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

Post » Sun May 20, 2012 3:11 am

It is going to be interesting to see how you change Smithing and it's perk tree.
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Love iz not
 
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Post » Sun May 20, 2012 3:29 am

Working on Artifacts & Unique weapons 2.0 :wink:

Changes to smithing so far...
-New basic longsword recipes.
Iron longsword, requires; 8 iron ingots; no skill requirement
Steel longsword, requires; 8 steel ingots; steel smithing perk
Silver longsword, requires; 4 steel ingots; 2 quicksilver ingots; 2 silver ingots; arcane blacksmith perk
Orichalcum longsword, requires; 8 orichalcum ingots; orcish smithing perk
Dwemer longsword, requires; 8 dwemer-metal ingots; dwemer smithing perk
Moonstone longsword, requires; 6 moonstone ingots; 2 gold ingots; elven smithing perk
Glass longsword, requires; 6 malachite ingots; 2 silver ingots; glass smithing perk
Ebony longsword, requires; 8 ebony ingots; ebony smithing perk
Daedric longsword. requires; 8 ebony ingots; 1 daedra heart; daedric smithing perk
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FABIAN RUIZ
 
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Post » Sun May 20, 2012 6:39 am

Have you thought about renaming the perks to use the material names (for orcish, elven)?
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Catharine Krupinski
 
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Post » Sat May 19, 2012 7:41 pm

Have you thought about renaming the perks to use the material names (for orcish, elven)?
I've already done that. Right now they're named after the Style & material that they unlock. As they currently unlock both. Later they will only unlock the materials. The styles will be unlocked through books.
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Lilit Ager
 
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Post » Sat May 19, 2012 5:36 pm

How should I handle item descriptions?
There is a limited amount of space in the description box. What should I do?

a. Simply give a mathematical description of any magical effects the item has (like vanilla enchanted items) .
- Example: "Target takes points of frost damage to Health and Stamina."

b. Describe an item's physical characteristics.
- Example: "A basic longsword crafted from Dwemer-metal."

c. Replace enchantment descriptions with short tags like "Elemental Frost +3" etc...
- Example: "An iron warhammer. Enchanted with elemental frost +1."

b. Describe an item's history & previous ownership.
- Example: "A bonemold longsword. Hand-crafted by a necromancer on Vvardenfell."

e. Use a flavour-text like method of description.
- Example: "A well-made & maintained bow. The string and stain look fresh."
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R.I.p MOmmy
 
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Post » Sun May 20, 2012 4:02 am



b. Describe an item's history & previous ownership.
- Example: "A bonemold longsword. Hand-crafted by a necromancer on Vvardenfell."

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Jade Muggeridge
 
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Post » Sun May 20, 2012 6:26 am


But then there's no way for the player to know what the weapon actually does. :(
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Mike Plumley
 
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Post » Sun May 20, 2012 4:23 am

But then there's no way for the player to know what the weapon actually does. :(
Oh true. What about a few words of flavor text and the enchantment.
"Crafted by a necromancer on Vvardenfell. Does 30 pts of Frost Damage" I'm just curious: do you happen to know the character limit for a description?
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Bryanna Vacchiano
 
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Post » Sun May 20, 2012 8:14 am

I like (e) but I also like numerical descriptions of any bonuses so I can decide whether bonuses are worth it or not. If there's room, you could provide both, something like:

A dunmer short sword crafted from ebony, specially balanced for stealth use.
10% sneak attack damage
-2% attack speed

I'm guessing you'll have to add in any descriptions of bonuses that come from perks by hand, but they should probably be formatted to match enchantment descriptions.

*Edit - For the uniques, adding history flavor text would be great.
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SaVino GοΜ
 
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Post » Sat May 19, 2012 4:48 pm

Oh true. What about a few words of flavor text and the enchantment.
"Crafted by a necromancer on Vvardenfell. Does 30 pts of Frost Damage" I'm just curious: do you happen to know the character limit for a description?
But, nothing does just 30 points of frost damage, it's really 30 points of frost damage and half of that to stamina. :P

There doesn't seem to be a hard-coded character limit that I can reach within reason. However each successive line of text causes the description's text to become the next font-size smaller. One line is normal, two lines is smaller, three lines is tiny, four lines is barely readable, anything more looks like braille.

I like (e) but I also like numerical descriptions of any bonuses so I can decide whether bonuses are worth it or not. If there's room, you could provide both, something like:

A dunmer short sword crafted from ebony, specially balanced for stealth use.
10% sneak attack damage
-2% attack speed

I'm guessing you'll have to add in any descriptions of bonuses that come from perks by hand, but they should probably be formatted to match enchantment descriptions.
Adding extra lines is the last thing I want to do, because that's what makes the text smaller. I probably will end-up doing a combination of both math & flavour, I'm just not sure exactly how I'm going to do that.
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Sian Ennis
 
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Post » Sat May 19, 2012 4:36 pm

http://www.skyrimnexus.com/downloads/images/2933-1-1326060616.jpg
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Princess Johnson
 
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Post » Sun May 20, 2012 7:11 am

That's a bummer. You could maybe work the numbers into the text, like:

A dunmer short sword crafted from ebony, specially balanced for stealth (+10% stealth damage) but slightly harder to swing (-10% attack speed)

That would still probably end up wrapping into 2 or 3 lines though.


The hunger/thirst/sleep mod I made for FNV ended up adding a lot of effects to ingestibles, up to around 8 for some things, and the default UI couldn't really display them all. I was able to get some help from DarN though, he added something to his UI mod that let more effects be displayed. Maybe suggest something similar to the SkyUI guys? It probably wouldn't be too hard for them to fix the font at a smaller size, and add a few more available lines. Though forcing your users to use another mod is something to avoid if possible.

*Edit - The Bipolar Blade description looks the most interesting, I think. If there were a little more room for a bigger font it'd be great.
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Angela
 
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Post » Sun May 20, 2012 6:40 am

I guess I will just have to go with short and to the point descriptions and simplified enchantment information.
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Josephine Gowing
 
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Post » Sat May 19, 2012 8:04 pm

Hmm... I'd try to talk to the SkyUI team about reworking item cards. I'd love something akin to http://static.dragonagenexus.com/downloads/images/2645-2-1306119962.png.

Of those in the pic, I like the style of the Black Hands Blade best for artifacts, but not being able to see the actual effects is definitely a problem :/

I think trying to redesign item cards is your best bet... if you don't know Flash or ActionScript, maybe someone who does would be gracious enough to try and design a new format? Heavens know there's enough empty screen space to accommodate however much room would be required.
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Arnold Wet
 
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Post » Sat May 19, 2012 11:58 pm

http://www.skyrimnexus.com/downloads/images/2933-1-1326061254.jpg

What do you guys think?

A redesign of the item cards would definitely work best, but then I'd have to content with even great mod incompatibility.
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David John Hunter
 
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Post » Sun May 20, 2012 5:54 am

Works for me. (Though honestly you could put ";jadfslk;jadsflk;jsafdjlk;safdlkjhsd fglkjsdf giousdfgha klgasdfaksdf hadlkfjhgd sfkgsd hfgjksdf s" for every item and I'd still use them. ;))
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willow
 
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Post » Sun May 20, 2012 3:02 am

I've done some UI related stuff for other Bethesda games, and it looks like I might be facing the same problem you are with my planned needs mod, so if I end up tackling it myself I'll see if I could make something to extend the weapon item description cards (Flash can't be any more awkward than xml.)
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Jade
 
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Post » Sat May 19, 2012 6:17 pm

I've discovered that surrounding text in the description box with "<>" symbols makes it bold,
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Emilie M
 
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Post » Sun May 20, 2012 8:17 am

http://www.skyrimnexus.com/downloads/images/2933-1-1326061254.jpg

What do you guys think?

A redesign of the item cards would definitely work best, but then I'd have to content with even great mod incompatibility.

I think that is probably the best you can do, at least until the CK comes out and you find out if there are other options.
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james tait
 
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Post » Sat May 19, 2012 9:16 pm

If I keep repeating the word "Sunder", will it happen?

I want to dual wield keening and sunder.

also: fork of horripilation
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Riky Carrasco
 
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Post » Sun May 20, 2012 5:21 am

If I keep repeating the word "Sunder", will it happen?

I want to dual wield keening and sunder.

also: fork of horripilation

Sunder is no big deal. It will happen.
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Fam Mughal
 
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Post » Sat May 19, 2012 9:26 pm

It would be cool if, in addition to the Damage, Weight, and Value fields that are there currently, there were Material and Style fields.
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Jessie Butterfield
 
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Post » Sat May 19, 2012 10:53 pm

It would be cool if, in addition to the Damage, Weight, and Value fields that are there currently, there were Material and Style fields.
Well. Material & Style are defined by "keywords" but I don't think it's possible to display those in any meaningful way without modifying the UI.
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Stay-C
 
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Post » Sun May 20, 2012 12:39 am

Well. Material & Style are defined by "keywords" but I don't think it's possible to display those in any meaningful way without modifying the UI.
I suppose you could put them in parenthesis after the item name. I won't say it's a good option but it is an option :P :shrug:
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Rachel Cafferty
 
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Post » Sat May 19, 2012 6:27 pm

I suppose you could put them in parenthesis after the item name. I won't say it's a good option but it is an option :tongue: :shrug:

for basic weapons I will put them in the name, like "Moonstone Altmeri Leafblade" and for enchanted items you will be able to tell by looking at it what style it is. :P
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Roisan Sweeney
 
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