[RELz] Armor Integrative Modifications (AIM)

Post » Sun Nov 14, 2010 6:20 am

Now we just gotta wait for a REL of the Weapons, and a WIP Clothing thread.

*begins to idly toy with his copy of the Clothing formulae*
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Josh Sabatini
 
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Post » Sat Nov 13, 2010 11:37 pm

I'm working on a quick plug-in to make this compatible with Tamriel Rebuilt, that means balancing all the TR armors. Fortunately there's only about 200 of them.

I'll pass it over to Alaisiagae when I've finished.
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Rich O'Brien
 
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Post » Sat Nov 13, 2010 8:46 pm

"Not valid outside the Mundus"
Lol

This sounds great. I've always thought MW's armor was a bit spotty. And did I misread, but did you say you fixed the miscolored ebony pauldrons?
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ANaIs GRelot
 
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Post » Sun Nov 14, 2010 1:24 am

A TR version? That's a great idea! I'll definately be downloading it when you finish.
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Shae Munro
 
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Post » Sat Nov 13, 2010 4:13 pm

I'm inputting numbers as we speak. All by hand since I don't trust importing.

Anyway... Expect the release in a day or two.
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Lucky Boy
 
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Post » Sun Nov 14, 2010 6:10 am

Have you upped the EP of the Stalhrim armor pieces to better match the EP for the Stalhrim weapons? I always thought it was dumb that the weapons had good enchantment potential and the armor had very, very low EP.

Edit: I also think Stalhrim armor should be the top of the line for Medium Armor, if for no other reason than the sheer difficulty of getting it, its rarity, and its magical nature. Adamantium is way more common than Stalhrim, and not magically forged. Just a thought.
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Emily Jeffs
 
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Post » Sun Nov 14, 2010 5:15 am

Stahlrim: 150% increase. Much better.

In other words EP has more than doubled for Stahlrim, however this is meant to be used with the upcoming Weapons Integrative Modifications... IE the Weapon Balance Mod Alaisiagae is working on currently. Between the two EP, Damage, AR, Weight, Value, Health, and all the other good stuff will be worked into more predictable sets. A more useful material will be better in almost every way than a less useful one, thought there are a few exceptions, though those are relative values and not objective values.

For instance: Bonemold armors and weapons have 20% more EP than their Value and AR ratings would suggest.

Of course the BEST EP of any armor (whether relative or not) can be safely named as the Telvanni helms (and the rest of the Tlvanni armor in TR). Of course they have abysmal AR and Health ratings.

MASTER									   Weight	Value	EP	Health	AR BaseStalhrim Cuirass		   BM_Ice_cuirass	  27.0	24670	759	1000	55Stalhrim Helmet			BM_Ice_helmet	   4.5	 4112	 190	250	 55Stalhrim Greaves		   BM_Ice_greaves	  9.0	 8223	 285	375	 55Stalhrim Boots			 BM_Ice_Boots		10.8	9868	 342	450	 55Stalhrim Left Pauldron	 BM_Ice_PauldronL	6.3	 5756	 228	300	 55Stalhrim Right Pauldron	BM_Ice_PauldronR	6.3	 5756	 228	300	 55Stalhrim Left Gauntlet	 BM_Ice_gauntletL	4.5	 4112	 190	250	 55Stalhrim Right Gauntlet	BM_Ice_gauntletR	4.5	 4112	 190	250	 55Stalhrim Shield			BM_Ice_Shield	   13.5	12335	949	1250	55


That's the new Atahlrim.
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jasminε
 
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Post » Sat Nov 13, 2010 5:06 pm

How did I not know this was here.

As a lover of medium armor I will be downloading this.
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Hairul Hafis
 
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Post » Sat Nov 13, 2010 10:21 pm

And did I misread, but did you say you fixed the miscolored ebony pauldrons?

Yup, the fix is included. :) Also included are quorn's mesh fixes for the templar and glass helms, which can clip with certain heads, as my female Imperial discovered: http://i468.photobucket.com/albums/rr50/Alaisiagae/glass_helm_mesh.jpg, http://i468.photobucket.com/albums/rr50/Alaisiagae/strange_helmet_mesh_problem.jpg. The meshes included in the mod ensure that the helms will no longer clip!

I'm still (slowly!) working on that weapon mod. No promises on when it will be released. My inexperience with using Excel and Open Office for advanced functions in the spreadsheets is hindering my progress at the moment.

EDIT: Oh, and I didn't make Stalhrim the best medium armor because it is not aesthetically pleasing (in my opinion). :P
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ruCkii
 
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Post » Sat Nov 13, 2010 3:20 pm

http://www.mediafire.com/file/m4jgy20ygtg/AIM-%20Unarmored%20Boosters.rar

This download is the complete set of Unarmored Boosters, each one is dependant on one of the AIM files. They all do the same thing, raising base AR for unarmored to 116. Just use whichever patch corresponds to your AIM file.

http://www.mediafire.com/file/zzjtgybg0tg/AIM-%20TR%20Compatability%20Patch.esp

And here is what you should all be celebrating. This applies the balancing principles of AIM to TR.

Enjoy!
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Jeff Tingler
 
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Post » Sun Nov 14, 2010 12:43 am

http://www.mediafire.com/file/m4jgy20ygtg/AIM-%20Unarmored%20Boosters.rar

This download is the complete set of Unarmored Boosters, each one is dependant on one of the AIM files. They all do the same thing, raising base AR for unarmored to 116. Just use whichever patch corresponds to your AIM file.

You don't have to make them dependent if you don't want to. It'd probably be easier if they weren't dependent, otherwise the plugin would have to be updated every time the AIM mod was updated, which would be tedious. :P
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rae.x
 
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Post » Sat Nov 13, 2010 8:45 pm

So if I use Tamriel rebuilt, then the only one i need (for The Unarmored boosters) is the 'AIM- Unarmored Booster Tamriel Rebuilt' version? Or do I need that and the MY_TB_BM as well?
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Bitter End
 
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Post » Sat Nov 13, 2010 3:28 pm

Use the Tamriel Rebuilt version.

The only reason they're dependant is so that they don't affect AIM stuff if you have a strange load-order.
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Cccurly
 
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Post » Sun Nov 14, 2010 5:09 am

The only reason they're dependant is so that they don't affect AIM stuff if you have a strange load-order.

Shouldn't be a problem for the unarmored, because the default AIM mod doesn't even tough the unarmored gamesetting. And your unarmored mod, it doesn't touch anything AIM also touches? If that is the case, then have no worries about load order. :)
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Eliza Potter
 
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Post » Sat Nov 13, 2010 11:50 pm

True enough, but it pays to be careful.

For instance I put this into a set of special mods I was running and it completely tanked it. Of course those mods were all buggy in the first place, but the sentiment stands.

*It got better
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NAkeshIa BENNETT
 
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Post » Sat Nov 13, 2010 7:44 pm

is druegh good for medium? it was like admantum before, but not complete.
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koumba
 
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Post » Sun Nov 14, 2010 4:55 am

Dreugh is 40 AR, maxing out at 133. It has a fairly light weight, decent EP. The AR itself is beaten only by a few other medium armors (and a light armor). It has the same AR as Orcish, and if you want higher AR all the higher AR in Medium comes with some kind of string attached. Either it's a special armor (adamantium or stahlrim) or it is dangerous to get or wear (ordinator or royal guard). Note that the highest AR is Indoril or Royal Guard armor.

With TR a full set of both Indoril and Dreugh becomes available.
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Cash n Class
 
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Post » Sat Nov 13, 2010 9:38 pm

I want to put a question out there...

Would you like me to do more compatibility patches? I've already got to do an MTT patch for myself, and will of course release that to you guys.

But considering the GMST changes for AIM... If any of you have requests I can take a shot at producing patches for other popular mods. Just give me a heads-up and I can see what I can do.

Just don't expect immediate results, I DO have a life of my own. :P
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chloe hampson
 
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Post » Sun Nov 14, 2010 2:35 am

I'm thinking... Sandman101's Awesome armors that he's releasing soon. :) That would be awesome, but I think the scope of that mod would take forever to balance the armors. Is there a way you could balance Assassin's armory?
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Alex Blacke
 
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Post » Sun Nov 14, 2010 6:42 am

I actually have the spreadsheet with al the formulas, which means that my biggest time-sink is inputting the data (I do it by hand).

I'll take a look at Assassin's Armory. No promises on speed, but I'll try to produce a patch in a reasonable time.
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Jay Baby
 
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Post » Sun Nov 14, 2010 5:18 am

I just found out that some of Hedgehog's Better armors change the stats for the armors. If its not too much to ask Autocthon, could you create a compatibility patch for these? Or would loading AIM after it fix the issue?
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KRistina Karlsson
 
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Post » Sun Nov 14, 2010 2:04 am

Hmmm...

If you load AIM after it will use AIM's stats, however if Hedgehog changed anything else those changes will be lost I think.

Since Hedgehog's stuff isn't too comprehensive I can make a patch pretty quick. Expect one Monday I would imagine, as I intend on focusing on the WBM tomorrow.
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Stephy Beck
 
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Post » Sat Nov 13, 2010 4:16 pm

I want to put a question out there...

Would you like me to do more compatibility patches? I've already got to do an MTT patch for myself, and will of course release that to you guys.

But considering the GMST changes for AIM... If any of you have requests I can take a shot at producing patches for other popular mods. Just give me a heads-up and I can see what I can do.

Just don't expect immediate results, I DO have a life of my own. :P


If you could do a comp patch for H.E.L.L.U.V.A awesome armors I would really appreciate it, and probably not just me.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6650
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Sasha Brown
 
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Post » Sat Nov 13, 2010 8:15 pm

Well, if he does do HELLUVA armors, he should probably wait until the newest version is out. I believe Sandman101 said he is almost finished with it. I would also appreciate it if you balanced those, Autocthon.
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Ana
 
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Post » Sat Nov 13, 2010 4:39 pm

Since I intend to use the new HELLUVA I most likely will be balancing it.

I just have to take the time to focus on it.
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Elizabeth Lysons
 
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