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

Post » Sun May 20, 2012 5:06 am

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?

Which weapon was he using? It may be my mod causing it.
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remi lasisi
 
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Post » Sat May 19, 2012 7:53 pm

Should be as simple as creating a "Crafting300CritChancePerk" that gets added whenever the weapon is equipped and removed when it's not. :)
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Music Show
 
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Post » Sun May 20, 2012 2:40 am

Which weapon was he using? It may be my mod causing it.

Both used a steel handaxe. (edited after duoblecheck)
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Emilie Joseph
 
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Post » Sun May 20, 2012 12:29 am

Should be as simple as creating a "Crafting300CritChancePerk" that gets added whenever the weapon is equipped and removed when it's not. :smile:
Yeah, but in order to have different crit chances with different weapons the perks need to be able to differentiate between weapons.

Steel longsword. The mercenary used a steel axe (the one handed version).
Ahah. I found an error in the path for the steel battle-axe mesh in my .esp. Thank you. It was incorrectly looking for a NordicBattleAxe.nif.nif. But, I don't see anything wrong with the Nordic Sword.
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Melanie
 
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Post » Sat May 19, 2012 5:29 pm

Yeah, but in order to have different crit chances with different weapons the perks need to be able to differentiate between weapons.


Ahah. I found an error in the path for the steel battle-axe mesh in my .esp. Thank you. It was incorrectly looking for a NordicBattleAxe.nif.nif. But, I don't see anything wrong with the Nordic Sword.

My mistake, doublechecked. Both steel handaxe :).
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teeny
 
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Post » Sun May 20, 2012 8:32 am

My mistake, doublechecked. Both steel handaxe :smile:.

Problem solved. :)

Expect it to be fixed in the next version.
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Nana Samboy
 
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Post » Sat May 19, 2012 7:46 pm

Great, thanks! As I said, other than this small mistake, this mod is a blast. Keep it coming!
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Sam Parker
 
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Post » Sat May 19, 2012 9:21 pm

Yeah, but in order to have different crit chances with different weapons the perks need to be able to differentiate between weapons.
I was thinking having the script recognize the weapons and adding the perk as many times as necessary. :)
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JERMAINE VIDAURRI
 
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Post » Sun May 20, 2012 12:13 am

I was thinking having the script recognize the weapons and adding the perk as many times as necessary. :smile:
Recognize them how?
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Rachyroo
 
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Post » Sat May 19, 2012 8:33 pm

Recognize them how?
List them in an array. :D
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patricia kris
 
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Post » Sat May 19, 2012 10:06 pm

List them in an array. :biggrin:
Which would include player-enchanted items & dynamically generated items... how?
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Krystal Wilson
 
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Post » Sat May 19, 2012 7:17 pm

Which would include player-enchanted items & dynamically generated items... how?
It should be doable, but I'm not going to write it now, since we don't even have a primer for the Papyrus language. ;)

OBSE had a get nif function so it might be possible to use file names to recognize any item.
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Chrissie Pillinger
 
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Post » Sun May 20, 2012 4:16 am

It should be doable, but I'm not going to write it now, since we don't even have a primer for the Papyrus language. :wink:

OBSE had a get nif function so it might be possible to use file names to recognize any item.

The correct answer would be "By Object BaseID." Though it isn't a script, or an array. It's conditions. :wink:

Right now I'm redoing all of my specular (black/white) texture maps.
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sally R
 
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Post » Sat May 19, 2012 6:33 pm

The correct answer would be "By Object BaseID." Though it isn't a script, or an array. It's conditions. :wink:

Right now I'm redoing all of my specular (black/white) texture maps.
I wasn't sure if BaseID would stay the same for those so I didn't want to answer with that. :P
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Sherry Speakman
 
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Post » Sun May 20, 2012 3:06 am

I wasn't sure if BaseID would stay the same for those so I didn't want to answer with that. :tongue:

It should. Even if you enchant a weapon, it's ReferenceID will become a new value, but the BaseID will remain the same. :)
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Melissa De Thomasis
 
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Post » Sun May 20, 2012 7:14 am

Would mod load order come into play since the load id changes with load order?
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Lauren Dale
 
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Post » Sun May 20, 2012 1:01 am

Would mod load order come into play since the load id changes with load order?
Nah. You may need OBSE though. Don't know for sure yet with Skyrim.
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.X chantelle .x Smith
 
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Post » Sat May 19, 2012 11:57 pm

Once I finish re-doing all of my specular maps, I'm going to re-do the diffuse maps for the basic style longswords and add them to the game. :)
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NAtIVe GOddess
 
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Post » Sun May 20, 2012 12:42 am

Fallout 3 had Crit Damage and Crit % Multiplier stats for melee weapons, so I'd be very surprised if it wasn't possible to change the crit chance/damage on weapons in Skyrim through item stats. Then again Bethesda are pretty good at reinventing the wheel.
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Anna Beattie
 
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Post » Sun May 20, 2012 8:57 am

Fallout 3 had Crit Damage and Crit % Multiplier stats for melee weapons, so I'd be very surprised if it wasn't possible to change the crit chance/damage on weapons in Skyrim through item stats. Then again Bethesda are pretty good at reinventing the wheel.
You never know. Maybe be in there, then again I do not believe the player has any crit chance at all without using perks. We will have to wait and see.
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FABIAN RUIZ
 
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Post » Sat May 19, 2012 11:43 pm

The current perks for things like ax bleeding, blunt ignore damage resistance, and sword critical damage, as well as the smithing +improvement magnitude perks, all use a new feature called keywords as part of their conditional to specifically apply their effects based on equipment style, material, or blade category. I'm getting this information second hand so I'm not sure how keywords are established, but I'm pretty sure that they would be the "official" way to set up special effects for weapon styles, and it wouldn't require scripting. Although in order to have those benefits also apply to NPCs making use of those weapons, you would need to find a way to add the appropriate perks to them, which might require scripts.
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City Swagga
 
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Post » Sun May 20, 2012 12:05 am

The current perks for things like ax bleeding, blunt ignore damage resistance, and sword critical damage, as well as the smithing +improvement magnitude perks, all use a new feature called keywords as part of their conditional to specifically apply their effects based on equipment style, material, or blade category. I'm getting this information second hand so I'm not sure how keywords are established, but I'm pretty sure that they would be the "official" way to set up special effects for weapon styles, and it wouldn't require scripting. Although in order to have those benefits also apply to NPCs making use of those weapons, you would need to find a way to add the appropriate perks to them, which might require scripts.

You know. I totally forgot about the keyword system. You're right, and they're very easy to add, change and modify.
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Lavender Brown
 
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Post » Sun May 20, 2012 4:30 am

http://www.skyrimnexus.com/downloads/images/2933-1-1326006241.jpg
They are already in-game & craftable. (unreleased version)
Yes, those descriptions are also in-game & awesome. :)
In order to craft these swords the player needs the ability to craft with the respective material. Otherwise they have the same stats/attributes as their vanilla counterparts.
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Jeffrey Lawson
 
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Post » Sat May 19, 2012 4:57 pm

I have to say, I always thought the handle of the iron sword was supposed to be wrapped in leather strips and the original texture lazily didn't account for that.
Hmmm... now that I look at them, it seems almost all the recipes use leather strips, but only a few actually show them on the model.
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Etta Hargrave
 
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Post » Sun May 20, 2012 1:32 am

I have to say, I always thought the handle of the iron sword was supposed to be wrapped in leather strips and the original texture lazily didn't account for that.
Hmmm... now that I look at them, it seems almost all the recipes use leather strips, but only a few actually show them on the model.
The Iron sword isn't using leather at all. Not even on the vanilla version the texture included no leather even though the recipe did. In my versions, they require metal only. The materials required will depend entirely on how the model looks. :)
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Rachie Stout
 
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