[RELz] Armor Integrative Modifications (AIM)

Post » Sat Nov 13, 2010 5:50 pm

download: http://www.tesnexus.com/downloads/file.php?id=19028 - version 1.0
download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6783 - version 1.0
download: http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4429 - version 0.6
download: http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4432 - version 0.6

Finally, it is here! :celebration:

NEW version 1.0! See the readme.

New version 0.6! You only need to download this if you were using the Left Gloves/Left Gloves Addon compatibility plugins -- I had forgotten to add the Legion Uniform Script to the cuirasses I mentioned in the readme. The archives at both download sites have been updated. :)

Name: Armor: Integrative Modifications
Version: 1.0
Date: 2/16/2009
Category: Gameplay Effects and Changes
Author: Alaisiagae

Description
===========
This mod modifies all armor, both enchanted and unenchanted, including artifacts. Weights, prices, enchantment capactiy, health, and even the AR values have been changed. This mod incorporates Lurlock's Left Gloves mod and my own Left Gloves addon mod, as well as several bug fixes.


Details
=======
Armor stats sometimes didn't make sense or follow consistent formulae for determining the various stats of armor. So, I went about and made a mod that balances the armor health, price, enchantment points, weight, and armor protection values. Medium armor is now just as good a skill to have as Heavy or Light Armor. Works with both new and existing games. This mod modifies all armor, both enchanted and unenchanted, including artifacts. Weights, prices, enchantment capactiy, health, and even the AR values have been changed.

- All packages now use Lurlock's Left Gloves mod and my Left Gloves addon. However, they will not affect clothing item gloves. All necessary files have been included in this mod, so there is no need to download seperate mods.For details on the changes made to armor, please see the included html file.

MAKE SURE TO REMOVE ALL ARMOR PIECES FROM YOUR INVENTORY BEFORE STARTING YOUR GAME WITH THIS MOD ACTIVE (or INACTIVE)! Please see the "Known Bugs" section of the readme for important info regarding encumbrance.

- Fixes from the Unofficial Unofficial Morrowind Patch (UUMP) that pertain to armor ARE incroporated into this mod:
---- Shield of Light has the stats of a netch leather shield but has imperial shield mesh/icon, now a netch leather shield to match original stats
---- Blessed Towershield now has same stats as steel towershield & mesh
---- Templar armor pauldrons missing ua and fa meshes, corrected
---- Orcish armor pauldrons missing fa meshes, corrected
---- Bonemold pauldrons missing fa meshes, corrected
---- Holy Shield & Holy Tower Shield has incorrect bonemold stats, corrected
---- Feather Shield has chitin shield stats but has imperial shield mesh & icon, changed to a chitin shield to match stats.
---- Velothi's shield given netch leather stats
---- Veloth's tower shield given netch tower shield stats
---- 'BM bear cuirass' and 'BM_bear_cuirass_snow' needs the groin part selected to stop conflicts with certain groin meshes, corrected
---- Wolf armor groins no longer backwards
---- Glass helm and Templar helms will no longer clip with certain heads
---- Ebony meshes will no longer have greenish tinges

- The Imperial Newtscale Cuirass, Imperial Studded Leather Cuirass (rename "Imperial Leather Cuirass"), Imperial Silver Cuirass, and Imperial Dragonscale Cuirass are now recognized as Imperial Legion uniforms.

- By default, the main AIM download has set up the Jury-rig Wraithguard to use a fully animated and physicked left-hand mesh that looks just like Wraithguard, and will benefit from any texture replacers you may have. If you want a different option, please download the Wraithguard Pack, which provides AIM esps for the various options you can also find in my Jury-rig Wraithguard Replacer mod.

Please note that 5 Game Settings have been changed so that the armor correctly registers as Light, Medium, and Heavy. These are not dirty GMSTs:
+ iCuirassWeight
+ iBootsWeight
+ iPauldronWeight
+ iGreavesWeight
+ iShieldWeight

!!!This mod can be used with existing games. In other words, you do NOT have to start a new game for this mod to work! However, you may notice that if, say armor health was 600/600, but my new AIM stats set it to 800, the armor health will now be 600/800. This is not a problem if the armor health has been decreased.!!!

- This mod has been cleaned with TESTool.

- Thanks to Autocthon for his help and advice for improvements to this mod.


+++++++++++++++++++++++++++++++++++++
A Sample of things that this mod does
+++++++++++++++++++++++++++++++++++++
- Lower-end Heavy armors have higher AR (Armor Ratings) than before; they are also slightly more expensive.

- Bonemold armors now have consistant AR values. Regular Bonemold AR is 16, Armun-An and Chuzei AR is 17, and Gah-Julan AR is 18.

- Adamantium Armor is now one of the best base unenchanted Medium Armor with an AR of 60. Indoril and Royal Guard armor have an AR of 65.

- The heaviest piece of armor is the Daedric Cuirass, which now weighs 54 MWU (Morrowind Units).

- The Imperial Newtscale Cuirass, Imperial Studded Leather Cuirass (rename "Imperial Leather Cuirass"), Imperial Silver Cuirass, and Imperial Dragonscale Cuirass are now recognized as Imperial Legion uniforms.

- The magnitude of the Resist Frost enchantments for the Bloodmoon Snow Wolf and Snow Bear armors are different for each armor piece; the magnitude is now based on how many pelts were used to create the particular armor part (e.g. helmet, cuirass, greaves).

- In the game engine, 40% of hits will land on the cuirass, and 10% everywhere else. The new HP values for boots, greaves, helmets, gauntlets, and pauldrons are roughly the same, though there are differences based on the size of the area the armor protects. For instance, I calculated that gauntlets and helmets cover about the same surface area. Boots have slightly more material than greaves. Shield and Tower Shield health has been greatly increased. Although only 10% of the hits will land on the shield, with a successful block the shield will take most of the damage.

- enchantment capacity is now based on the quality and mass (as in, how much material the armor is comprised of) of the armor part. Helmet enchantment capacity is reduced, while the capacity for other parts is increased from vanilla; now, pauldrons are viable enchantable armor pieces!

- Light armor recieves a 25% bonus to its enchantment capacity, and Medium armor receives a 15% bonus. Certain specific armors of all armor types have small EP (enchantment points) bonuses. A few have penalties (Dwemer and Goblin armor).

- the Ten Pace Boots are now light armor; the lore description said the boots were made out of heavy leather (in Morrowind, the Heavy Leather boots are classified as Light Armor).

- Auriel's Shield now has an enchantment, as similar as I could make it to the recorded lore about the enchantment: Constant Effect Fire Shield 30pts, Resist Magicka 20pts, Shield 5pts on Self.

- Some names have been changed. Ice Armor is now Stalhrim Armor. "Left Glass Bracer" is now "Glass Left Bracer" to match the rest of the armor naming scheme ("[Material] [Left/Right] [Pauldon/Gauntlet]"). regular Mournhold "Her Hand's" armor has been renamed to "Indoril Guard [armor part name]." The enchanted armor belonging to the Her Hand's NPCs is still named "Her Hand's [armor part name]."

- Bracers now weigh slightly less (and have slightly less health and enchantment capacity) than gauntlets; this is because bracers don't cover as much of your body (and hence contain less material) than gauntlets.

- Horny Fist bracers and gauntlets now have rational, unique names. Their enchantments have been changed from a fortify skill duration to a small constant effect skill bonus (9pt H2H 30sec -> 10pt H2H CE, 7pt H2H 30sec -> 5pt H2H CE). What does Two-Moons refer to? It refers to the martial temple Two-Moons from Master Zoaraym's Tale, a book found ingame. You can read it here: http://www.uesp.net/wiki/Lore:Master_Zoaraym%27s_Tale

+++++++++++++++++++
Downloading the Mod
+++++++++++++++++++

Every archive contains:
- a readme appropriate for that archive
- an html file that lays out the changes to the base armors and the artifacts.

<<>>

+ AIM_MW_1dot0: Download this if you have Morrowind, but do NOTt have Bloodmoon and Tribunal. Will not change Adamantium armor, even if you have the Adamantium Armor plugin.

+ AIM_MW_TB_1dot0: use this if you have Morrowind AND Tribunal, but NOT Bloodmoon.

+ AIM_MW_BM_1dot0: for users with Morrowind AND Bloodmoon, but NOT Tribunal. Will not change Adamantium armor, even if you have the Adamantium Armor plugin.

+ AIM_MW_TB_BM_1dot0: for people with Morrowind AND Tribunal AND Bloodmoon.

+ JWR_Pack_AIM_1dot0: contains JWR .esps for the DarkR, DarkL, DarkL Lefty, and DwemerR Jury-rig Wraithguard downloads with AIM stats. Cleaned with TESTool. Does not includes all the necessary files, so you will have to download my JWR mods for the files.

+ AIM_Tutorial_1dot0: a brief tutorial, with pictures, that goes over how to add mesh replacers to the AIM mod.

+ AIM_Resources_1dot0: contains .txts file and .xls files of all the changes to every piece of armor (name, weight, price, health, enchantment, AR), the calculations used to change the game settings, and the .xls file used for all my calculations. If you don't have Excel, you can download Open Office ( http://www.openoffice.org/ ) and use the "calc" utility as you would Excel. Contains .html versions of the .xls files, so you can look at them without needing a special program (I think).


Incompatibility
===============
This mod will conflict with other mods that modify the same objects (armor pieces), even if they are modified in a different way. This mod will conflict with any mods that alter the aforementioned Game Settings. This mod will conflict with any mods that alter the meshes found in this mod.

If you have other mods that add armor, you may need to adjust their weight. In Morrowind, Light armor is any armor that is up to 60% of the i[armor part]weight. Medium armor is any armor then between 61% and 90% of the i[armor part]weight. Heavy armor is any armor over 91% of the i[armor part]weight. You may find that armors previously classified as Medium are now classified as Heavy. Please see the tutorial for information on how to change armor weight. You can also use the formulae from my spreadsheets to calculate new weights.

If you are using an armor replacer for any of the armors, please see my AIM Tutorial. It will show you how you can keep the new meshes/textures for armor replacers but also have the effects from my mod as well.


Known Issues or Bugs
====================
MAKE SURE TO REMOVE ALL ARMOR PIECES FROM YOUR INVENTORY BEFORE STARTING YOUR GAME WITH THIS MOD ACTIVE (or INACTIVE)!

Due to the way Morrowind works, having items suddenly change weight between saves may mess up your encumbrance (thanks to DWS for pointing this out!). If you notice your encumbrance level is not as it should be, please:
- deactivate this mod
- load a save where this mod is not activated
- remove armor items from your inventory
- save your game
- activate this mod
- load the game and pick up your armor


History
=======
1.0, 2009/2/16 - updated JWR pack
1.0, 2009/1/20 - Revises several armor properties for even better balancing. Removed old resources and the old tutorials. Includes UUMP mesh fixes. Changes Lefthand Wraithguard.
0.6, 2008/8/12 - Allowing ratings and comments at PES.
0.6, 2008/8/09 - Added note regarding encumbrance value. Nothing in the mod has been changed.
0.6, 2008/8/08 - Fixed Left Gloves compatibility plugin bug (Newtscale, Dragonscale, Leather, and Silver cuirasses didn't have Legion Uniform Script). Please re-download the appropriate archive for the new plugin file if you are using the Left Gloves and Left Gloves Addon compatibility esps.
0.5, 2008/8/07 - Initial release.


Contact
=======
You can find me on the official Elder Scrolls forums as 'Alaisiagae'
You can find me on TESNexus as 'Alaisiagae'


Credits
=======
Thanks to Bethesda for creating Morrowind.
Thanks to Autocthon for his input, help, and suggestions with this mod.
Thanks to Alphax for the Wraithguard meshes and Ten Pace Boots fix.
Thanks to Thepal, quorn, and the Morrowind Modding Community for the UUMP.
Thanks to Lurlock for his/her Left Gloves mod, which you can find here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=401
Thanks to the folks on the Bethesda Forums for their support and feedback.
Thanks to Harlequin and Tyrthyllanos for their support and feedback during the creation of this mod.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to Planet Elder Scrolls for hosting so many magnificent mods.
Thanks to ElricM for hosting mods.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to Microsoft Excel, without which I probably never would have attempted this mod.
Thanks to Open Office, because I don't have Excel on my Desktop, and I was sick of transfering data between the desktop and my laptop (which has Excel)
Thanks to ghostwheel for creating TESTool, with which this mod was cleaned.


Tools Used
==========
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Microsoft Excel 2003
OpenOffice - http://www.openoffice.org/
DDS Converter - http://www.tesnexus.com/downloads/file.php?id=8698


Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod. I would also like to know what mods are including my work. If you use Alphax's Wraithguard meshes, make sure to give him credit for them.

WIPz thread is http://www.gamesas.com/bgsforums/index.php?showtopic=854780, if you are curious as to the development of this mod.
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tegan fiamengo
 
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Post » Sun Nov 14, 2010 12:08 am

Thank you for sharing this, Alaisiagae! :thumbsup:

Instant download . . .
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Chica Cheve
 
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Post » Sat Nov 13, 2010 6:09 pm

Cool! I'm just starting to play Morrowind again and have decided to roleplay a Argonian Bard. This mod will definitely make that medium armor skill more useful!
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sas
 
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Post » Sat Nov 13, 2010 11:52 am

Yay, today doesnt svck after all! THANKS!
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Jacob Phillips
 
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Post » Sun Nov 14, 2010 1:36 am

Thank you for sharing this, Alaisiagae! :thumbsup:

Instant download . . .

Cool! I'm just starting to play Morrowind again and have decided to roleplay a Argonian Bard. This mod will definitely make that medium armor skill more useful!

Yay, today doesnt svck after all! THANKS!

:D Thanks! I hope you enjoy it! Please, let me know what you think of it; I'd love to hear your feedback. :)

EDIT: now it is on PES! Opening post has been updated with the link. If you don't feel like scrolling up, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6783.

EDIT 2: Haha, oh, crap. I didn't set the Legion Uniform script to the armors I said I would set it to. This issue is only with the Left Gloves compatibility esp. I'm fixing it right now and should have it updated on both sites within half and hour.

EDIT 3: archives for all sites have been updated. :)
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Mel E
 
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Post » Sat Nov 13, 2010 9:24 pm

Thanks for the quick update, Alaisiagae.

Your mod probably deserves lots more attention by the way but it is quiet that way this summer. ;)
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Taylah Haines
 
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Post » Sat Nov 13, 2010 7:29 pm

Thanks for sharing :)

May I propose to add a note that if you use it with an existing game you should only use it with a save where you have removed all armor from the inventory. Otherwise you could screw up your encumbrance if you change the weight of inventory items between saves.
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Tamika Jett
 
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Post » Sat Nov 13, 2010 3:13 pm

May I propose to add a note that if you use it with an existing game you should only use it with a save where you have removed all armor from the inventory. Otherwise you could screw up your encumbrance if you change the weight of inventory items between saves.

Thanks for the heads-up, DWS! :icecream: I added a note about the encumbrance in the descriptions on PES and TESNexus; I haven't added it to the readmes, though. I will add it if I have to update the mod itself.
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Rachel Hall
 
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Post » Sun Nov 14, 2010 4:52 am

Hey I've been using this since its release and I've now noticed that Adamantium greaves and pauldrons (i think) are considered heavy armors. I have no other plugins that modify armor in anyway btw. I also recall seeing netch leather boots being marked as medium armor. You may want to re-examine some of the modifications you've made. Unless for some reason this is a fault on my part, however I dont know how that could be
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Tamara Primo
 
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Post » Sat Nov 13, 2010 10:30 pm

Hey I've been using this since its release and I've now noticed that Adamantium greaves and pauldrons (i think) are considered heavy armors. I have no other plugins that modify armor in anyway btw. I also recall seeing netch leather boots being marked as medium armor. You may want to re-examine some of the modifications you've made. Unless for some reason this is a fault on my part, however I dont know how that could be

EDIT: I looked at it in the CS and everything seems to be classified correctly for the AIM_MW.esp and AIM_LGA_TBandBM.esps. Could you tell me which .esp file you have running?
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Lucy
 
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Post » Sat Nov 13, 2010 4:19 pm

Hey I've been using this since its release and I've now noticed that Adamantium greaves and pauldrons (i think) are considered heavy armors. I have no other plugins that modify armor in anyway btw. I also recall seeing netch leather boots being marked as medium armor.


I have not checked, but there may be some conflict with PTE.

sieboldii
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Philip Lyon
 
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Post » Sat Nov 13, 2010 10:19 pm

Here is the list of current mods I have installed. Hope this helps. Maybe I've missed something obvious.

Plugin1=Morrowind.esmPlugin2=Tribunal.esmPlugin3=Bloodmoon.esmPlugin4=Morrowind Patch v1.6.3.esmPlugin5=Morrowind Patch v1.6.3.3 add-on.esmPlugin6=Texture Fix - Bloodmoon 1.1.esmPlugin7=Texture Fix 1.8.esmPlugin8=SG-MW-ecology-BM.esmPlugin9=MWE_Base.espPlugin10=MWInhabitants Freeform (Vol 1).espPlugin11=MWInhabitants Freeform PATCH.01.espPlugin12=horationpcenhanced12-bm.espPlugin13=npce_mwse_patch.espPlugin14=Syc_HerbalismforPurists.espPlugin15=Syc_HerbalismforPurists_BM.espPlugin16=Syc_HerbalismforPurists_TB.espPlugin17=Juniper's Twin Lamps (1.1 Tribunal).espPlugin18=SG-MW-ecology-BM-plugin.espPlugin19=Ownership Indicator.espPlugin20=Creatures.espPlugin21=AIM_TBandBM.espPlugin22=Textured_Signs.espPlugin23=entertainers.espPlugin24=AreaEffectArrows.espPlugin25=bcsounds.espPlugin26=master_index.espPlugin27=LeFemmArmor.espPlugin28=adamantiumarmor.espPlugin29=EBQ_Artifact.espPlugin30=Fair Magicka Regen (one Percent).espPlugin31=Siege at Firemoth.espPlugin32=Ring Texture Fix.espPlugin33=Vivec Expansion 2.0.espPlugin34=TF_fireplace_replacer_v1.espPlugin35=Dracus's Durzog Armor Tribumal V1.1.espPlugin36=SirLuthor-Tools.espPlugin37=Better Bodies.espPlugin38=Key Replacer Trib & BM.espPlugin39=Bravo's Argonians  v1.1.espPlugin40=Scroll Icons.espPlugin41=Vivec Marksman's Shop.espPlugin42=WA_SoulGems(!).espPlugin43=Vality's Ascadian Isles Addon.espPlugin44=Vality's Bitter Coast Addon.espPlugin45=Vality's Balmora Addon.espPlugin46=dreugh_armor_set.espPlugin47=Grass Beta_West Gash.espPlugin48=Grass Beta_Ascadian Isles.espPlugin49=Grass Beta_Bitter Coast.espPlugin50=Grass Beta_Grazelands.espPlugin51=BetterClothesForTB.espPlugin52=Mashed Lists.esp

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Anthony Diaz
 
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Post » Sun Nov 14, 2010 3:32 am

Here is the list of current mods I have installed. Hope this helps. Maybe I've missed something obvious.

Plugin1=Morrowind.esmPlugin2=Tribunal.esmPlugin3=Bloodmoon.esmPlugin4=Morrowind Patch v1.6.3.esmPlugin5=Morrowind Patch v1.6.3.3 add-on.esmPlugin6=Texture Fix - Bloodmoon 1.1.esmPlugin7=Texture Fix 1.8.esmPlugin8=SG-MW-ecology-BM.esmPlugin9=MWE_Base.espPlugin10=MWInhabitants Freeform (Vol 1).espPlugin11=MWInhabitants Freeform PATCH.01.espPlugin12=horationpcenhanced12-bm.espPlugin13=npce_mwse_patch.espPlugin14=Syc_HerbalismforPurists.espPlugin15=Syc_HerbalismforPurists_BM.espPlugin16=Syc_HerbalismforPurists_TB.espPlugin17=Juniper's Twin Lamps (1.1 Tribunal).espPlugin18=SG-MW-ecology-BM-plugin.espPlugin19=Ownership Indicator.espPlugin20=Creatures.espPlugin21=AIM_TBandBM.espPlugin22=Textured_Signs.espPlugin23=entertainers.espPlugin24=AreaEffectArrows.espPlugin25=bcsounds.espPlugin26=master_index.espPlugin27=LeFemmArmor.espPlugin28=adamantiumarmor.espPlugin29=EBQ_Artifact.espPlugin30=Fair Magicka Regen (one Percent).espPlugin31=Siege at Firemoth.espPlugin32=Ring Texture Fix.espPlugin33=Vivec Expansion 2.0.espPlugin34=TF_fireplace_replacer_v1.espPlugin35=Dracus's Durzog Armor Tribumal V1.1.espPlugin36=SirLuthor-Tools.espPlugin37=Better Bodies.espPlugin38=Key Replacer Trib & BM.espPlugin39=Bravo's Argonians  v1.1.espPlugin40=Scroll Icons.espPlugin41=Vivec Marksman's Shop.espPlugin42=WA_SoulGems(!).espPlugin43=Vality's Ascadian Isles Addon.espPlugin44=Vality's Bitter Coast Addon.espPlugin45=Vality's Balmora Addon.espPlugin46=dreugh_armor_set.espPlugin47=Grass Beta_West Gash.espPlugin48=Grass Beta_Ascadian Isles.espPlugin49=Grass Beta_Bitter Coast.espPlugin50=Grass Beta_Grazelands.espPlugin51=BetterClothesForTB.espPlugin52=Mashed Lists.esp

Hmmm.... Have you tried making Mash load this last? (I'm assuming you use Mash, form the "Mashed Lists.esp"). I'm familiar with some of those mods (I use a lot of them - we have similar tastes, you and I :hehe: ), though not all. Do the weight values for the affected items match the values listed in the "Armor_final_arranged.htm" file? If they do match, then all I can think of is that something is conflicting with the game settings I changed to have the new armor classify correctly as light, medium, or heavy.

Hmm... Try opening up my mod in the CS (set it as the Active File, press "cancel" at the dialog warning) and finding the piece of armor that is classified incorrectly in your game. Is it classified correctly in the CS? If it is not classified correctly... :blink: I have no idea how that could have happened.

Let me know how loading it last words out. And what you see in the CS :thumbsup:

EDIT: I'm going to have to get some sleep soon, but I'll be sure to check back tomorrow. ;)
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Portions
 
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Post » Sun Nov 14, 2010 3:16 am

Haha. thanks for the quick reply, and the help - it's much appreciated. Don't lose sleep over helping me though :bigsmile: . It may take me a hour or two before I get to fidgeting in the cs - I'm watching Radio on tv right now. :wave: If you wouldn't mind though - send me a pm with your modlist - I'd be interested in seeing what you have since you say we have similar taste. My modlist is kinda bare-bones right now because I'm just getting back into the game.
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Jinx Sykes
 
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Post » Sun Nov 14, 2010 1:05 am

Haha. thanks for the quick reply, and the help - it's much appreciated. Don't lose sleep over helping me though :bigsmile: . It may take me a hour or two before I get to fidgeting in the cs - I'm watching Radio on tv right now. :wave: If you wouldn't mind though - send me a pm with your modlist - I'd be interested in seeing what you have since you say we have similar taste. My modlist is kinda bare-bones right now because I'm just getting back into the game.

Well, let me know what you find out. :) I PMed you my modlist yesterday, feel free to ask any questions or directions to links or what not.
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Ludivine Poussineau
 
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Post » Sat Nov 13, 2010 4:24 pm

Just getting back to you on my problem earlier. Problem fixed - I just moved your mod to the bottom of the load order. If you want me to do a little process if elim to figure out what mod is causing the conflict I'll gladly do that, but it doesnt seem to be a major problem. Anyway thanks for your help

great mod!

:celebration:
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Kayla Bee
 
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Post » Sat Nov 13, 2010 9:30 pm

Just getting back to you on my problem earlier. Problem fixed - I just moved your mod to the bottom of the load order. If you want me to do a little process if elim to figure out what mod is causing the conflict I'll gladly do that, but it doesnt seem to be a major problem. Anyway thanks for your help

great mod!

:celebration:

:) Glad you were able to fix the problem! You don't need to do the process of elimination if you don't want to -- I know it can be a p.i.t.a. :lol: Have fun! :thumbsup:
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hannaH
 
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Post » Sat Nov 13, 2010 7:01 pm

Hello!

I just found your mod and think you did nice work.

But there are still issues I had with Morrowind armor system.

1) Morrowind system fawors light armor type. At the beginning, compare chitin/bonemold/imperial(steel) armors. Worse than that is seldom used by a player. Their AR is 12/16/20 and if you compare their weight and price (and for me, weight is usually the main concern), chitin armor is the best.

2) The same situation is middle game, orcish and Dwemer are both AR 30, and it is the same difficulty to get both of them. But again, Dwemer is heavier and not so more resilient. But why bother with medium or heavy, when you can have Dark Brotherhood Armor which is AR 30 again and you get full set without any serious effort (after first DB attack). And DB is the best light armor you can get until glass. Ok, there is this Snow Wolf with AR 35, but compare the effort to get whole set (killing snow wolves in Solstheim)

3) Then we get Glass and Indorill where Glass is better and lighter. And Finally Adamantium, which is better than Ebony which is too very difficult to get. Daedric is the best, of course.

Now I am not talking about Stalhrim, for example, which is very hard to get (I personally never get it), but the same as Glass, but heavier. I do not talk about noncomplete sets like Dreugh or about full sets on guards like Nordic Mail or Royal Guard.

So what with it? For me, Glass is the best choice comparing price/Effort/weight/enchantability. Top medium - Adamantium and Top Heavy - Daedric are too very good, but if i remember correctly, I get whole set of adamantium fairly easily using official addon "Adamantium Armor".

I think it will be good to boost heavy armor somehow, especially at low levels, like Iron, legion, steel and Dwemer. And Ebony should be better too, at least like Adamantium. Medium armors are probabaly adequate, only Stalhrim should be much better in some sense. In light armors, there is the big problem with DB armor.... Very good and you can get it without serious problems. It is the best armor for beginner :(

So, the conclusion should be to make real choices for player to specialize in different armor groups, and some benefits for any of them even at low levels.

And choices based on other things than roleplay, of course:)
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Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Sun Nov 14, 2010 5:18 am

Hello!

I just found your mod and think you did nice work.

Why, thank you! :)

But there are still issues I had with Morrowind armor system.

:sadvaultboy:

So, the conclusion should be to make real choices for player to specialize in different armor groups, and some benefits for any of them even at low levels.

And choices based on other things than roleplay, of course:)

That's why I made my spreadsheets available for download. :coolvaultboy: You can tweak them to your heart's content!

In other words: I can't please everybody, only myself. If that happens to please others, then Woo-hoo! I'll gladly fix any bugs, but, as of this time, I have no intention of further tweaking the mod. If anybody wants to tweak the mod and release it, feel free!* Your union with my brainchild has my blessing. :P

Of course, if enough people start complaining reporting about imbalance issues, I will take another look at my calculations and see what I can do. :shrug: No promises, though.

If you don't have Excel, and you want to make some specific changes, here's what you can do:
+ Open up the mod in the CS (set is as the Active File)
+ Go File > Export > Armor > All Armor.

This creates a .txt document with all the changes. Now you can go and tweak things. See "ALL ARMOR Final friendly view.htm" provided by AIM_Resources for an easy-on-the-eyes version that also color codes the properties fields. Make your changes to the .txt file, then:
+ File > Import > Armor ... and import the .txt file
+ Save the mod
+ Clean with TESTool (see the tutorial for details).

If you have Excel, then you can modify the spreadsheets, copy the data over into the correct format that the CS will accept (ALL ARMOR Final friendly view.htm minus the pastels. I just opened the .txt document into excel as a worksheet), or if you are fancy and really good with excel, then you probably already know how to set up a sheet that will pull data from other worksheets. Export as a tab dilineated .txt file.

*please see Licensing section of readme. Details and restrictions may apply. See inside for details. No purchase necessary. Not valid outside of the Mundus.
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Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Sat Nov 13, 2010 2:16 pm

Thanks, that is the attitude I like :tops:

I will definitely use your mod as a base for my minor changes, like those I wrote about before.
The real hard work was the developing of system and mathematic formulas.
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Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Sun Nov 14, 2010 3:35 am

i'm not sure adamantium should be better then ebony, stahlrim, or royal guard armor. royal armor is made of adamantium, and it's just hued red and black. ebony is suppose to be the top raw material obtainable for crafting, and adamantium is a grade lower in lore. stahlrim seems to be more rare, and of better quality comparing weaponry, but it's weapon weights seem strange, being that the weaponry is really heavy which should suggest that the armor should be heavy too...anyways, i would say that stahlrim should be the top armor for medium class.

so the top armor for light will make you green looking, medium would make you blue looking, and heavy would make you red looking, lol

i think this is a great project, awesome job!
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^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Sat Nov 13, 2010 2:34 pm

i use this and like it!
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Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Sun Nov 14, 2010 4:51 am

OMG! Updated! :twirl:
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Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Sat Nov 13, 2010 3:46 pm

One word...

BOOYA!!
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Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Sun Nov 14, 2010 4:57 am

HURRAH! I have been eagerly awaiting this mods release. Your WIP thread seemed REALLY in depth about your changes and I'm really glad you took the time to think it through and balance everything nicely
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Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

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