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

Post » Sat May 19, 2012 11:18 pm

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.

I'm looking at the edited records. They will overlap. Which really just means we need BASH more than ever. :D

From the mod compatibility cheatsheet:
The "one" rule.
It's a rule of "one", actually. One entry can only be modified by one plugin. An entry is everything. This rule is the core to understand most incompatibilities. Please say it loud: "One entry can only be modified by one plugin!"
An entry is everything. A NPC is an entry. A piece of armour is an entry. A vendor chest is an entry. A whole race is an entry. Everything you see in the game is an entry.
Now load order comes into play: When several mods are changing the same entry, the last one loaded wins.
Example (letters = load order): Mod A changes the gold of Thoronir. Mod B gives him another face. Mod C exchanges his clothes, Mod D puts a new sword into his vendor chest., Mod E changes his vendor behaviour to selling spells and gives him a couple to sell. Mod F sets his level a bit higher.
Now what would happen to our favourite Bosmer?
Spoiler
He would have a higher level and sell the new item. Both of these mods would take effect - Mod D does change another entry, while Mod F is the last that actually changes him. All other mods won't have any effect.

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Trey Johnson
 
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Post » Sun May 20, 2012 5:07 am

I'm looking at the edited records. They will overlap. Which really just means we need BASH more than ever. :biggrin:

From the mod compatibility cheatsheet:

Which may or may not apply to Skyrim. I can't say I've actually had a plug-in incompatability experience yet in Skyrim. If they conflict, they conflict. Nothing we can do about that. :)
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Michelle Smith
 
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Post » Sat May 19, 2012 8:59 pm

If they're handling overrides on a record by record basis, things are looking up for modding. That'd be as big of an improvement as an OO scripting language. Should be pretty easy to test though, right?
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Nicole M
 
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Post » Sat May 19, 2012 7:18 pm

If they're handling overrides on a record by record basis, things are looking up for modding. That'd be as big of an improvement as an OO scripting language. Should be pretty easy to test though, right?

Yeah. Load my mod and one of those listed by wiz and see what happens.
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noa zarfati
 
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Post » Sun May 20, 2012 8:24 am

Almost finished the rest of the graphical assets up. Now I have meshes & textures made for every combination of every weapon style & material.
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Javier Borjas
 
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Post » Sat May 19, 2012 11:28 pm

Cool. Once that's all done, it probably would be a good idea to release the meshes, textures, and esps as separate downloads, that way you could tweak balance via the esps without you or your users having to deal with huge file transfers.
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Cesar Gomez
 
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Post » Sat May 19, 2012 7:02 pm

I'm going to hide them throughout the world like Morrowind.
I was hoping you'd say that! Nothing better than surprise unique items, makes treasure hunting far more rewarding when you can come across something unique rather than just another randomly generated chest.

I know it's not really a major artifact, but the Sword of White Woe would be a nice nostalgic touch for all of us who were too young to play Morrowind without an easily aquired scummy weapon. Was going to suggest the BiPolar blade as well (it was the first thing I thought of when I saw the Ancient Nord Sword), but you'd have to be a real sadist to put that thing in. :tongue:
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Silvia Gil
 
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Post » Sun May 20, 2012 3:56 am

Would be kind of cool to see a non-random Axe of Whiterun. Don't know what it's stats would be, though. It just always annoyed me when I got an Orcish Battleaxe or whatever from the Jarl's (presumably Nordic) private armory.
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Vincent Joe
 
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Post » Sun May 20, 2012 3:37 am

I've been silently keeping up with all of the changes and I like them all! The new glass textures look amazing, but I personally was a bit thrown off about the gold appearing on the Ebony stuff -- until I realized it (the gold being there) was a common thing that vanilla Skyrim just happened to stray away from Oblivion with.

From some of your more recent posts, Baratan, you've said that you want to rework crafting materials and the like. Perhaps you might take a look http://www.gamesas.com/topic/1328417-wip-skyrim-smithing-components-rebalanced/ and see if this mod author would want to work with you or if you like his ratios or not, just as some sort of place to start off.

As always, looking forward to seeing more of your work! :)
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Star Dunkels Macmillan
 
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Post » Sat May 19, 2012 7:24 pm

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.

That reminds me, I wanted to ask you how you came up with calling the Ebony based weapons Dunmer?



Would be kind of cool to see a non-random Axe of Whiterun. Don't know what it's stats would be, though. It just always annoyed me when I got an Orcish Battleaxe or whatever from the Jarl's (presumably Nordic) private armory.

I would like to see this too, more unique feeling items as quest rewards generally. But I don't want to expect more after all the great work Baratan is doing!
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rheanna bruining
 
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Post » Sat May 19, 2012 6:23 pm

bows next mebee? pwease? <3
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Clea Jamerson
 
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Post » Sun May 20, 2012 12:11 am

I've noticed there are things like "Replaces corundum with copper", which tytanis does as well. Will this work with tytanis? or are they incompatible?

EDIT- Just read where you said they should be compatible. I still don't see why you aren't bundling your mods with his while maintaining your separate page (Like Midas Magic, Jewel Craft, or Weapon's of the Third Era). Both of you are trying to overhaul crafting.
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STEVI INQUE
 
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Post » Sun May 20, 2012 12:27 am

Seeing what quality work you have done with the melee weapons I can't wait to see what you do to the crafting system :)
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anna ley
 
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Post » Sat May 19, 2012 5:39 pm

I was hoping you'd say that! Nothing better than surprise unique items, makes treasure hunting far more rewarding when you can come across something unique rather than just another randomly generated chest.

I know it's not really a major artifact, but the Sword of White Woe would be a nice nostalgic touch for all of us who were too young to play Morrowind without an easily aquired scummy weapon. Was going to suggest the BiPolar blade as well (it was the first thing I thought of when I saw the Ancient Nord Sword), but you'd have to be a real sadist to put that thing in. :tongue:
You know, I don't know how I missed those two! I wonder what else I'm missing from Morrowind? Now I realized the items from Tribunal & Bloodmoon are on seperate pages, but the Sword of White Woe isn't listed on the UESP Unique Weapons' page : http://www.uesp.net/wiki/Morrowind:Unique_Weapons

What else am I missing?

Would be kind of cool to see a non-random Axe of Whiterun. Don't know what it's stats would be, though. It just always annoyed me when I got an Orcish Battleaxe or whatever from the Jarl's (presumably Nordic) private armory.
I didn't see a base object for the Axe of Whiterun. I'm not sure but I think he randomly gives you an axe that the quest sscript renames to "Axe of Whiterun" though I'm not sure.

I've been silently keeping up with all of the changes and I like them all! The new glass textures look amazing, but I personally was a bit thrown off about the gold appearing on the Ebony stuff -- until I realized it (the gold being there) was a common thing that vanilla Skyrim just happened to stray away from Oblivion with.
From some of your more recent posts, Baratan, you've said that you want to rework crafting materials and the like. Perhaps you might take a look http://www.gamesas.com/topic/1328417-wip-skyrim-smithing-components-rebalanced/ and see if this mod author would want to work with you or if you like his ratios or not, just as some sort of place to start off.
As always, looking forward to seeing more of your work! :smile:
Thanks! I'm trying to keep in the spirit of Morrowind as best as possible. Ebony & Gold are pretty much how I envison ebony to be used.

That reminds me, I wanted to ask you how you came up with calling the Ebony based weapons Dunmer?
I would like to see this too, more unique feeling items as quest rewards generally. But I don't want to expect more after all the great work Baratan is doing!
I decided they would be a Dunmer style because, who else would make them? It's as good a guess as any, it does look like something that would be used by Vvardenfell's great houses or Ashlander tribes. The designs remind me of Morrowind architecture. It is the most suitable weapon design we have to be made of Chitin, Bonemold, Glass and Ebony - which are Morrowind materials.

bows next mebee? pwease? <3
I'm doing Arrows, Quivers, Bows, Maces and Warhammers all at once - and there are only a few left.

I've noticed there are things like "Replaces corundum with copper", which tytanis does as well. Will this work with tytanis? or are they incompatible?
EDIT- Just read where you said they should be compatible. I still don't see why you aren't bundling your mods with his while maintaining your separate page (Like Midas Magic, Jewel Craft, or Weapon's of the Third Era). Both of you are trying to overhaul crafting.
They're still compatible. Object records like ore & Ingots only have a few variables (Name, Model) everything else is in the recipe object record.

Seeing what quality work you have done with the melee weapons I can't wait to see what you do to the crafting system :smile:
Bonemold and Stalhrim? :)
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bimsy
 
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Post » Sun May 20, 2012 8:49 am

Bonemold and Stalhrim? :smile:
Yes please, also Morag Tong armor and Ordinator lol

Edit : I love looking back on good ol Morrowind http://images.uesp.net/c/cf/BM_Armor_IceM.jpg
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Stay-C
 
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Post » Sun May 20, 2012 5:04 am

Yes please, also Morag Tong armor and Ordinator lol

Edit : I love looking back on good ol Morrowind http://images.uesp.net/c/cf/BM_Armor_IceM.jpg

I would love to do Morag Tong and Ordinator, but those would definitely require new meshes!

http://www.imperial-library.info/content/stalhrim-weapon-concept-art
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Tom Flanagan
 
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Post » Sat May 19, 2012 6:22 pm

Looks good :) what were you thinking of using as the Stalhrim armor?
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brian adkins
 
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Post » Sun May 20, 2012 8:32 am

Looks good :smile: what were you thinking of using as the Stalhrim armor?

Probably the vanilla "steel armour". That's the most Nordic design.
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DeeD
 
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Post » Sat May 19, 2012 7:40 pm

FYI all the Thane reward weapons are Randomly generated. My first axe of Whiterun was a 2h Iron my second was a 1h Dwarven. I think my "Blade of the Reach" was a 1h mace. Go Figure.
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Peter P Canning
 
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Post » Sun May 20, 2012 2:31 am

Yeah. Load my mod and one of those listed by wiz and see what happens.

Ok, finally got around to installing this beast, and while I was at it I tried loading that weapon speed rebalancing mod after it, and it did override your weapon name changes and meshes, so conflicts are most likely still handled the same as they were in past Bethesda games - i.e., on a form by form basis rather than record by record. Textures look great in game by the way.
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Erin S
 
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Post » Sun May 20, 2012 3:14 am

Ok, finally got around to installing this beast, and while I was at it I tried loading that weapon speed rebalancing mod after it, and it did override your weapon name changes and meshes, so conflicts are most likely still handled the same as they were in past Bethesda games - i.e., on a form by form basis rather than record by record. Textures look great in game by the way.

Thanks!!!

Guess that means - take your pick! It was an inevitable eventuality anyway.
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Jonny
 
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Post » Sun May 20, 2012 8:43 am

http://www.skyrimnexus.com/downloads/images/2933-1-1325804510.jpg
Last Rites
Spiderbite
Stormblade
Icicle
Sword of White Woe
Foeburner
Fireblade
Last Wish
Blood Axe
BiPolar Blade
Bloodskal
Clanbringer
Seasplitter
Shadowsting
Solvistapp
Stormfang
(Most of them are from Morrowind)
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Gavin boyce
 
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Post » Sat May 19, 2012 5:47 pm

Thanks!!!

Guess that means - take your pick! It was an inevitable eventuality anyway.

No problem.

(spoiler alert for both mod and game)
Spoiler

I'm noticing some odd behavior in Bloated Man's Grotto though. I'd already completed Hircine's quest before installing this, then installed the mod, and had to go back to the grotto to retrieve some guy's journal. The journal was there and there were spriggans and bears to fight and everything, along with a unique Blades sword that I'm assuming was added by your mod, but the werewolf guy from Hircine's quest was alive again and running around. There was also an invisible wall at the left side of the first clearing you enter after entering the grotto.
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le GraiN
 
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Post » Sat May 19, 2012 10:36 pm

No problem.

(spoiler alert for both mod and game)
Spoiler

I'm noticing some odd behavior in Bloated Man's Grotto though. I'd already completed Hircine's quest before installing this, then installed the mod, and had to go back to the grotto to retrieve some guy's journal. The journal was there and there were spriggans and bears to fight and everything, along with a unique Blades sword that I'm assuming was added by your mod, but the werewolf guy from Hircine's quest was alive again and running around. There was also an invisible wall at the left side of the first clearing you enter after entering the grotto.

Actually that sword was not added by my mod. It's a vanilla item just using my new texture for it. No new items are added in-game yet though you can access them through the console. http://elderscrolls.wikia.com/wiki/Bolar%27s_Oathblade The invisible walls are also vanilla bugs, I experienced them as well. I believe they're there to prevent you from going the wrong way when hunting Sinding.
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Harry-James Payne
 
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Post » Sun May 20, 2012 12:39 am

You know, I don't know how I missed those two! I wonder what else I'm missing from Morrowind? Now I realized the items from Tribunal & Bloodmoon are on seperate pages, but the Sword of White Woe isn't listed on the UESP Unique Weapons' page : http://www.uesp.net/wiki/Morrowind:Unique_Weapons

What else am I missing?
Sword of White Woe is listed as a "Generic Magic Weapon" on UESP because there's two of them, which I'm guessing you already know seeing all the new weapons you just added from that list. :)

I think you have all of the unique swords/axes except for:

Gravedigger - Daedric Dai-Katana
King's Oath - Daedric Claymore
Dagger of Symmachus - Glass Dagger

All of which are tribunal weapoons.
http://www.uesp.net/wiki/Tribunal:Gravedigger#Gravedigger
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Alexander Horton
 
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