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

Post » Sun May 20, 2012 2:09 am

Two more Oblivion unique weapons!
http://www.skyrimnexus.com/downloads/images/2933-2-1325709427.jpg& http://www.skyrimnexus.com/downloads/images/2933-1-1325709425.jpg
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claire ley
 
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Post » Sun May 20, 2012 1:05 am

My mod is getting near the SkyrimNexus size limit.
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Laura Simmonds
 
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Post » Sun May 20, 2012 3:05 am

My mod is getting near the SkyrimNexus size limit.
I think there's a way to get around that. Might want to email Robin and see his recommendation.
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Racheal Robertson
 
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Post » Sat May 19, 2012 5:34 pm

BIg update on it's way.
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Robert Jr
 
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Post » Sun May 20, 2012 7:22 am

Uploading new version now...

Armoury of Tamriel, 0.5.0

Almost all weapons complete except bows, arrows, quivers, maxes and warhammers.

.esp work begun
-Weapons point to my meshes instead of replacing vanilla meshes
-Corundum renamed Copper.

Basic weapon name changes begun.
-Dwarven > Dwemer
-Elven > Altmer
-Battle Axe > Great-axe
-War Axe > Battle-axe

Artifacts & unique weapons given new, unique textures!
-Alessandra's Dagger
-Amren's Family Sword
-Balgruuf's Greatsword
-Blade of Woe
-Bloodhawk Claymore
-Bloodthorn
-Bolar's Oathblade
-Chrysamere
-Ice-blade of the Monarch
-Ghorbash's Ancestral Battle-axe
-Great-axe of Fiery Souls
-Dragonbane
-Gauldur Blackblade
-Red Eagle's Fury
-The Pale Blade
-The Woodsman's Friend
-Windshear
-Chillrend
-Herebane's Courage
-Grimsever
-Spirit-Eater
-Saint's Black Sword
-Conoon Chodala's Axe
-War Axe of Airan Ammu
-Cloud Cleaver
-Dwemer Pneuma-Trap
-Cloudkiss
-Widowmaker
-Fury
-Magebane
-Sword of Agustas
-Tamreki, Shackler of Souls
-Black Hands Dagger
-Dwemer Jinksword
-Shimsil
-Cleaver of St. Felms
-Soul Drinker
-Wings of the Queen of Bats
-Goldbrand
-Fang of Haynekhtnamet
-Blackwater Blade
-Debaser
-Rugdumph's Sword
-Witsplinter
(Not all artifacts can be found in-game yet. Those already included in Skyrim will already use my new textures/meshes!)
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Bigze Stacks
 
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Post » Sun May 20, 2012 8:35 am

Wow, that's an ambitious undertaking. I'm going to have to try this out (though given the download size I think I'll wait until after the update.) Any plans on adding dragon weapons? Though I guess this probably doesn't conflict with any of the existing dragon weapon mods.
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carla
 
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Post » Sat May 19, 2012 8:36 pm

Wow, that's an ambitious undertaking. I'm going to have to try this out (though given the download size I think I'll wait until after the update.) Any plans on adding dragon weapons? Though I guess this probably doesn't conflict with any of the existing dragon weapon mods.

May-be an ambitious undertaking, but I'm already about 80% done. Almost all of the textures & meshes are done. All that remains are a few weapon types and creating in-game items using the new variations.

Wait for the new version (0.5.0) It's uploading right now.
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Pete Schmitzer
 
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Post » Sun May 20, 2012 7:24 am

Version 0.5.0 Screenshots
http://www.skyrimnexus.com/downloads/images/2933-2-1325718524.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1325718521.jpg
(The pictures are huge, so save them to your computer to view them in full-size.)
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Robert Jackson
 
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Post » Sun May 20, 2012 4:38 am

0.5.0 Is uploaded!!!
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Veronica Flores
 
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Post » Sun May 20, 2012 1:25 am

I love it!

Also, for the filesize issue... Maybe break it up into seperate files? You know, Normal in one, artifacts in another, and maybe split the artifacts by the game they come from? Or, if it gets REALLY bad, you could organize by weapon type.

One thing, though - why did you choose to hyphenate the axe names, but not the swords? Or are you going to hyphenate those when the CK comes out? It isn't a big deal, or anything, I'm just curious.
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Lavender Brown
 
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Post » Sun May 20, 2012 4:13 am

I love it!
Also, for the filesize issue... Maybe break it up into seperate files? You know, Normal in one, artifacts in another, and maybe split the artifacts by the game they come from? Or, if it gets REALLY bad, you could organize by weapon type.
One thing, though - why did you choose to hyphenate the axe names, but not the swords? Or are you going to hyphenate those when the CK comes out? It isn't a big deal, or anything, I'm just curious.

If I have to I will make the meshes, textures and .esp seperate downloads. It compressed to 300MB so I should be good to go. Uncompressed though it's over 700MB.

I hyphenate the axe names because battle, great and axe are all seperate words. When describing something with multiple nouns it helps to hyphenate relevant terms instead of seperating them all. If I name it ebony great axe, it is unclear if the term great is describing the ebony or the axe. If I name it ebony great-axe it becomes clear that the term great is being used to describe the axe and not the ebony. I do not hyphenate the swords because longsword is one word, not two words like battle-axe and great-axe. I'm following the naming convention of my weapons & armour encyclopedia as closely as possible. There are many more item renames planned. The ebony style swords for instance will probably end up called talwar. I haven't decided on how I will implement racial designations either. I think the names will become too long with the racial descptions included in the weapons' names.
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Tarka
 
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Post » Sun May 20, 2012 7:27 am

Uploading new version now...

Armoury of Tamriel, 0.5.0

Almost all weapons complete except bows, arrows, quivers, maxes and warhammers.

.esp work begun
-Weapons point to my meshes instead of replacing vanilla meshes
-Corundum renamed Copper.

Basic weapon name changes begun.
-Dwarven > Dwemer
-Elven > Altmer
-Battle Axe > Great-axe
-War Axe > Battle-axe

Artifacts & unique weapons given new, unique textures!
-Alessandra's Dagger
-Amren's Family Sword
-Balgruuf's Greatsword
-Blade of Woe
-Bloodhawk Claymore
-Bloodthorn
-Bolar's Oathblade
-Chrysamere
-Ice-blade of the Monarch
-Ghorbash's Ancestral Battle-axe
-Great-axe of Fiery Souls
-Dragonbane
-Gauldur Blackblade
-Red Eagle's Fury
-The Pale Blade
-The Woodsman's Friend
-Windshear
-Chillrend
-Herebane's Courage
-Grimsever
-Spirit-Eater
-Saint's Black Sword
-Conoon Chodala's Axe
-War Axe of Airan Ammu
-Cloud Cleaver
-Dwemer Pneuma-Trap
-Cloudkiss
-Widowmaker
-Fury
-Magebane
-Sword of Agustas
-Tamreki, Shackler of Souls
-Black Hands Dagger
-Dwemer Jinksword
-Shimsil
-Cleaver of St. Felms
-Soul Drinker
-Wings of the Queen of Bats
-Goldbrand
-Fang of Haynekhtnamet
-Blackwater Blade
-Debaser
-Rugdumph's Sword
-Witsplinter
(Not all artifacts can be found in-game yet. Those already included in Skyrim will already use my new textures/meshes!)
renaming corundum to copper make just about the same amount of sense as naming it corundum in the first place, as in none what so ever.
seeing as neither corundum( the stuff rubies are made of) or copper are used to make steel.
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Soku Nyorah
 
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Post » Sun May 20, 2012 7:01 am

If I have to I will make the meshes, textures and .esp seperate downloads. It compressed to 300MB so I should be good to go. Uncompressed though it's over 700MB.

I hyphenate the axe names because battle, great and axe are all seperate words. When describing something with multiple nouns it helps to hyphenate relevant terms instead of seperating them all. If I name it ebony great axe, it is unclear if the term great is describing the ebony or the axe. If I name it ebony great-axe it becomes clear that the term great is being used to describe the axe and not the ebony. I do not hyphenate the swords because longsword is one word, not two words like battle-axe and great-axe. I'm following the naming convention of my weapons & armour encyclopedia as closely as possible. There are many more item renames planned. The ebony style swords for instance will probably end up called talwar. I haven't decided on how I will implement racial designations either. I think the names will become too long with the racial descptions included in the weapons' names.

Ah, I see.

For the names... Well, I think "Dunmeri Talwar" would be fine; there are plenty of instances where an item with different models all share the same name in vanilla, so putting its material in front of it isn't completely necessary.
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Veronica Flores
 
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Post » Sun May 20, 2012 5:43 am

renaming corundum to copper make just about the same amount of sense as naming it corundum in the first place, as in none what so ever.
seeing as neither corundum( the stuff rubies are made of) or copper are used to make steel.

Personally, I don't know why they didn't just make Steel weapons require Charcoal, and scrap Corundum entirely.
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Ashley Tamen
 
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Post » Sat May 19, 2012 11:45 pm

renaming corundum to copper make just about the same amount of sense as naming it corundum in the first place, as in none what so ever.
seeing as neither corundum( the stuff rubies are made of) or copper are used to make steel.

I know what corundum is. I know what copper is. I know what steel is. I didn't make the game or the vanilla crafting recipes, but you're missing the forest in spite of the trees here.

When the mod is in a later stage, as in a stage where I am involved in crafting recipes(which I am not right now, in case you haven't noticed.) there will be fundamental changes to the crafting system. Corundum was renamed Copper because it will become Copper. Since it makes no more or less sense now than it did before the change was a 'mind as well' change. If you take a look at my iron weapons along with some other you will notice a use of copper :wink:. Corundum will become copper, as the rest of the mod it is incomplete.


Ah, I see.

For the names... Well, I think "Dunmeri Talwar" would be fine; there are plenty of instances where an item with different models all share the same name in vanilla, so putting its material in front of it isn't completely necessary.
I guess but, how well will that work when viewing the inventory, containers and merchants? I may choose to go with the material+style naming convention and leave the racial origin out of the equation. Ebony Talwar works, so does Moonstone Badelair and Orichalcum Scimitar.

Personally, I don't know why they didn't just make Steel weapons require Charcoal, and scrap Corundum entirely.
Because they're Bethesda? lol. When I get around to working on crafting recipes Steel will require Charcoal & Iron.
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gemma king
 
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Post » Sun May 20, 2012 3:11 am



I know what corundum is. I know what copper is. I know what steel is. I didn't make the game or the vanilla crafting recipes, but you're missing the forest in spite of the trees here.

When the mod is in a later stage, as in a stage where I am involved in crafting recipes(which I am not right now, in case you haven't noticed.) there will be fundamental changes to the crafting system. Corundum was renamed Copper because it will become Copper. Since it makes no more or less sense now than it did before the change was a 'mind as well' change. If you take a look at my iron weapons along with some other you will notice a use of copper :wink:. Corundum will become copper, as the rest of the mod it is incomplete.



I guess but, how well will that work when viewing the inventory, containers and merchants? I may choose to go with the material+style naming convention and leave the racial origin out of the equation. Ebony Talwar works, so does Moonstone Badelair and Orichalcum Scimitar.


Because they're Bethesda? lol. When I get around to working on crafting recipes Steel will require Charcoal & Iron.
sorry about that It's just my personal rant, nothing against you or your excellent mod.

EDIT: oh what will that change do to the compatablity of your mod?
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Cassie Boyle
 
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Post » Sun May 20, 2012 12:27 am

sorry about that It's just my personal rant, nothing against you or your excellent mod.

EDIT: oh what will that change do to the compatablity of your mod?

Right now it shouldnt affect compatability at all. It's just a name change, it doesn't affect how it works in the game or in recipes.
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Lynne Hinton
 
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Post » Sat May 19, 2012 11:05 pm

Right now it shouldnt affect compatability at all. It's just a name change, it doesn't affect how it works in the game or in recipes.
Though name changes for weapons will conflict with mods that alter their stats until we get Bashed Patch functions in BASH (which will hopefully be soon after the CK is released).
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Miranda Taylor
 
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Post » Sun May 20, 2012 3:08 am

Though name changes for weapons will conflict with mods that alter their stats until we get Bashed Patch functions in BASH (which will hopefully be soon after the CK is released).

Well. There are more than just name changes to weapons. You realize this is intended as a weapon overhaul, right? Right now, besides the minor name changes it also changes which models the weapon use. Even weapons that have not had their name changed have had their object records modified to point to my new meshes.
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Riky Carrasco
 
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Post » Sun May 20, 2012 5:31 am

Well. There are more than just name changes to weapons. You realize this is intended as a weapon overhaul, right? Right now, besides the minor name changes it also changes which models the weapon use. Even weapons that have not had their name changed have had their object records modified to point to my new meshes.
I know. :biggrin:
So it does conflict with anything else that edits vanilla weapons.

EDIT: Unless Skyrim handles records differently than the previous games.
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Ray
 
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Post » Sun May 20, 2012 12:12 am

I know. :biggrin:
So it does conflict with anything else that edits vanilla weapons.

EDIT: Unless Skyrim handles records differently than the previous games.

I wouldn't assume it conflicts with anything until you experience a conflict. If you do, let me know so I can put it in the ReadMe. Are there any major weapon rebalance mods out there already?

The first thing many people ask is if it works with the Tytanis mod, and it does and still should.
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Tanika O'Connell
 
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Post » Sun May 20, 2012 5:15 am

I wouldn't assume it conflicts with anything until you experience a conflict. If you do, let me know so I can put it in the ReadMe. Are there any major weapon rebalance mods out there already?

The first thing many people ask is if it works with the Tytanis mod, and it does and still should.
http://www.skyrimnexus.com/downloads/file.php?id=5172
http://www.skyrimnexus.com/downloads/file.php?id=4719
Those both make changes to a large number of weapon stats.
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Mark Hepworth
 
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Post » Sat May 19, 2012 4:38 pm

http://www.skyrimnexus.com/downloads/file.php?id=5172
http://www.skyrimnexus.com/downloads/file.php?id=4719
Those both make changes to a large number of weapon stats.

Well then, take your pick. :smile:

Can't maintain 100% compatability forever. At least not until Wrye Bash is ready for Skyrim!
Additionally: Have you tried either of those mods in conjunction with mine in-game?
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Courtney Foren
 
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Post » Sun May 20, 2012 2:19 am

Well then, take your pick. :smile:

Can't maintain 100% compatability forever. At least not until Wrye Bash is ready for Skyrim!
I don't even use either of those, I just didn't want you to accidentally confuse someone by saying it doesn't conflict. ;)
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Alyce Argabright
 
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Post » Sat May 19, 2012 5:46 pm

I don't even use either of those, I just didn't want you to accidentally confuse someone by saying it doesn't conflict. :wink:

Additionally: Have you tried either of those mods in conjunction with mine in-game?

I wouldn't assume they didn't conflict as much as I wouldn't assume they do conflict until soemone gets back to me after in-game testing on those mods in particular. Though I'm sure it sitll works with Tytanis mod... for now. Even later-on though, most of his stuff is additional instead of modification.

In-case anyone's interested I'm working on finishing up the last few catagories of weapons. Once I've finished them I will put together a new version and then I will start tinkering around with crafting recipes & leveled lists. :smile:

If you want to check out more of my models in-game in the 0.5.0 version, you can use the console command to spawn any of the weapons, even the ones listed as not being in-game yet. ;)
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X(S.a.R.a.H)X
 
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