How to create working targets for a house?

Post » Thu Apr 14, 2011 7:02 pm

If I understand correctly, all of the combat skills (blade\blunt\archery\destruction\etc) only increase if you actually hit a living target. What is the simplest way to make working practice targets for training these skills out of the 'combat dummy' and 'hay target' models included in the game? I could have sworn I've seen house mods do it before but I can't find any of them to see how.

As a side question;
What do you like to see in house mods? I'm making a house mod and right now I've got:

(requires COBL)
-Located in the Elven Gardens district of the IC.
-Purchased from an NPC in the Office of Imperial Commerce, base price is 10k
-Three Brothers Trade Goods sells the house upgrades (might change this to avoid conflicts?)
-Upgrades currently are:
~~Paintings & Rugs (aesthetics; 1000)
~~Storage (adds a couple new chests + turns on the COBL Luggage if you have it; 2000)
~~Display Cases (adds four display cases to the house; 2000)
~~Alchemy Workstation (adds a COBL ingredient sorter, grinder, stationary alchemy set, small set of books; 5000)
~~Study (adds bookshelves, some common books, desk, + turns on the COBL Mage Altar if you have it; 5000)
~~Archery Target (adds archery target outside; 500)
~~Practice Dummy (adds practice dummy outside; 500)

Am I missing anything important? I've tried to avoid making the house uber\cheap, hence the requirement to purchase the alchemy station, the mage altar only being enabled if you've already have access to the Arcane University, etc.
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His Bella
 
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Joined: Wed Apr 25, 2007 5:57 am

Post » Thu Apr 14, 2011 2:17 pm

If I understand correctly, all of the combat skills (blade\blunt\archery\destruction\etc) only increase if you actually hit a living target. What is the simplest way to make working practice targets for training these skills out of the 'combat dummy' and 'hay target' models included in the game? I could have sworn I've seen house mods do it before but I can't find any of them to see how.

http://tesnexus.com/downloads/file.php?id=21485 does what you describe. It requires OBSE, though.

If I understand correctly, all of the combat skills (blade\blunt\archery\destruction\etc) only increase if you actually hit a living target. What is the simplest way to make working practice targets for training these skills out of the 'combat dummy' and 'hay target' models included in the game? I could have sworn I've seen house mods do it before but I can't find any of them to see how.

As a side question;
What do you like to see in house mods? I'm making a house mod and right now I've got:

(requires COBL)
-Located in the Elven Gardens district of the IC.
-Purchased from an NPC in the Office of Imperial Commerce, base price is 10k
-Three Brothers Trade Goods sells the house upgrades (might change this to avoid conflicts?)
-Upgrades currently are:
~~Paintings & Rugs (aesthetics; 1000)
~~Storage (adds a couple new chests + turns on the COBL Luggage if you have it; 2000)
~~Display Cases (adds four display cases to the house; 2000)
~~Alchemy Workstation (adds a COBL ingredient sorter, grinder, stationary alchemy set, small set of books; 5000)
~~Study (adds bookshelves, some common books, desk, + turns on the COBL Mage Altar if you have it; 5000)
~~Archery Target (adds archery target outside; 500)
~~Practice Dummy (adds practice dummy outside; 500)

Am I missing anything important? I've tried to avoid making the house uber\cheap, hence the requirement to purchase the alchemy station, the mage altar only being enabled if you've already have access to the Arcane University, etc.


Sounds good so far. A couple of points:

1. It should be okay to use Three Brothers Trade Goods to sell the upgrades. Just put the upgrades in their own chest, place it inside Three Brothers Trade Goods somewhere, and set it's ownership to ThreeBrothersFaction. That will ensure that they sell the upgrades, and it shouldn't conflict with other mods.

2. The DLC Frostcraig Spire comes with Spellmaking and Enchanting altars. You just have to but components for them to get them to work. I'd suggest making the mage altars for your house part of an optional upgrade, instead of requiring access to the AU. But that's just a suggestion. It's your mod, so make it how you want it. :D Besides, it sounds like a really well thought out house mod. I'll definitely download it when it's released.
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kirsty joanne hines
 
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