[RELWIP] Crafting 300: Armoury of Tamriel, Thread 4

Post » Sat May 19, 2012 4:27 pm

This mod depresses me.

On one hand, all these are exceptional work. On the other hand, there's a disappointing lack of staves; which means that all these weapons are just pretty decorations for my home or vendor loot.
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Mariana
 
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Post » Sun May 20, 2012 1:07 am

This mod depresses me.

On one hand, all these are exceptional work. On the other hand, there's a disappointing lack of staves; which means that all these weapons are just pretty decorations for my home or vendor loot.

Staves, as opposed to magic staffs, which aren't really weapons in the sense that you can actually hit an opponent with them like you can other weapons. I haven't used staffs as weapons so I wasn't aware of that. I think those are even categorized differently, because it isn't possible to disenchant them either.
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Katie Samuel
 
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Post » Sat May 19, 2012 7:57 pm

One thing - what about if the character is a member of a race with a specific style? I.E., does a Nord character not know how to make Nordic Weapons? Maybe characters of races with racial styles could start with one of the books for their style, or just start with the knowledge of a recipe?
I could make player-race an alternate requirement to the crafting recipes. Yes. I've thought about it.

This, this is brilliant. Would be great to have to search out a tome for the particular weapon type you favour. Maybe some of the rarer/unique styles could be hidden in some of the bigger dungeons as treasure?
That's the plan.

is there eventually gonna be custom models for the uniques? and dunmer and bosmer variations of the altmeri weapons? especially the latter would be awesome, cause it always bugged me there's just elven armor and weapons, but it looks like those weapons are altmeri...
love the mod and the progress you make by the way!
Eventually, if someone else makes the models for them.

This mod depresses me.

On one hand, all these are exceptional work. On the other hand, there's a disappointing lack of staves; which means that all these weapons are just pretty decorations for my home or vendor loot.
Except... what would be the point? Crafting material for staffs is pointless. It all comes down to the enchantment and skill of the enchanter. Taking the time to make all of the possible variations of staffs, when they will all behave the same way seems kind of silly.
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Jonathan Windmon
 
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Post » Sun May 20, 2012 1:07 am

I think they are lamenting the fact that they use staves as their weapon so they won't be able to see your great textures all the time. I would love staves to be redone, also I would like them to be classed in a way that I could put them up on the display plaques. But that will happen eventually
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scorpion972
 
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Post » Sun May 20, 2012 4:07 am

I think they're just too big. You can't put greatswords on plaques either. But staves CAN be put in weapon racks.
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Nichola Haynes
 
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Post » Sat May 19, 2012 11:21 pm

Nordic & Orcish Maces, Arrows, Quivers, Bows & Warhammers are all that remain.
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Stay-C
 
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Post » Sun May 20, 2012 8:30 am

is there eventually gonna be custom models for the uniques? and dunmer and bosmer variations of the altmeri weapons? especially the latter would be awesome, cause it always bugged me there's just elven armor and weapons, but it looks like those weapons are altmeri...
love the mod and the progress you make by the way!
The vanilla ebony mesh is being used as the "dunmeri" style. :)
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Monika Fiolek
 
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Post » Sat May 19, 2012 7:09 pm

The vanilla ebony mesh is being used as the "dunmeri" style. :smile:

I don't know how I missed that question. lol. Thanks for answering it for him.

"Elven" has become "Altmeri"
"Glass" has become "Altmeri Ornate"
"Ebony" has become "Dunmeri"
"Steel" has become "Nordic"
"Iron" has become "Basic"
"Daedric" has become "Dremora"
"Orcish" has remained "Orcish"
"Silver" has become "Breton"
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Nicola
 
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Post » Sat May 19, 2012 7:55 pm

Check Your PMs Baratan.
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Caroline flitcroft
 
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Post » Sun May 20, 2012 2:59 am

I made new materials for steel, ebony, bronze and orichalcum. Also for leather, blackened leather & bleached leather. Going to release a new version with all vanilla weapons 100% replaced before I go back though.
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Milagros Osorio
 
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Post » Sun May 20, 2012 3:02 am

The battle-plan is as follows.
-Finish orcish arrow, bow, quiver, mace, warhammer
-Implement orcish model replacer
-create & implement bow, mace & warhammer unique weapons
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Brittany Abner
 
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Post » Sun May 20, 2012 7:49 am

Orcish model replacer? Did I miss something? >.>
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BRAD MONTGOMERY
 
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Post » Sun May 20, 2012 5:38 am

Orcish model replacer? Did I miss something? >.>

Yeah. I'm done everything except for the Orcish arrow, quiver, mace and warhammer.
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James Shaw
 
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Post » Sat May 19, 2012 10:00 pm

What are the new models like?
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Christine
 
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Post » Sun May 20, 2012 12:40 am

Are there still plans to make the style evident in the name of the weapon? Like Talwar instead of sword.
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brenden casey
 
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Post » Sun May 20, 2012 2:43 am

What are the new models like?
Like the old models except with my textures on them.

Are there still plans to make the style evident in the name of the weapon? Like Talwar instead of sword.
Yeah. There's still a lot more plans, just not in any particular known order yet.
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W E I R D
 
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Post » Sun May 20, 2012 3:27 am

I think you are making excellent progress on this Baratan.
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Sharra Llenos
 
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Post » Sun May 20, 2012 5:38 am

Your work is looking very promising. I have an idea that would fit in well with what you are working on. Have the different styles of weapons use different amounts of stamina and have a corresponding critical hit chance. Say you are using a large orcish style blade. It should require much more stamina to wield, but also have a greater chance of causing a critical hit. This way, sneaky types could use the lighter styled weapons and not require as much stamina. The overall weapon damage would remain the same across different styles/materials, but the style would still matter based on what type of character you are creating.
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NIloufar Emporio
 
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Post » Sat May 19, 2012 7:04 pm

If I can make certain weapons have a higher crit chance in the CK, I may just do that.
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stevie trent
 
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Post » Sat May 19, 2012 10:36 pm

Your work is looking very promising. I have an idea that would fit in well with what you are working on. Have the different styles of weapons use different amounts of stamina and have a corresponding critical hit chance. Say you are using a large orcish style blade. It should require much more stamina to wield, but also have a greater chance of causing a critical hit. This way, sneaky types could use the lighter styled weapons and not require as much stamina. The overall weapon damage would remain the same across different styles/materials, but the style would still matter based on what type of character you are creating.
This makes so much sense, it's staggering that BGS didn't implement it in vanilla.
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biiibi
 
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Post » Sat May 19, 2012 9:54 pm

Will this be compatible with Weapons of the Third Age?
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Quick draw II
 
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Post » Sat May 19, 2012 8:30 pm

If I can make certain weapons have a higher crit chance in the CK, I may just do that.
The swords perks do that, so the code to modify weapons' crit chance should be in there somehow. I'm no coder though, so don't take my word for it :P
also, did you get the message I sent you earlier?
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Symone Velez
 
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Post » Sun May 20, 2012 8:41 am

If it's not inherently possible in the weapon entries it should be possible in a script using perks.
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Laura-Jayne Lee
 
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Post » Sat May 19, 2012 10:38 pm

Will this be compatible with Weapons of the Third Age?
Should be. Most of those weapons are new weapons. Mine will be replacing all of the vanilla weapons, plus new weapons.

The swords perks do that, so the code to modify weapons' crit chance should be in there somehow. I'm no coder though, so don't take my word for it :tongue:
also, did you get the message I sent you earlier?
Perks work in a really cool way. They're like scripts, except they're global. Weapon object records probably don't have a field for crit chance, but I could make perks with crit chance bonuses with the different weapons being equipped as requirements for the perks. I don't know if it will work with player-enchanted weapons though. I will have to experiment, unless I can make partial item-names a condition.

I did get your message, I just haven't thought of a response yet. I'm focused on getting done what I have in front of me. I'm kind of glad JaySuS never answered me, lol.

If it's not inherently possible in the weapon entries it should be possible in a script using perks.
Possible yes. I'm not sure how elegant it will be yet. SkyEdit is really limited in the perk dept right now.
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vicki kitterman
 
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Post » Sat May 19, 2012 7:58 pm

Hey,

I use this great mod since yesterday. It really is an improvement on about every weapon I saw so far. But I found a problem too. I don't know if it is me or the mod though (I guess it is the mod): Steel weapons seem to be invisible. I encountered that twice now. Once http://imageshack.us/photo/my-images/41/screenshot23696.jpg/ and a little bit later on a mercenary roaming the streets. Anything I can do about that?
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Hussnein Amin
 
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