Ah, excellent. I might need to go back and revise a few things in that case. It would be wasteful to have something with an On Strike 10 sec duration when I can swing the weapon at least once per second. I\'ll either reduce the duration and increase initial damage or, where applicable, turn it into a used spell. I was actually thinking of making Umbra have a Soul Trap for 5 sec On Strike, would be more useful than a super long on-use one. I never did use Umbra much, for similar reasons (slow speed, lack of shield) to why I didn\'t use the Ice Blade of the Monarch.
Good thinking. Do they do that for Intelligence, too? I was thinking that might be a good replacement for Fortify Magicka, and that way I can keep the Fortify Max Magicka as a special/artifact type of bonus.
Good thinking. Do they do that for Intelligence, too? I was thinking that might be a good replacement for Fortify Magicka, and that way I can keep the Fortify Max Magicka as a special/artifact type of bonus.
IIRC Intelligence recalculate maximum magicka continuously no matter what mods you use. Keep in mind that CE Fortify Intelligence will give you magicka based on your overall multiplier, so make sure to give an amount that won\'t get too out of hand. I wouldn\'t recommend more than the 30-40 range since base multiplier is 1.0 and the birthsigns and race changes can get you as high as a base 4.5 if I recall correcty. Which is why I\'d recommend a Fortify Maximum Intelligence high enough to give you the amount you want if the player has 100 Intelligence.
I wish I could have a weapon have a CE enchantment and and on-strike effect. Is that possible via scripts?
Yes it\'s possible, after a fashion. You\'d either need an attached or global script which searches to see if you have the item equipped, and if you do grants you an ability. And you\'d even be able to custom name the ability since it would be a spell not an enchantment. You could look at the \'item set\' scripts form Magical Trinkets of Tamriel to see if you can duplicate anything. Or just ask someone.
Could you elaborate a bit more on what you have in mind? I wanted to calculate by weight/coverage (you can see what I did in the \"Special\" tab to calculate it), but I can think of so many more interesting things to enchant a helm with other than 5% frost resistance.
Hmm, I\'ll do some thinking then. How useful is swift swim, water breathing, water walk, slow fall, and jump? Would they make good CE effects, or are they annoying if constantly \"on\"? How about stuff like Detect Enchantment, Detect Key, and Detect Animal? I\'m trying to think of interesting buffs aside from fortify attribute/skill/attack and shield that are useful/applicable for combat.
Hmm, I\'ll do some thinking then. How useful is swift swim, water breathing, water walk, slow fall, and jump? Would they make good CE effects, or are they annoying if constantly \"on\"? How about stuff like Detect Enchantment, Detect Key, and Detect Animal? I\'m trying to think of interesting buffs aside from fortify attribute/skill/attack and shield that are useful/applicable for combat.
I don;t really have ideas for the Snow Wolf/Bear stuff. Break up the resistance based on item weight contribution but leave out items tha tthe vanilla game doesn\'t include. Make sure it totals 100%, and then add some interesting thematic enchantments maybe? +Speed/Agility for Wolf, +Str/End for bear?
Water Walk, Slow Fall and Water Breathing might get annoying. Same for Night Eye.
Oh, yes, doubtless that will be a problem. Try loading that .esp as the active .esp, then importing the clothing data. Clothing data that is imported will not include anything regarding icon, texture, body part, etc. (all the visual stuff), nor scripts. That\'s what makes it so easy to incorporate the left gloves mod with imported armor/clothing data.
Ah, I think I understand. I don\'t think there are actually many \'sets\' of armor. Could you name a few examples you had in mind?
Ah, I think I understand. I don\'t think there are actually many \'sets\' of armor. Could you name a few examples you had in mind?
Bonedancer+Boneweaver... Fists of Randagulf of course... Any enchanted items that have a thematic connection you could say. You\'re right that there aren\'t many. I\'ll probably have to look stuff up.
I once did a VERY amateur texture (my first forays into photoshop) for that Blue Bluebrand mod (I simply changed the hue on the default goldbrand blade texture). Not sure if I want to do any changes to it appearance for this mod, though.
Me too. It\'s a daunting task (well, at least for me), and I don\'t have the patience for debugging. :brokencomputer:
Me too. It\'s a daunting task (well, at least for me), and I don\'t have the patience for debugging. :brokencomputer:
Perhaps include some of your cool unique retextures as an optional portion of the download. And maybe a set of Goldbrand/Eltonbrand textures that are visually different. You any good at meshes? It would be cool to see them a little longer and a little more curved...
Would it be possible to add in blind and sound effects to poison via scripts? If so, that would make \"cure poison\" and \"resist poison\" a lot more handy.
I don\'t know, you\'d probably have to attach the script to the individual spell.
Ah, I see what you mean. What are the max values for Light, Medium, and Heavy (at 100 in each skill)? A smooth continuum would be good. :nod:
If you\'re using the AC values we worked out in the AIM mod then you do have a smooth increase between the individual armors. The formaula to determine AR for a piece of armor is BaseAR*(Skill/30) and it increases your AR euqual to it\'s AR value multiplied by the part contribution.
It looks like the top-end AR values you\'ve assigned to each armor skill are 50, 65, and 80. This means you have a smooth 15*(skill/30) progression between armor types with equal skills. That being said the goal AR for Unarmored should be 35*(100/30), or 116.6. Unarmored uses a slightly different formula to determine its AC though since it progresses exponentially.
Skill2*fUnarmoredBase1*fUnarmoredBase2, which in vanilla is Skill2*0.065*0.1 and the result is applied to each body part individually according to the usual weighting. It does apply to the shield slot (I checked).
In order to get 116 armor at 100 Unarmored you would have to change the .065 to .116
Should you do that you\'ll need to alter Bound Armor AR values since they have static values unaffected by any armor skill, which is what makes them great for mages. Altring them would be to keep them effective even when you have a high-level Unarmored. I\'d recommend an armor value about equivalent to glass at a skill of 100. I understand that that might feel quite effective, but the game lacks both pauldrons and greaves. Which means taht you\'ll be ~20% behind that number.
I\'ll make sure to put a huge warning in the readme regarding load order and incompatibility.
@ Edit 2: Yeah, I didn\'t really intend this current iteration of the sheet to be, you know, playable or anything. I still have to do the prices for enchanted clothing items, but there are so gosh darn many of them, it isn\'t a task I look forward to, and I\'ve been avoiding it. Some beta testing does sound like it would be a good idea for this mod to make sure it fits in well with enemy health and damage. I\'m not at that stage at the moment, though.
@Edit 3: I might need to tweak those. I just got finished with that rad new price tweaking for the armor, and I think I applied it to the clothing, but I didn\'t take the time to check to see what it is like for weapons. I\'ll give it another look over, for sure.
I\'ve been making new pole arms and throwing weapons. They are actually almost all set to be used, and I was considering incorporating them into this mod... I could make it an add-on mod later, though. Hmm, decisions, decisions...
@ Edit 2: Yeah, I didn\'t really intend this current iteration of the sheet to be, you know, playable or anything. I still have to do the prices for enchanted clothing items, but there are so gosh darn many of them, it isn\'t a task I look forward to, and I\'ve been avoiding it. Some beta testing does sound like it would be a good idea for this mod to make sure it fits in well with enemy health and damage. I\'m not at that stage at the moment, though.
@Edit 3: I might need to tweak those. I just got finished with that rad new price tweaking for the armor, and I think I applied it to the clothing, but I didn\'t take the time to check to see what it is like for weapons. I\'ll give it another look over, for sure.
I\'ve been making new pole arms and throwing weapons. They are actually almost all set to be used, and I was considering incorporating them into this mod... I could make it an add-on mod later, though. Hmm, decisions, decisions...
The stats for weapons and armor are quite playable I think. I only just started playing with the stats in place. I\'m curious as to whether the weights for the lower-level heavy armors are much higher or much lower than vanilla. Or perhaps they're quite similar?
Edit: Did you use warhammers as the basis for ratios in your weapons? I would have done Longswords for the base myself since they're one of the types of weapons that has a variant of every material. Well most materials. And then I use Steel as the base. When I was working on Weapon Integrative Modifications with you I did so much math basing it around Steel from vanilla for all the modifiers... I wonder if I could find the charts.
Edit2: Looks like I don't have the spreadsheets on my disks. I'll have to go pick them up from home and see what you think. I never did give you the final copy for them. The idea was to make any weapon within a material a sidegrade as long as it took the same number of hands to wield. If we could incorporate that stuff... Of course sometimes the sidegradedness wasn't readily apparent, and then you'd in desperation try to find a new use for it and BOOM.