[RELz] Armor Integrative Modifications (AIM)

Post » Sun Nov 14, 2010 1:47 am

Are you near done with the Hedgehog armors? It's Monday :) Or are you finishing them later tonight?
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Betsy Humpledink
 
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Post » Sun Nov 14, 2010 2:18 am

Are you near done with the Hedgehog armors? It's Monday :) Or are you finishing them later tonight?

Rule #3: Don't rush a modder. :nono:

It isn't too difficult to make a patch, if you are in a hurry. Download the resources pack, find the stats, and then edit Hedgehog's esps in the CS. Okay, maybe not so easy. :P A sample of this is probably in my previous tutorials http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4432 (The resources are NOT up to date, though).
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Austin England
 
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Post » Sat Nov 13, 2010 9:50 pm

I'm in no hurry, so I can wait. Out of curiosity, what is the 1st and 2nd rules?
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Micah Judaeah
 
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Post » Sun Nov 14, 2010 12:22 am

Out of curiosity, what is the 1st and 2nd rules?

...

I don't know yet. I think one of them is "Do not launch personal attacks on the modder and/or the modder's creation, even if it offends your sensibilities/morals." Not sure what the other rule is, maybe something like "Do not make unrealistic and petulant demands of a modder; remember, they don't have to share any of this with you."
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Laurenn Doylee
 
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Post » Sat Nov 13, 2010 8:53 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.


Does this have a WIP thread? I couldn't find it by a search on these forums.
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Lucie H
 
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Post » Sat Nov 13, 2010 11:22 pm

The WIP is actually in The Great House Fliggerty forums, hosted by Fliggerty :) Sandman doesn't have a WIP here because he doesn't want to maintain 2 WIP threads, I assume.
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Robert Devlin
 
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Post » Sat Nov 13, 2010 6:45 pm

The WIP is actually in The Great House Fliggerty forums, hosted by Fliggerty :) Sandman doesn't have a WIP here because he doesn't want to maintain 2 WIP threads, I assume.


Great, thanks!

Found it, looks great and I'm starting to regret that I have started a new character before this gets released.
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Alex Blacke
 
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Post » Sat Nov 13, 2010 7:05 pm

So I decide to take a break from life... I finally get a Glass Shield... And it's MEDIUM Armor.

I thought I'd point this out, a very minor "bug" in the weight determination formula Alaisiagae used... It happens to give Tower Shields a little too much weight, asnd so the Glass one is Medium at 10.8 when the max is IIRC 9.6 for a light shield.

At least with the mods I'm using...

Maybe I'll really quickly load this up, but since AIM is only followed by GCD and the patches there shouldn't be ANY problems.

Once I can focus I'll get some work in on those patches... Hedgehog's downloads just happen to scare me a little when I'm anxious about loans and such to get into college.

Not to, you know, make it clear what's distracting me. But I've always believed that people should know AHY so they don't have unrealistic expectations.
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des lynam
 
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Post » Sun Nov 14, 2010 3:58 am

So I decide to take a break from life... I finally get a Glass Shield... And it's MEDIUM Armor.

I thought I'd point this out, a very minor "bug" in the weight determination formula Alaisiagae used... It happens to give Tower Shields a little too much weight, asnd so the Glass one is Medium at 10.8 when the max is IIRC 9.6 for a light shield.

At least with the mods I'm using...

Maybe I'll really quickly load this up, but since AIM is only followed by GCD and the patches there shouldn't be ANY problems.

Once I can focus I'll get some work in on those patches... Hedgehog's downloads just happen to scare me a little when I'm anxious about loans and such to get into college.

Not to, you know, make it clear what's distracting me. But I've always believed that people should know AHY so they don't have unrealistic expectations.

Oh, crap. You're right. I can't believe I didn't catch that! :facepalm:

Those shield calculations are a pain in the bum, they always get messed up for the tower shields. I'll have to revise that. *sigh* Well, this is a perfect opportunity to put these into a format for the VLookUp. It'll make updating much easier. Also, I can use Alphax's newest version of the wraithguard meshes...

Still, I've got quite a bit of work today, so I don't know if I'll manage to sit down and plug things in Open Office today or not.

Do you have any ideas for what to do about the Shields and Tower Shields? How should I deal with the different weights?
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Marnesia Steele
 
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Post » Sun Nov 14, 2010 12:03 am

Okay, I'm going through and setting these up in the same style I did for the weapons. I'm also getting rid of the differentiation between bracers and gauntlets.

Because I'm setting this up like the weapons, I can now see the hypothetical armors that don't exist in the game - such as Adamantium shields. Hopefully, this will allow me to better calculate the GMST adjustments, so I won't get armor that is classified incorrectly. I'm also setting up all the armor types on a continuum on a single sheet. This means that I can better see the weight (for example) progression, and tweak it so that it is smoother.

I think this will turn into a major update, as I have already started a few tweaks to armor weight. I wish I didn't have to do this, and I could release it, be done with it, have it work, no need to re-download. But, that's the way the cookie crumbles. :shrug:
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Carolyne Bolt
 
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Post » Sun Nov 14, 2010 3:40 am

I don't know if this is the rigth thread to post this but here goes anyway!

I have a problem with using this together with the Divine Domina series. If I load DD before AIM I get vanilla meshes, and if I load DD after AIM the weights are all screwed up.

Any ideas how to solve this?

Do I have to find a compatibility patch and use the following load order: AIM -> Divine Domina -> DD Comp patch or is there another way?
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Adam Porter
 
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Post » Sat Nov 13, 2010 5:27 pm

I don't know if this is the rigth thread to post this but here goes anyway!

I have a problem with using this together with the Divine Domina series. If I load DD before AIM I get vanilla meshes, and if I load DD after AIM the weights are all screwed up.

Any ideas how to solve this?

Do I have to find a compatibility patch and use the following load order: AIM -> Divine Domina -> DD Comp patch or is there another way?

Ah. I don't use the DD mod, but I think it operates as a replacer. If so, then download the AIM tutorial. :)

Because DD is such a big mod, it might be easier to just load the DD plugin in the CS, then import the AIM .txt file data (you can find it in the AIM resources download). Unfortunately, you'll then have to manually add the enchantment changes and mesh corrections I made, since that info is cannot be stored in a .txt file. On the other hand, you could try loading them both in the CS and see if it will merge correctly.
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Horror- Puppe
 
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Post » Sun Nov 14, 2010 6:22 am

Ah. I don't use the DD mod, but I think it operates as a replacer. If so, then download the AIM tutorial. :)

Because DD is such a big mod, it might be easier to just load the DD plugin in the CS, then import the AIM .txt file data (you can find it in the AIM resources download). Unfortunately, you'll then have to manually add the enchantment changes and mesh corrections I made, since that info is cannot be stored in a .txt file. On the other hand, you could try loading them both in the CS and see if it will merge correctly.


Thanks for the answer, but since I found out today that the new HELLUVA armor mod will include female versions for all armors I will wait for it to come out instead of bothering to update the fivs DD mods.
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Jade Muggeridge
 
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Post » Sun Nov 14, 2010 4:25 am

did you change all of the placed 'extra data' armors in-game? otherwise they will have the old durability which could affect their price.
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Everardo Montano
 
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Post » Sun Nov 14, 2010 7:53 am

did you change all of the placed 'extra data' armors in-game? otherwise they will have the old durability which could affect their price.

? Extra data? I've changed the enchanted armors, if that is what you mean? Everything in the Armor Tab in the CS has been changed.
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Joey Avelar
 
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Post » Sat Nov 13, 2010 7:25 pm

i mean armor that is placed in the world, like at smith shops on display. they have an 'extra data' area that defines who owns it, and how much durability it has. these will keep the old durability if not updated manually. it means any armor that had it's durability increased will appear used with lower durability (which is fine), while armor that had it's durability decreased will make the item have fortified durability (like 300/200 durability), which appears odd and causes the price to increase.
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Erich Lendermon
 
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Post » Sun Nov 14, 2010 4:02 am

i mean armor that is placed in the world, like at smith shops on display. they have an 'extra data' area that defines who owns it, and how much durability it has. these will keep the old durability if not updated manually. it means any armor that had it's durability increased will appear used with lower durability (which is fine), while armor that had it's durability decreased will make the item have fortified durability (like 300/200 durability), which appears odd and causes the price to increase.

I don't know. There isn't that sort of Data in the CS (at least, not that I could find). :unsure: Do you know where I can find this, in the CS?
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Matt Gammond
 
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Post » Sat Nov 13, 2010 7:41 pm

I don't know. There isn't that sort of Data in the CS (at least, not that I could find). :unsure: Do you know where I can find this, in the CS?


you can right click and select 'info', which will show you what cells the armor is in. you can click on the cells in that list and it will load the cell. you can then double click on that armor in the cell to get the extra data fields. it will only affect armor that has the extra data box checked, which generally means the item is owned by an npc, or ment to be in worn condition.

like i mentioned, it's not a big concern if you raised the default durability from the vanilla value, as the items will just appear used and cost less if for sale. but if you lowered the durability, the item will have it's durability fortified and cost more.

most rebalancing projects forget about this, though as most increase all of the durabilities, it's not that prevalent. the uump had this issue though early on, but fixed it in one of the releases.
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Nadia Nad
 
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Post » Sun Nov 14, 2010 7:21 am

you can right click and select 'info', which will show you what cells the armor is in. you can click on the cells in that list and it will load the cell. you can then double click on that armor in the cell to get the extra data fields. it will only affect armor that has the extra data box checked, which generally means the item is owned by an npc, or ment to be in worn condition.

like i mentioned, it's not a big concern if you raised the default durability from the vanilla value, as the items will just appear used and cost less if for sale. but if you lowered the durability, the item will have it's durability fortified and cost more.

most rebalancing projects forget about this, though as most increase all of the durabilities, it's not that prevalent. the uump had this issue though early on, but fixed it in one of the releases.

Well, crap, more work for me, then. :lol: Thanks for pointing this out to me, abyssmal terror, I wouldn't have thought about it at all. I'll make sure to check... wait, there are probably a gazillion of the stupid things! :ahhh:
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Alexis Acevedo
 
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Post » Sun Nov 14, 2010 1:00 am

i mean armor that is placed in the world, like at smith shops on display. they have an 'extra data' area that defines who owns it, and how much durability it has. these will keep the old durability if not updated manually. it means any armor that had it's durability increased will appear used with lower durability (which is fine), while armor that had it's durability decreased will make the item have fortified durability (like 300/200 durability), which appears odd and causes the price to increase.


I noticed this to with a DB armor i hat on display in my game house after i started using AIM.
But when i leveled again another DB assassin appeared and his armor hat the values that
Alaisiagae gave it. So i think that will only happen with armor that is on display and/or has
no owner.
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Lew.p
 
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Post » Sat Nov 13, 2010 8:58 pm

Just downloaded this and it feels great! I like how the armor progresses better and it's ok to use other armor too!
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Samantha hulme
 
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Post » Sun Nov 14, 2010 7:14 am

Since Alaisiagae is going to make a major release apparently then my patching is on hold.

Once I get the new spreadsheets and numbers I'll work on patches.
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Love iz not
 
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Post » Sun Nov 14, 2010 2:05 am

Since Alaisiagae is going to make a major release apparently then my patching is on hold.

Once I get the new spreadsheets and numbers I'll work on patches.


Have you had time to look at the new HELLUVA armor releases. I really would like to use them since they look awesome, but I don't want to use them witout AIM support.

So I guess my question is: Are you still going to make a compatibility patch?

All the best!
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Roberta Obrien
 
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Post » Sun Nov 14, 2010 10:12 am

Looks a bit interesting. Not really what I would play, mostly because of the uber-changes to certain things, but again, it looks interesting. Also, Daedric Curiass now weighs 54 pounds? I agree that 90 pounds was a little high, but...maybe there's some helium in it now I would have gone with a flat 60.. :)

As for the other changes, well, I don't know if I agree with all of them in spirit. Such as nuking enchantments on helmets...
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Cody Banks
 
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Post » Sun Nov 14, 2010 1:52 am

Have you had time to look at the new HELLUVA armor releases. I really would like to use them since they look awesome, but I don't want to use them witout AIM support.

So I guess my question is: Are you still going to make a compatibility patch?

All the best!

When v2 comes out I'll be releasing a HELLUVA Patch. But before that I'll need to update the TR Patch. Because Alaisiagae foundthe... anomalies... in the original formulas I want to make sure we've worked them all out (well... she's worked them all out) before I play with such a big thing as the HELLUVA armors.

Looks a bit interesting. Not really what I would play, mostly because of the uber-changes to certain things, but again, it looks interesting. Also, Daedric Curiass now weighs 54 pounds? I agree that 90 pounds was a little high, but...maybe there's some helium in it now I would have gone with a flat 60.. :)

As for the other changes, well, I don't know if I agree with all of them in spirit. Such as nuking enchantments on helmets...

The Daedric Cuirass weighs 52 last I checked... Maybe I don't recall correctly? Since everything is based on a flat formula increasing the weight would just be extra.

EP values are now much more evenly spread across armor pieces (and in general considerably higher overall). Helmets might hold a little less on some of the lower sets, but they should hold a little more on the higher sets. And Pauldrons can now be given some decent CE effects.

Of course you can always change EP values back to vanilla if you like, I'm apparently going to have my hands full with HELLUVA and TR in the next release.
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Schel[Anne]FTL
 
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