[IDEA] Daedric Crafting

Post » Fri Jun 22, 2012 9:05 pm

What do you guys think? As a high level reward being able to craft a set of daedric gear? (I would try for it to be as lore correct as possible)
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Alyna
 
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Post » Fri Jun 22, 2012 9:20 pm

Maybe it can be possible by mods
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Kay O'Hara
 
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Post » Fri Jun 22, 2012 8:33 pm

This would be a mod, created by myself. I was asking what you think of the concept
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Jessica Raven
 
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Post » Sat Jun 23, 2012 5:31 am

I could be wrong, but I think the latest version of Morrowind Crafting allows you to craft your own daedric armor, though iirc you had to reach max skill and complete a quest to do it. In addition, if you download Anteres' "Smith's Services" mod, it's packaged with another mod that adds an npc to the game who will craft it for you. If yo have Anteres' Big Mod loaded, however, just use the daedric mod, NOT smiths services (since Anteres' big mod includes it).
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matt oneil
 
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Post » Fri Jun 22, 2012 6:19 pm

I don't point those mods out to discourage you from creating your own if you want to do that. Just wanted to point you toward some ones already out there for ideas. Best of luck!
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emily grieve
 
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Post » Fri Jun 22, 2012 9:49 pm

Thanks!
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Sammygirl500
 
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Post » Sat Jun 23, 2012 4:44 am

Both Morrowind Crafting and Complete Morrowind Full allow you to make Daedric armor and weapons, although it's not something that you're going to pull off without massive amounts of effort to reach that point, especially in MC.

In CMF, nearly anything's "possible", even at fairly low levels, if my understanding of the system is correct, but the odds are absurdly low until your skills improve, and you need to "unlock" that specific ability with a simple mini-quest (I did it almost entirely by accident). Note that CMF allows such spoilerish shenanigans as melting down an iron dagger into ingots, then forging a new iron dagger with one ingot left over, or producing high-level alchemy apparatus from one or two cheap iron ingots (if you fail 30 times before getting one success - and heal up after the failures - , it's still a huge financial payback for almost no investment). CMF has its definite good points, and I'd recommend it for someone looking for an "easy" crafting mod; just make sure you make a supply of your own mining picks before you accidentally break every existing pick in the game.

The odds of successfully crafting Daedric equipment in MC are stacked against you, even with 100 skill and some fortifications, and it's simply not possible even at medium skill levels. Overall, MC is far less forgiving, and I personally don't 100% agree with a few of the design decisions, but it is very well done, and I use it in most of my games.

The idea of writing a Daedric crafting mod is good, but there are two far more complete and (at least in the one case) well polished mods already available to do the same.
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Brooke Turner
 
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Post » Sat Jun 23, 2012 9:57 am

The odds of successfully crafting Daedric equipment in MC are stacked against you, even with 100 skill and some fortifications, and it's simply not possible even at medium skill levels. Overall, MC is far less forgiving, and I personally don't 100% agree with a few of the design decisions, but it is very well done, and I use it in most of my games.

This was, of course, a design decision for game balance, since Daedric armor (at least prior to the release of Oblivion) was presumed to be a relatively rare item. Since there are a number of mines with unowned ebony rocks, a high mining skill can provide a goodly amount of "free" ebony even for someone unwilling to steal from an imperial ebony mine. And considering that even the least valuable daedric armor is worth a ridiculous amount of cash (the LEAST valuable being the various helms at 14000 septims), the chance of success was designed to allow for a certain number of failures even for a well skilled smith - to prevent smithing daedric armor from being a money pump.

While I understand that many people disagree with the idea of having to actually practice something to become good at it, I freely admit that I'm a crotchety old humbug who doesn't feel obligated to appeal to other people's sense of instant gratification. That's why the so-called "grinding" may be a bit much for some people. Nevertheless, I do respect other people's right to disagree with my design decisions and I've even accommodated those who disagree with my choices: I did include explicit instructions in the MC hint guide on how to adjust the successful crafting award to speed up training for anyone who felt my learning curve was too steep:

Skill training reward = training base * rewardmod

training base = global float mc_default_reward. Set at 2.5.
rewardmod = ((100 - skill_base + difficulty_base) / 100 )^2
skill_base is the unmodified skill value associated with the crafting project
difficulty_base is the difficulty for the project being attempted

The rewardmod is a range between 0.0001 and 5.29 with the lowest being for a player with 100 skill attempting an almost trivial project (difficulty 1) and the highest being an unachievable theoretical limit of a player with an untrained skill (value 5) attempting the most difficult task (difficulty 135)

The value is squared to create a parabolic difficulty curve so that a player cannot gain significant training from menial tasks. A player who successfully completes a project of a difficulty at his current skill level will recieve 2.5 training points. Performing a task more difficult causes faster training (up to an unachieveble theoretical limit of 13.225 points per project), while performing a task below your current skill level results in much slower training (as low as 0.00025 points per project).

The number of training points required to gain a level of skill in any of Morrowind Crafting skills is one more than the current skill value. e.g. to increase a cooking skill of 35, a player must gain 36 training points by successfully completing cooking projects.

To simulate the fact that smithing is a highly demanding skill whose learning curve is more difficult than other crafting skills, rewardmod is divided by 3 for smithing projects.

Note that the global value mc_default_reward can be increased by the player if skill improvement speed is unacceptable, however for the sake of game balance, this isn't recommended.

To anyone having difficulty figuring out how to do things, how things work, where things are located, or who just want to see what all the hidden numbers (and formulas) look like, I highly recommend downloading the hint guide. It took a great deal of time to create it, and unlike Prima Games, I won't charge you for a copy.
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Brad Johnson
 
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Post » Sat Jun 23, 2012 5:54 am

hmm considering on how fleshed out the two are, maybe my mod idea would work better with Oblivion :/
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Sara Lee
 
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Post » Sat Jun 23, 2012 5:48 am

I did include explicit instructions in the MC hint guide on how to adjust the successful crafting award to speed up training for anyone who felt my learning curve was too steep:

Noted and appreciated, however, I'm wondering if there's a way to change: "To simulate the fact that smithing is a highly demanding skill whose learning curve is more difficult than other crafting skills, rewardmod is divided by 3 for smithing projects."?

I don't have any serious objection to the current "grinding" rates for woodworking, cooking, fletching, mining, etc., and I advanced one or several of those skills to a "fairly decent" level in most of my games (and often fit my Dunmer Fortress or other "home" with fine furniture, and a LOT of extra storage crates), but it always seems like you've got to produce enough leather armor to equip the entire Legion before you can work with iron or steel, and I NEVER made it to working with more exotic materials than that (other than an outright "cheat" to test a mod to your mod), LONG after completing both the MQ and Tribunal. In short, by the time you can make them, the weapons and armor aren't even worth your time to pick up to sell.

The /3 for smithing seems to be my biggest "gripe", particularly since you don't even get to start practicing the skill in earnest until you've either bought umpteen levels of training or smelted about 400+ iron and silver ore into ingots, and THEN you've got to grind it for the next couple of months in-game (and hunt down or buy all that Leather) to advance from Leather to Iron. I shudder to think of all the trips back and forth to "off" all of that heavy iron gear for a few meager Septims (merely to free enough storage space to make more), while I've got a collection of Daedric weapons and shields scattered about the place because they're too much effort to sell, and because I have no use for the money. It would be kind of nice to be able to complete the armor set, though, without killing some thousand-year-old wizard with whom I'm on good terms.

Otherwise, I'm an avid fan of the mod, or else I wouldn't be putting effort into a revised TR expansion for it. Of course, if you have any plans on doing so, I'm more than willing to turn it all over to you, but I'd rather do my own than not have it. As it's been said, "the main reason for making mods is for your own enjoyment", so if there's a simple script change for the /3 divisor, I'd certainly enjoy the change. Thanks for suffering through my grumblings.

jyggalag: There's a really nice start of an Oblivion crafting system build into MMM, but it only goes so far. If you could "expand" that, it might be really interesting. The models and textures for the equipment are already in the game, so you only need the raw materials and the scripts to handle the crafting process, and most of the latter can probably be adapted from the MMM component with some "simple" cut-and-paste and editing (It's always "simple" when you're not the one who has to do it). Good luck with whatever you end up trying.
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JERMAINE VIDAURRI
 
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Post » Fri Jun 22, 2012 8:30 pm

Actually, that was one of the planned changes for MC 3.0 before it fell on its face. The issue is with a script called MC_Smithcheck, and the line you're looking for is this one:

set rewardmod to ( ( tempmod * tempmod ) / 3 ) ; cut to make smithing more difficult to learn relative to other skills

To better allow MC to simulate natural Morrowind skills, there were also two built-in exploits which all other Morrowind skills can employ, but they were capped to avoid excessive exploitation. The caps were adjusted differently for smithing than for non-smithing crafting skills.

if ( luck > 1.3 ) ; Cap the luck at 200 to avoid ugly exploitation	set luck to 1.3endifif ( fatiguemod > 1.25 ) ; Cap the fatigue at 125% to avoid ugly exploitation	set fatiguemod to 1.25endif

Note that with non-smithing skills, the luck is capped at 300 (value of 1.5) and the fatigue is capped at 150% (value of 1.5). These are the values used in MC_Skillcheck, if you want to look through it. There is, however, another important difference between MC_Smithcheck and MC_Skillcheck that doesn't allow the two to be interchangeable, so you'll need to transplant the offending code rather than replacing the entire script.

But as to making enough leather armor to equip the entire imperial army... all that tells me is that you overlooked other, more advantageous training possibilities like making ninja stars or iron daggers - and the amount of iron ore in the game is so overwhelmingly huge to allow you to actually craft a dozen daggers for every member in the imperial army and barely touch your iron ore heap. Again, this is an error that could have been avoided by taking a look at the hint-guide or by simply practicing with a less resource-expensive training exercise. The hint guide lists all the difficulties as well as the material requirements. Look for the task that is closest to your skill level which uses the least materials (or the most easily replaced materials - like iron) and use THAT for practice instead. Smelting ore can train your smithing skill as well - up to level 25 with iron or 30 with silver (be sure to practice all the way up to 25 before you start smelting any silver ore) and that actually produces raw materials instead of consuming them. By the time you start needing to use up materials, you should already have a skill of 30 and are in a good position to make iron daggers (difficulty 32 - uses 2 iron) or iron throwing knives (difficulty 35 - uses 1 iron). Get a few more levels under your belt and switch to steel daggers or steel throwing knives (more difficult - same material requirements). Then switch to steel throwing stars when you can make them reliably. You should be able to get your skill beyond 50 without ever using anything other than the VERY easily available iron. Silver daggers and throwing stars pick up after that and can easily get your skill up to 60-70 or so, and while silver isn't nearly as common as iron, it's still pretty common. That's when you switch to more complicated stuff. If you were training low levels with complex projects... well, there's the problem.

Actually, figuring out how to best use the mod was intended to be part of the fun of using it. I get a great deal of satisfaction out of figuring out the best way of working a system - I guess that's the power-gamer in me. Perhaps that part didn't come through very well, or maybe it just isn't of much interest to people with less of a power-gamer "dark side".

Anyway, my apologies to Jyggalag for what ended up being a very off-topic post.
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Jason Rice
 
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