[RELz] Armor Integrative Modifications (AIM)

Post » Sun Nov 14, 2010 5:46 am

Yeah, now I have to go back and re-do the calculations I made to determine the appropriate GMST setting changes.

A future mod project might include enchanted armor pieces other than helms and cuirasses in the loot-lists (e.g., pauldrons, greaves). But, that is some time far, far, far off in the future.

I'm going on vacation next week, so I won't have any time to work on the mod. :( This week is going to be a little hectic, so I doubt I'll release anything related to this mod this week, either. BUT THE WAIT WILL BE SOOOO WORTH IT! :bigsmile:

I think I mentioned it before, but I'll mention it again: I'm removing stat/property distinctions between gauntlets and gloves; doesn't make sense that the player is penalized because Bethesda didn't make gauntlets and bracers for every armor set. Also, I've lightened shields a wee bit, and lowered the weight difference between tower shields and regular shields in the hopes that the all-encompassing shield GMST won't screw up the armor classification as often if the weights are in a certain range. Oh, and I think I reduced the enchantment capacity of all shields so that at leat regular shields are as good as cuirasses. Or something. Stuff might change a little, depending on what I have to wrestle into line for it to work with the GMST setting. :brokencomputer:

Worse comes to worst, I'll have to make the weight difference 'tween shields and tower shields very small...
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Sun Nov 14, 2010 8:49 am

Too bad this won't be done this week, but I agree it is worth the wait.
Also, Autocthon, Version 2 of Helluva armors is out. If you go on PES, the heavy, light, medium, and recolor downloads are the new version. The compilation download is still version 1
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Sun Nov 14, 2010 6:24 am

this is a definative armor rebalance, good work!
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Sun Nov 14, 2010 2:07 am

I'll download the stuff and lookl at just how much playing around I'll be doing.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sun Nov 14, 2010 7:56 am

Yea, Ive noticed that Alaisiagae, about shields, I had got Glass Tower Shield and it is Medium Class, not Light so to let you know. Waiting for update ;) Cheers
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Sun Nov 14, 2010 10:53 am

Yea, Ive noticed that Alaisiagae, about shields, I had got Glass Tower Shield and it is Medium Class, not Light so to let you know. Waiting for update ;) Cheers

Yeah, for a quick fix, go into the CS and load the AIM plugin (set it as the Active Plugin). Go to the "armor" tab in the window, and find the glass tower shield. Double-click on it to open it up, and change the weight to 9.6 (or whatever weight it needs so that it registers as Light - you can see what the game is classing it as near the input box for the weight). Save the changes, save the plugin. You might have to clean with TESTool if it is the MW-only version, to get rid of the GMSTs. Or, just run it through TESTool anyway, 'cause the CS likes to add in changes to a bunch of Bitter Coast cells for no reason. :)
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Sun Nov 14, 2010 6:13 am

If you're saying that the daedric curiass only weighs 54 pounds in Vanilla, I think you're a bit off. I hope. :)

Yeah, the UESP says 90.0. So, yeah, I'm glad you reduced the weight. But again, I like nice round numbers, like 60. :)

I'll probably wait until the compatability patch for Helluva armors before I start playing this though. As you said, now Pauldrons can have enchantments. :)
To be honest, it will still wait until I start a new character.
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Sat Nov 13, 2010 9:39 pm

If you're saying that the daedric curiass only weighs 54 pounds in Vanilla, I think you're a bit off. I hope. Otherwise I have to go through a bunch of my mods to fix that issue.

It should have been 90 in Vanilla.
I'll probably wait until the compatability patch for Helluva armors before I start playing this though. As you said, now Pauldrons can have enchantments. :)

? I'm saying my calculations make it 52. It used to be 90-something. Vanilla greaves were 54, if I recall correctly.

My knight wanted to wear a full set of Daedric armor + shield + weapon. Take that + the jewelry, potions, scrolls, lockpicks, and repair hammers in my inventory, and my encumbrance was about 420 out of 500. No room for loot! D: So, I made it weigh less. :shrug:
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Sat Nov 13, 2010 9:06 pm

Just asking a question since I don't want this topic to disappear from the forum.

So, anything going on?
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Sun Nov 14, 2010 8:14 am

I believe Alaisiagae finished the spreadsheet.

I think things are just held while she finishes WIM. Probably gonna release both at once.
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Sun Nov 14, 2010 9:46 am

I believe Alaisiagae finished the spreadsheet.

I think things are just held while she finishes WIM. Probably gonna release both at once.


Oh, I didn't know that the Weapons Integrative Mod (that's what WIM stands for, right) was near release. That sounds awesome!



Edited because I can't spell obviously!
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Sun Nov 14, 2010 5:15 am

I don't know about near, last I heard Alaisiagae was swamped and pulling a blank.

On the other hand, here's to a twinned release!

I'm not really looking forward to reworking all the items back out and inputting them again for the patches. But I'll make it.
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Sun Nov 14, 2010 6:43 am

Just asking a question since I don't want this topic to disappear from the forum.

So, anything going on?

Not really; I was in Aruba last week! B)

Yeah, I'll probably do something like a twin release. At the moment I need to:
- redo the GMST calculations
- standardize names
- standardize enchantments
- figure out a way to correctly/accurately price enchanted items

:)
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Sun Nov 14, 2010 1:06 am

I can't help to think that dwemer armor should actually have more enchanting properties, not less. Reasoning, just out of curiosity?

Also, anyway I can get the BB version of the dark brotherhood armor to work through this?
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Sun Nov 14, 2010 12:23 am

I can't help to think that dwemer armor should actually have more enchanting properties, not less. Reasoning, just out of curiosity?

Also, anyway I can get the BB version of the dark brotherhood armor to work through this?

I figured the Dwemer were more science-y and less magick-y. Given that Dwemer armor is actually robot parts...? Sort of felt that tech and magick were on opposite ends of a spectrum, and that dwemer were more toward the tech side. I could be wrong, I haven't delved deeply into Dwemer lore. I don't recall mention that they had mages and spellcasters, but I could be mistaken.

As for the BB DB armor... you'd have to make a compatibility patch. Open up the DB armor .esp, and change the values to the AIM values. Save it, make sure it loads after AIM, and it should be all set. So, basically, if you load it after AIM, it will take precedence and replace the AIM values with whatever values were there in the DB armor mod. So, you just make the DB mod match the AIM values, so it doesn't matter if the AIM values get over-written. I think I made a tutorial that deals with replacers, but that one is sort of the opposite of this (adding a replacer's mesh change to AIM, as opposed to entering AIM values into a non-AIM mod). I'll see about doing a tutorial that outlines the steps to take for the sort of modifications I'm talking about. :)

EDIT:
quick trip to TIL's http://www.imperial-library.info/dwemer/guide.shtml, and I found it:
Since the Dwarves died so long ago, it is not know exactly what they were like. What we do know about the Dwemer in general is that they were reclusive, powerful, and tended to use "technology" over magic (the Dwarves at Stros M'Kai were reliant on steam power). They lived in great half-subterranean buildings and created mechanical creatures called Animunculi as well as other devices.

User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Sun Nov 14, 2010 8:12 am

Thanks a bunch :goodjob:
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Sun Nov 14, 2010 3:13 am

That was a very detailed answer... Just goes to show how much effort you put into this mod :)
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Sun Nov 14, 2010 5:45 am

The Dwemer were very techy, but at the same time were very spiritual. They also had somewhat psychic abilities such as 'The Calling' that allowed hem to be in telepathic communication with eachother. Heck, even the actual harnessing of mythopoeic energy via the heart and KAgrenac's Tools seems far more magic than technology. I don't think technology and magic are all that mutually exclusive here.

As they are robot pieces though and not actual dwemer armor, I would actually agree that they likely don't have that much magical capacity. I'd also suggest that their age might also degrade their magical capacity.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Sun Nov 14, 2010 11:06 am

Just poking my head in here, to see if there has been any progress.

I'm hoping this isn't construed as tread necromancy or bumping :)
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Sun Nov 14, 2010 6:17 am

Just poking my head in here, to see if there has been any progress.

I'm hoping this isn't construed as tread necromancy or bumping :)

Oh, things are progressing in fits and starts. :P I've got the enchantment cost maker mostly figured out, with help from Dragon32. He's also thought of some ways to integrate the spreadsheets from all my Integrative Modifications projects, to make things easier. We're still working on those at the moment. :)

One big victory: I got the GMST calculations with the shields all sorted out! :rock:
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sun Nov 14, 2010 3:15 am

He's also thought of some ways to integrate the spreadsheets from all my Integrative Modifications projects, to make things easier.

If only Excel had a Spreadsheet Integrative Modification.
User avatar
Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Sun Nov 14, 2010 5:40 am

Here's just a little interest bump. Don't want this amazing mod to disappear from the forum altogether.

So, anything new going on?
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Sun Nov 14, 2010 8:49 am

Here's just a little interest bump. Don't want this amazing mod to disappear from the forum altogether.

So, anything new going on?

Yup. With Dragon32's help, all the spreadsheets for the AIM mod and WIM (weapons balance mod) are now in one single file. Also included is the enchantment cost maker. With some fancy scripts, Dragon32 has made calculating the enchantment cost as easy as 1-2-3. We're still ironing out a few details before I'll be ready to start plugging away enchantments and getting accurate costs. I'm also going over and doing some touch-ups since some data has changed, and generally really making all these calculations integrative. Ammo, though, is a bit tricky, and has its own set of limited things I put together... unfortunately, it doesn't allow room for hypothetical calculations... I might change that; it depends whether or not I can do so without breaking a bunch of tables I've already made. :hehe: The benefits of setting up the ammo again in a different fashion means I'll be able to calculate the weight and damage of, say, a stalhrim arrow.

Unfortunately, Autocthon seems to have wandered off of the Forums. :(

The mod is definitely not vaporware. Things are getting better, they're improving, slowly but surely.

And thanks for showing interest. While I do intend to finish this project even if no one else shows any care for it (in other words, I'm going to finish this, no matter what), it really is nice to know that other people are enthusiastic about the mod, too. ^_^
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Sat Nov 13, 2010 11:42 pm

Yup. With Dragon32's help, all the spreadsheets for the AIM mod and WIM (weapons balance mod) are now in one single file. Also included is the enchantment cost maker. With some fancy scripts, Dragon32 has made calculating the enchantment cost as easy as 1-2-3. We're still ironing out a few details before I'll be ready to start plugging away enchantments and getting accurate costs. I'm also going over and doing some touch-ups since some data has changed, and generally really making all these calculations integrative. Ammo, though, is a bit tricky, and has its own set of limited things I put together... unfortunately, it doesn't allow room for hypothetical calculations... I might change that; it depends whether or not I can do so without breaking a bunch of tables I've already made. :hehe: The benefits of setting up the ammo again in a different fashion means I'll be able to calculate the weight and damage of, say, a stalhrim arrow.

Unfortunately, Autocthon seems to have wandered off of the Forums. :(

The mod is definitely not vaporware. Things are getting better, they're improving, slowly but surely.

And thanks for showing interest. While I do intend to finish this project even if no one else shows any care for it (in other words, I'm going to finish this, no matter what), it really is nice to know that other people are enthusiastic about the mod, too. ^_^


Well, I'm waiting for this to be released before I continue with my main character, assuming that you can upgrade a current game without it breaking. So at the moment I'm trying lots of alts that I haven't played before, which only makes it more appearent how badly balanced the weapons and armors are in the game.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Sun Nov 14, 2010 6:57 am

Well, I'm waiting for this to be released before I continue with my main character, assuming that you can upgrade a current game without it breaking. So at the moment I'm trying lots of alts that I haven't played before, which only makes it more appearent how badly balanced the weapons and armors are in the game.

You can definitely introduce this into a saved game. You'll just have to remove all the items (weapon, armor) from your inventory before loading it, so your encumbrance doesn't get messed up (the game doesn't like weights being instantly changes between saved games). Unless the Cogs patch fixes that? :unsure: Also, it might mess up NPC encumbrance? Not sure if this would be a problem or not.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

PreviousNext

Return to III - Morrowind