (v1.35) spreadsheet's weapon with TES4Edit, and i've notice two things. Some weapon typologies like Halberd, Glaives and Spear, are missing, for some weapon categories (like Stell&Variants (brown, ancient, etc) . Same thing for some weapon like "Akaviri jade" where Dai-katana (with vanilla mesh i mean) is missing for jade typologies, while in "Akaviri black" is present.



The answer is Artifacts is provided has Is No New Weapons will be added or created at least not by me at this time.

Maybe in future we will add magical variants for Artifacts Weapons , Armor and Robes/Clothing..But at this time most of team is working on other projects ..
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latrina
 
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Post » Thu Sep 02, 2010 10:32 am

should have reported in armamentarium thread itself that is my sig..has it not a fcom issue most likely.

give me the formid of candleholder so that I can check and see what could be conflicting and causing it..


There are two candleholders, one is on table and another is floating in the air,

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The floating one:

000A28B7

From Mod:
00: Oblivion.esm

Base Object:
000A29CF

From mod:
00: Oblivion.esm

Object Ownership:
Rohssan's Family

Model Location:
Meshes\Lights\MiddleBowlTanCandles01.NIF

is located at A Fighting Chance (0002C170)
position (0, 0, 45)

-----------------------------------------------------------------------------------------------------------------
The one on table:

41001BAF

From Mod:
41: ArmamentariumArtifacts.esp

Base Object:
0002F446

From mod:
00: Oblivion.esm

Object Ownership:
Rohssan's Family

Model Location:
Meshes\Lights\MiddleBowlTanCandles01.NIF

is located at A Fighting Chance (0002C170)
position (0, 0, 32)

------------------------------------------------------------------------------------------------------------------------------------------------------
There is a candleholder at position (0, 0, 45) in vanilla game,
I think it should be deleted after installing ArmamentariumArtifacts.esp because ArmamentariumArtifacts.esp changed it to position (0, 0, 32)
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Andrew Tarango
 
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Post » Thu Sep 02, 2010 2:06 am

There are two candleholders, one is on table and another is floating in the air,


In my verison there are three candle on the table and all are floating.

The table itself it what got moved and so this is why they are floating, will restored table back to originial postion and fixes the problem.
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Sophie Miller
 
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Post » Wed Sep 01, 2010 8:55 pm

I just tried this mod with FCOM, first thing i noticed is the prices. Way higher than OOO but same stats. Irons 4x higher, fur armors 10x. Any fix for this or i did something wrong?
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Irmacuba
 
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Post » Thu Sep 02, 2010 4:52 am

I just tried this mod with FCOM, first thing i noticed is the prices. Way higher than OOO but same stats. Irons 4x higher, fur armors 10x. Any fix for this or i did something wrong?


Not at this Time in future update maybe.

the weapons prices are pretty matched up to OOO price stats in LLOOO.esp , just not the armor once again.
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rheanna bruining
 
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Post » Thu Sep 02, 2010 10:50 am

Plugin Update for Testing

Artifacts-ArmaCompletAddon.esp version 1.1

http://www.4shared.com/file/237670550/aefeb858/ArtifactsArmaCompleteAddon1.html

- Added Artifacts Robes to RobeClothing Levelelidst so that Npc that use those Leveledlist will wear them.

This is all for now..
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Russell Davies
 
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Post » Thu Sep 02, 2010 8:02 am

name the bsa to be same has this plugin


Took a while before I was able to actually test this...
Some of the meshes and textures don't show up in the game, both using Armamentarium.BSA as well as ArmamentariumArtifacts.BSA, http://bildr.no/view/739834
I'm not using the Artifacts plugin, but I do use ArmamentariumLL4OOO.esp. Is it possible that weapons and armour won't show if they are pulled from ArmamentariumLL4OOO.esp even though Form ID finder says they are from Armamentarium.esm?
Any suggestions for another name for the BSA I could try?

EDIT: since DLCShiveringIsles.esp is already uses as a dummy file I renamed the BSA to DLCShiveringIsles.bsa, and that worked.
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Jesus Sanchez
 
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Post » Wed Sep 01, 2010 10:03 pm

Hey CorePc, if I'm interested in removing the Collector's Guild from my game (I just want the sweet weapons and stuff in the leveled lists), what do I need to do? I remember you posting about this before but I can't find the post for the life of me.

Do I need to disable an ESP somewhere?
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Rex Help
 
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Post » Thu Sep 02, 2010 7:28 am

Hey CorePc, if I'm interested in removing the Collector's Guild from my game (I just want the sweet weapons and stuff in the leveled lists), what do I need to do? I remember you posting about this before but I can't find the post for the life of me.

Do I need to disable an ESP somewhere?


I second this, I would also be interested in only the items and weapons from the mod.
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Gemma Flanagan
 
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Post » Thu Sep 02, 2010 4:25 am

Hey CorePc, if I'm interested in removing the Collector's Guild from my game (I just want the sweet weapons and stuff in the leveled lists), what do I need to do? I remember you posting about this before but I can't find the post for the life of me.

Do I need to disable an ESP somewhere?

According to the http://www.gamesas.com/index.php?/topic/1063553-relz-armamentarium-complete-135-artifacts-ii-support/, where it explains which esp does what, it says:

If you want the merchants to sell up to wooden/iron/steel items only and are using a Overhaul (OOO/FCOM) then copy the 'ArmamentariumLLVendors.esp' to oblivion\data folder.
Else If you want the merchant to sell weapons and armor up to elven/orcish and are not using a Overhaul then use 'ArmamentariumLLArmaVendors.esp' instead, do not use LLVendors from above.

So you would need to remove either one of those esps from your load order to effect the change you are looking for.


I second this, I would also be interested in only the items and weapons from the mod.

See above answer
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Ezekiel Macallister
 
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Post » Wed Sep 01, 2010 10:54 pm

I thought the shop was in the esm and no combination of plugins would remove it?
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Lexy Corpsey
 
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Post » Thu Sep 02, 2010 9:04 am

The shop and the vendors are defined in the esm and so cannot be completely removed from the game, however world placement of any added object cannot be done via esm (missing-world bug) and so not using the esp(s) that place the shop in the world means the shop never appears and is completely inaccessible.

There is a difference between what exists in the game and what is accessible in the game.

Vac

Edit: that should be "cannot be completely removed from the game without editing the esm or just not loading the mod".
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Adam
 
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Post » Thu Sep 02, 2010 11:33 am

According to the http://www.gamesas.com/index.php?/topic/1063553-relz-armamentarium-complete-135-artifacts-ii-support/, where it explains which esp does what, it says:

If you want the merchants to sell up to wooden/iron/steel items only and are using a Overhaul (OOO/FCOM) then copy the 'ArmamentariumLLVendors.esp' to oblivion\data folder.
Else If you want the merchant to sell weapons and armor up to elven/orcish and are not using a Overhaul then use 'ArmamentariumLLArmaVendors.esp' instead, do not use LLVendors from above.

So you would need to remove either one of those esps from your load order to effect the change you are looking for.



See above answer

Removing those two won't remove collector's guild from the game. To remove the guild, just remove Artifacts.esp(NOT Artifacts.esm) from your game, as this plugin has the worldspace records for the guild. But removing this esp will not make Artifacts.bsa to load properly, so you need to rename Artifacts.bsa to something else(I rename it to Oscuro's Oblivion Overhaul.bsa) so that the .bsa will load properly)

EDIT: Wording - Apparently I was drunk while writing this :D
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keri seymour
 
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Post » Thu Sep 02, 2010 7:52 am

Right - that was it.

The esm alone does not add to the leveled lists, as far as I recall, so the only option for not having the artifacts store is to also have Armamentarium installed as well.
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Katie Pollard
 
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Post » Thu Sep 02, 2010 7:56 am

Actually no that can't be it.

Realizing that I could live without the shop in my game and having armamentarium installed and the esp to integrate artifacts into armamentarium merged into my bashed patch I took artifacts.esp out and saw three items that were apparently from artifacts loose textures and have weirdness.

Blue Mithril gauntlets suddenly were pink. Green Fur armor invisible on NPC.

So I think the esp is absolutely needed unless there is some fact I'm missing here. And if the esp is needed then likewise the shop is also included.
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Tha King o Geekz
 
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Post » Thu Sep 02, 2010 1:19 pm

What about some sort of patch to block the door, or even stop all the NPCs selling stuff to the player?
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Kat Stewart
 
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Post » Thu Sep 02, 2010 12:33 am

What about some sort of patch to block the door, or even stop all the NPCs selling stuff to the player?

Block the door? Why not remove placement of the shop in the esp?

I've no issue with being sold the items if they appear in lists of vendors and not all the items in artifacts are super rare uber items anyway.
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Jake Easom
 
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Post » Thu Sep 02, 2010 4:34 am

Block the door? Why not remove placement of the shop in the esp?

I've no issue with being sold the items if they appear in lists of vendors and not all the items in artifacts are super rare uber items anyway.

A thought for a quick fix. Removing the shop from the esp would be a better idea. It's also worth mentioning that if someone did this, it could be released as Artifacts is, technically a modders resource too, Trolff gave permission for anyone to use it however they like, as long as proper credit is given :)
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Mike Plumley
 
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Post » Thu Sep 02, 2010 1:52 am

A thought for a quick fix. Removing the shop from the esp would be a better idea. It's also worth mentioning that if someone did this, it could be released as Artifacts is, technically a modders resource too, Trolff gave permission for anyone to use it however they like, as long as proper credit is given :)

Good to know. I just dropped a note to John123 - maybe he will consider including them in his getting to be gigantic Leveled List Overhaul.
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Emily Rose
 
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