[WiPz] Integrative Modifications: Armor, Weapons, Clothing

Post » Sat May 28, 2011 12:00 am

Some of you might recall my Armor mod AIM, and my other mod TIM, but I've always had in mind to make one for Weapons and Clothing, too. I've completely re-done the calculations used to make AIM, and the initial efforts on "WIM"... now the process of calculating everything is practically automated! :D This is good news for patches and add-ons that might come on later. It also means less work for me when actually figuring out weapon/armor/clothing stats... and it means everything (should) MAKES SENSE.

The changes are waaaaay to extensive to list here. That's why I've uploaded my current progress as an html file for download, in case you'd like to take a look at it.

>>http://www.mediafire.com/?inwnjwx53m0<<

It looks nicer (the column width, at least) in Open Office, but I figure .html is more accessible.

So, yeah, feel free to comment and be baffled and/or intrigued.

Progress:
- Finished setting up TB, BM, and all artifact enchantments. Need to apply prices to WEAPONS tab "Value" column. After that's done, all the weapon enchantments will be FINISHED. :twirl: Then I have to do Armor and Clothing, but that shouldn't be as extensive as the weapon enchantments.

EDIT: The black fields might look empty: highlight it and you will see text. Open Office automatically makes text on dark backgrounds white, but when it got saved as an html, the text statyed black. :wacko:
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Kirsty Wood
 
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Post » Fri May 27, 2011 9:41 pm

Some of you might recall my Armor mod AIM, and my other mod TIM, but I've always had in mind to make one for Weapons and Clothing, too. I've completely re-done the calculations used to make AIM, and the initial efforts on "WIM"... now the process of calculating everything is practically automated! :D This is good news for patches and add-ons that might come on later. It also means less work for me when actually figuring out weapon/armor/clothing stats... and it means everything (should) MAKES SENSE.

The changes are waaaaay to extensive to list here. That's why I've uploaded my current progress as an html file for download, in case you'd like to take a look at it.

>>http://www.mediafire.com/?inwnjwx53m0<<

It looks nicer (the column width, at least) in Open Office, but I figure .html is more accessible.

So, yeah, feel free to comment and be baffle and/or intrigued.

Progress:
- Finished setting up TB, BM, and all artifact enchantments. Need to apply prices to WEAPONS tab "Value" column. After that's done, all the weapon enchantments will be FINISHED. :twirl: Then I have to do Armor and Clothing, but that shouldn't be as extensive as the weapon enchantments.


This is great news. Keep up the good work!

Edit: Now that I have time to elaborate a little, I must say that the only reason that I'm not using AIM right now is that I started a game with HELLUVA armor, and if there was a compatibility patch I would switch back to AIM in a second.
Been lokking forward to the weapon rebalance for quite some time too.
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^_^
 
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Post » Sat May 28, 2011 12:33 am

I took a REALLY long hiatus apparently. Got caught up in life.

Apparently you're doing excellently.

I look forward to the progress, think your next release will be a final iteration?
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Laura Tempel
 
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Post » Fri May 27, 2011 11:44 pm

I took a REALLY long hiatus apparently. Got caught up in life.

Apparently you're doing excellently.

I look forward to the progress, think your next release will be a final iteration?

Woah, long time no see! :wave:

Yeah, hopefully it'll be the last iteration, aside from any unforeseen bug fixes.

Progress hasn't been much: started classes last week, and I'm having a tough time adjusting (the commute svcks).

For anyone has downloaded and taken a look at the sheet: any comments, feedback, and/or advice? What are your thoughts on the enchantments I set up? I, ah, took the liberty of adjusting several enchantments, particularly for the special and unique items. I'm not sure how balanced they are, though. =/ The problem is that some unique items are even more powerful than artifacts - so, do I keep the uber vanilla stats, or do I nerf them so that they aren't more powerful than artifacts?
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Maddy Paul
 
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Post » Fri May 27, 2011 6:43 pm

I was going through AIM 1.0 for mlox rules earlier tonight. I spotted some things you may want to change for v2

AIM- TR Compatability Patch.esp
  • This isn't mentioned in the readme (although it's pretty obvious what it's for)
  • It changes the following non-TR armours: goblin_shield, goblin_shield_durgok_uni, Imperial Leather Cuirass, mole_crab_helm.
  • Of these changed armours the characteristics of two of them are different to the characteristics in AIM_MW_TB_BM_1dot0.esp (and Morrowind.esm / Tribunal.esm): mole_crab_helm and goblin_shield_durgok_uni
    I just identified this using TESPCD, I haven't checked exactly how these differ.
  • The ESP is dependent on TR_Data.esm and both Map 1 and Map 2 of Tamriel Rebuilt. I'd suggest changing it to just TR_Data.esm. AFAIK the next release from the TR chaps will be a single, merged file of Map 1 and Map 2. By making the AIM mod dependent on TR_Data.esm you can ensure the person has TR loaded, no need for any more dependencies.
  • 10 dirty cell references, not needed and can be cleaned out with Enchanted Editor

Unarmored Boosters
  • As this is just changing one GMST there's no need for all the different versions, just create one that's dependent on morrowind.esm only. But...
  • AIM- Unarmored Booster MW.esp contains some evil GMSTs
  • AIM- Unarmored Booster Tamriel Rebuilt.esp has the same 10 dirty cells as above.

Hope the spreadsheet's still rocking your world! :wacko:
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Je suis
 
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Post » Sat May 28, 2011 9:59 am

I was going through AIM 1.0 for mlox rules earlier tonight. I spotted some things you may want to change for v2

AIM- TR Compatability Patch.esp
  • This isn't mentioned in the readme (although it's pretty obvious what it's for)
  • It changes the following non-TR armours: goblin_shield, goblin_shield_durgok_uni, Imperial Leather Cuirass, mole_crab_helm.
  • Of these changed armours the characteristics of two of them are different to the characteristics in AIM_MW_TB_BM_1dot0.esp (and Morrowind.esm / Tribunal.esm): mole_crab_helm and goblin_shield_durgok_uni
    I just identified this using TESPCD, I haven't checked exactly how these differ.
  • The ESP is dependent on TR_Data.esm and both Map 1 and Map 2 of Tamriel Rebuilt. I'd suggest changing it to just TR_Data.esm. AFAIK the next release from the TR chaps will be a single, merged file of Map 1 and Map 2. By making the AIM mod dependent on TR_Data.esm you can ensure the person has TR loaded, no need for any more dependencies.
  • 10 dirty cell references, not needed and can be cleaned out with Enchanted Editor

Unarmored Boosters
  • As this is just changing one GMST there's no need for all the different versions, just create one that's dependent on morrowind.esm only. But...
  • AIM- Unarmored Booster MW.esp contains some evil GMSTs
  • AIM- Unarmored Booster Tamriel Rebuilt.esp has the same 10 dirty cells as above.

Hope the spreadsheet's still rocking your world! :wacko:


I didn't make the TR patch nor the unarmored boosters.

If/when I install and play TR, I'll doubtless make my own patch for it using the latest spreadsheet calculations. As for unarmored, I feel there are plenty of other mods that deal with it just fine (the Code Patch, the Dodge Mod), so I don't intend to modify that at all.


As for the mod itself, I haven't really been working on it at all this past month - it's low on my list of priorities at the moment. I tend to go through phases of activity and inactivity, so I'm sure I'll eventually pick it up and make a burst of progress at some point.
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Joanne Crump
 
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Post » Fri May 27, 2011 7:01 pm

Wow... Incredible work, Alaisiagae. I have gained quite a bit of respect for your thoroughness and strict, yet creative, interpretation.

As you may or may not know, I have been ruminating over this subject in the balancing mods poll-thread, and have been looking over mods akin to this. The closest thing of which I am aware is the group of balancing mods made by Taddeus, which had wide support and therefore were a potential ground for a great degree of integration. They since fell off in both support and usage -- in the end, I think their approach was too drastic to become a basis for integrative modding later.

There is a lot I like about them -- the narrowing of the difference between highest- and lowest-end, both in item effectiveness and gold values; the improvement in consistency; the puristic approach. There's a lot I don't lik, as well -- the jackhammer subtlety (i.e. not at all) and relative lack of nuance/granularity in its approach. (It often hammers clearly nonconforming items back into blah conformity with other similarly-situated items, and misses the boat on things like Heavy Leather Boots, carrying through the developers' typo into its stats and making them superboots -- you got this much better with the Colovian Leather Boots interpretation). I find the weights for weapons excessive -- IMO, they really don't need to be increased. And enchantments -- I'm not sure how I like what he did.

Anyway, my big hope is to get together some community collaboration and support for an integrated rebalancing for purists that can serve as a genuine foundation for a widely-supported overhaul. I like the numbers you come up with better than I like vanilla, but, speaking for myself, I'd be tickled to see/collaborate in a rebalance that integrates with the sort of things we've been talking about in that thread. (Personally, I don't have the technical skills to pull off anything near what you do here, but I'm good at the integrationist support and patching thing. :) )

Given that you're basically creating a massively useful framework here, I was wondering how you feel about such a thing?
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Lexy Dick
 
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Post » Sat May 28, 2011 7:36 am

Anyway, my big hope is to get together some community collaboration and support for an integrated rebalancing for purists that can serve as a genuine foundation for a widely-supported overhaul. I like the numbers you come up with better than I like vanilla, but, speaking for myself, I'd be tickled to see/collaborate in a rebalance that integrates with the sort of things we've been talking about in that thread. (Personally, I don't have the technical skills to pull off anything near what you do here, but I'm good at the integrationist support and patching thing. :) )

Given that you're basically creating a massively useful framework here, I was wondering how you feel about such a thing?

*scratches head* Well, maybe I'm just not awake yet, but I'm not quite sure what you are asking? Could you clarify it a bit more for me? :)
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Cassie Boyle
 
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Post » Fri May 27, 2011 9:15 pm

*scratches head* Well, maybe I'm just not awake yet, but I'm not quite sure what you are asking? Could you clarify it a bit more for me? :)


I wrote it when tired, too. :)

I'm, eh, putting out feelers for how you feel about the whole purist/realist rebalancing thing -- coming up with some sort of collaborative overhaul a la what has been done for Oblivion (but, again, not so extreme in its implementation as Taddeus's) that keeps in line with the original essential game envisioning, but brings the economy and other numbers into line, making them consistent and sensible.
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Nuno Castro
 
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Post » Sat May 28, 2011 5:06 am

I wrote it when tired, too. :)

I'm, eh, putting out feelers for how you feel about the whole purist/realist rebalancing thing -- coming up with some sort of collaborative overhaul a la what has been done for Oblivion (but, again, not so extreme in its implementation as Taddeus's) that keeps in line with the original essential game envisioning, but brings the economy and other numbers into line, making them consistent and sensible.

You mean a rebalance for more than clothing, armor, and weapons? :unsure:
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Manuel rivera
 
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Post » Fri May 27, 2011 9:17 pm

You mean a rebalance for more than clothing, armor, and weapons? :unsure:


Essentially, yes, because one can't really be done adequately without the other. (Though, for me, I have a particular interest in making the item stats make sense -- ARs, DRs, weights, enchantability, INWR, and so forth.)

It's all tied together, really. For example, PirateLord, VenomByte, HotFusion4 and others have done outstanding work in making the game gold economy more viable, and deserve hats-off aplenty, but, really, the problem is that the game gold economy is inconsistent and, arguably, broken at the item-value level. And that can't be fixed without overhauling weapons, armor, misc. items, ingredients, enchantments, game settings, and the rest. And that is a lot of work, and requires collaboration that has not been fully there.

In short, economy rebalancing cannot be done without rebalancing item values, and item rationalization cannot be done without also rationalizing item values. I see a lot of work, a lot of ingenuity, but a lot of it in isolation from the rest of it. And I've seen a lot of frustration and time consumption in getting all these things to work together, that could be reduced or virtually eliminated. I would just love to see/get together something that allows us to do that, and to have a more consistent revision that will appeal broadly enough to be viable, and that can be a sort of standard that will eliminate a lot of problems for people.

(And, of course, I'm not putting out a REQ here -- I'm quite willing to pour labor into it with the skills I have or can learn -- I just think we need a foundation so that we can build on each other's work and enable greater things, rather than keep seeing alternatives for the same thing that are essentially marginally compatible with the rest. Something that would attract willing support and accommodation from modders. )

So, seeing what you're doing here, and having seen the rest of your work, I respect your methodology and vision, and thought it might be something you'd find worthwhile as well. Just a thought. I speak with no moral or technical authority here -- just a hopeful contribution. :)

(Agh -- by the way, sorry to distract from the purpose of your thread -- no intention to threadjack. Your spreadsheet just got me very excited. And, you know, that's disturbing. :bigsmile: You gotta wonder about a guy who says, "your spreadsheet got me very excited"...)

EDIT: Usual post-post corrections that could have been averted with a simple review beforehand.
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mollypop
 
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Post » Fri May 27, 2011 10:17 pm

Essentially, yes, because one can't really be done adequately without the other. (Though, for me, I have a particular interest in making the item stats make sense -- ARs, DRs, weights, enchantability, INWR, and so forth.)

It's all tied together, really. For example, PirateLord, VenomByte, HotFusion4 and others have done outstanding work in making the game gold economy more viable, and deserve hats-off aplenty, but, really, the problem is that the game gold economy is inconsistent and, arguably, broken at the item-value level. And that can't be fixed without overhauling weapons, armor, misc. items, ingredients, enchantments, game settings, and the rest. And that is a lot of work, and requires collaboration that has not been fully there.

In short, economy rebalancing cannot be done without rebalancing item values, and item rationalization cannot be done without also rationalizing item values. I see a lot of work, a lot of ingenuity, but a lot of it in isolation from the rest of it. And I've seen a lot of frustration and time consumption in getting all these things to work together, that could be reduced or virtually eliminated. I would just love to see/get together something that allows us to do that, and to have a more consistent revision that will appeal broadly enough to be viable, and that can be a sort of standard that will eliminate a lot of problems for people.

(And, of course, I'm not putting out a REQ here -- I'm quite willing to pour labor into it with the skills I have or can learn -- I just think we need a foundation so that we can build on each other's work and enable greater things, rather than keep seeing alternatives for the same thing that are essentially marginally compatible with the rest. Something that would attract willing support and accommodation from modders. )

So, seeing what you're doing here, and having seen the rest of your work, I respect your methodology and vision, and thought it might be something you'd find worthwhile as well. Just a thought. I speak with no moral or technical authority here -- just a hopeful contribution. :)

(Agh -- by the way, sorry to distract from the purpose of your thread -- no intention to threadjack. Your spreadsheet just got me very excited. And, you know, that's disturbing. :bigsmile: You gotta wonder about a guy who says, "your spreadsheet got me very excited"...)

EDIT: Usual post-post corrections that could have been averted with a simple review beforehand.


Oh, okay. Thing is, I never really thought about the economy at all. I usually never buy anything anyway (unless I can't find it or make it myself), so money was never really a concern to me. And by the time I did need to buy something that I couldn't find (glass armor, for example), I'd already accumulated enough gold selling off cutlery and other loot for the past 10 character levels. The only thing that merchants have that I want are ingredients, potions, scrolls, repair tools, lockpicks, probes, and ammo. I suppose to 'rebalance' the economy, there needs to be more incentive for the player to actually spend gold. I usually waste it all on enchanting things with Nighteye, Restore Attribute, and cure disease/poison.

So, I guess I just never felt like the economy was an integral part of the game? :shrug: The gold limit the merchants can pay out to me is pretty much a fine regulatory system - I can slay Golden Saints and accumulate fifteen different enchanted glass swords, but the most I'll ever get is 1000gp or so from anyone on Vvardenfell.

EDIT: That being said, I intend to release the spreadsheets as a resource, so if anyone wants to use them to make other mods, that's cool with me.
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Sophie Payne
 
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Post » Sat May 28, 2011 7:36 am

Ah, okay. Well, it does look like it'll be a fine resource! I look forward to seeing it. :D
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CArlos BArrera
 
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Post » Fri May 27, 2011 11:41 pm

Ah, okay. Well, it does look like it'll be a fine resource! I look forward to seeing it. :D

Aw, don't take it hard, Gluby. See, the mod I'm working on now is already the most ambitious thing I've ever done for Morrowind. I haven't even finished up the spreadsheets, and much of the enchantments I need to change will have to be created by hand in the CS. So, the CS work is going to take a while, too. Armor is the easiest, there aren't a lot of enchanted pieces of armor. Weapons and clothing have more enchanted objects, so the CS work on them will be much greater. At the moment, the idea of working on more than this just feels daunting - I already feel like I've bitten off more than I can easily chew!
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Joe Bonney
 
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Post » Sat May 28, 2011 7:22 am

Aw, don't take it hard, Gluby. See, the mod I'm working on now is already the most ambitious thing I've ever done for Morrowind. I haven't even finished up the spreadsheets, and much of the enchantments I need to change will have to be created by hand in the CS. So, the CS work is going to take a while, too. Armor is the easiest, there aren't a lot of enchanted pieces of armor. Weapons and clothing have more enchanted objects, so the CS work on them will be much greater. At the moment, the idea of working on more than this just feels daunting - I already feel like I've bitten off more than I can easily chew!


No worries! As it is, whatever you produce here will likely be an extremely useful tool for making rebalancing (and making rebalanced patches for other mods) much more practical. I've already been tinkering with your AIM spreadsheet a bit.

But more than that, other mods you've already done are very integration-friendly, and I envision possibly using them as a basis for a possible future community gameplay-item-and-economy rebalance if I/we can pull something together. So don't be surprised if I come a knockin' later! :)
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Kayleigh Mcneil
 
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Post » Sat May 28, 2011 5:07 am

I was going through AIM 1.0 for mlox rules earlier tonight. I spotted some things you may want to change for v2

AIM- TR Compatability Patch.esp
  • This isn't mentioned in the readme (although it's pretty obvious what it's for)
  • It changes the following non-TR armours: goblin_shield, goblin_shield_durgok_uni, Imperial Leather Cuirass, mole_crab_helm.
  • Of these changed armours the characteristics of two of them are different to the characteristics in AIM_MW_TB_BM_1dot0.esp (and Morrowind.esm / Tribunal.esm): mole_crab_helm and goblin_shield_durgok_uni
    I just identified this using TESPCD, I haven't checked exactly how these differ.
  • The ESP is dependent on TR_Data.esm and both Map 1 and Map 2 of Tamriel Rebuilt. I'd suggest changing it to just TR_Data.esm. AFAIK the next release from the TR chaps will be a single, merged file of Map 1 and Map 2. By making the AIM mod dependent on TR_Data.esm you can ensure the person has TR loaded, no need for any more dependencies.
  • 10 dirty cell references, not needed and can be cleaned out with Enchanted Editor

Unarmored Boosters
  • As this is just changing one GMST there's no need for all the different versions, just create one that's dependent on morrowind.esm only. But...
  • AIM- Unarmored Booster MW.esp contains some evil GMSTs
  • AIM- Unarmored Booster Tamriel Rebuilt.esp has the same 10 dirty cells as above.

Hope the spreadsheet's still rocking your world! :wacko:

Yah, that stuff's my work and I'm not exactly brilliant at modding. *shrug* Stuff to make things a little mre widespread you know.

Anyway; how's the progress? I haven't been on in a while (yet again) and this thread's been silent almost as long as I've been twiddling my thumbs.
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OJY
 
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Post » Sat May 28, 2011 9:05 am

Yah, that stuff's my work and I'm not exactly brilliant at modding. *shrug* Stuff to make things a little mre widespread you know.

Anyway; how's the progress? I haven't been on in a while (yet again) and this thread's been silent almost as long as I've been twiddling my thumbs.

Progress occurs in fits and starts. :P I've got all the enchantments set up, now I face the tedious task of applying those prices to base item cost. Jewelry and clothing - there's a lot of those, more than weapons and armor combined. At least, it feels that way.

Next step is Quality Control, to make sure everything looks okay. Any volunteers? :P
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michael danso
 
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Post » Fri May 27, 2011 5:45 pm

We talking looking over the numbers? I can do that now that I've started actually playing Morrowind and paying attention to the forums again.

Shall there also be comparisons to vanilla to ensure that the spirit of the items hasn't been lost?

Personally I just want the whole package, I was just playing around with Armor Integrative Modifications today, though I no longer have a copy of WeaponIM which made me sad.

About to test run a freshly installed patched, fix'd, and modded Morrowind right this moment.
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darnell waddington
 
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Post » Sat May 28, 2011 8:36 am

Shameless bump to get attention.

Edit: Also my newly installed Morrowind is running epicly. I've even got ArmorIM running on it for the lulz.
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Angelina Mayo
 
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Post » Fri May 27, 2011 6:45 pm

Quality control at this stage involves simply looking over the spreadsheet and pondering my numbers and giving me feedback... In particular, I'm looking for feedback with the enchantments I've set up - I've had to make some changes (nerfing vanilla stats, ubering vanilla stats) to enchantments for the sake of balance (and fun), and I honestly have no idea if I've created something pitifully weak or overpowerful. I've also inadvertently wandered into the realm of fiddling with spell costs (mana) which directly impact the gold cost of the enchantment, and I would really appreciate feedback, advice, and suggestions in this area.

For enchanted items - artifacts, unique items - I want the enchantments to be fun and powerful, which means I want to be sure the same potency can't be created and/or surpassed in-game by the player. Unfortunately, I've tweaked enchantment capacities for just about everything and now it's all up in the air as to how many spells you can stuff into a cuirass. :wacko:

Anyway, for those interested in taking a look, I refer you to http://www.mediafire.com/?d4rt2znojzo (cookie if you get the reference). If you have any questions about the spreadsheet, feel free to ask and I will try to describe/explain things as best I can. :)

I'm glad you've got your new install of MW running well, Autocthon! Took a while. :P
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Louise Lowe
 
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Post » Sat May 28, 2011 1:43 am

Quality control at this stage involves simply looking over the spreadsheet and pondering my numbers and giving me feedback... In particular, I'm looking for feedback with the enchantments I've set up - I've had to make some changes (nerfing vanilla stats, ubering vanilla stats) to enchantments for the sake of balance (and fun), and I honestly have no idea if I've created something pitifully weak or overpowerful. I've also inadvertently wandered into the realm of fiddling with spell costs (mana) which directly impact the gold cost of the enchantment, and I would really appreciate feedback, advice, and suggestions in this area.

For enchanted items - artifacts, unique items - I want the enchantments to be fun and powerful, which means I want to be sure the same potency can't be created and/or surpassed in-game by the player. Unfortunately, I've tweaked enchantment capacities for just about everything and now it's all up in the air as to how many spells you can stuff into a cuirass. :wacko:

Anyway, for those interested in taking a look, I refer you to http://www.mediafire.com/?d4rt2znojzo (cookie if you get the reference). If you have any questions about the spreadsheet, feel free to ask and I will try to describe/explain things as best I can. :)

I'm glad you've got your new install of MW running well, Autocthon! Took a while. :P

IIRC enchantments have amultiplier the more you put on a weapon, but I no longer have all the exact formulae on my computer. I'll take a look right this moment at your spreadsheets, and think some about what's possible for enchantments.

Remember that if you feel an enchantment for an artifact is weak; The base stats for artifacts are usually considerably better (on par or greater than daedric) r in some way give the weapon an advantage over a 'custom enchantment.'

Edit: How can I import this stuff into the CS? It would make it easier if all the data was mapped specifically through to each item in the editor, plus I can do empirical testing(!!) I remember I CAN import it, just the steps escape me unfortunately.

Edit2: 10 Second Paralyze may be... Tough on the NPC's and the Player. Paralyze on strike for ANYTHING might be a little OP, perhaps altering the on-strike value for it? Is there a way to do that? And then have all Paralyze effects be on-use.

Edit3: Fortify Magicka should always be Fortify Maximum Magicka since you need to re-equip a weapon in vanilla morrowind in order to replenish the reserve it gives you. Ideally the MCP would fix this to cause Fortify Magicka to increase your maximum magicka by a set amount, but I don't see that happening. Nothing is wrong with using Fort Max on in-built enchantments that are CE, you can use a multiplier ~10-20% less than what would give you the original number at 100 Intelligent in order to make it a bit more fair. A sliding increase may feel OP but it's the only way to make the effect useful short of it being a restore magicka effect. I'm liking your enchantment changes overall though.

Edit4: Iceblade of the monarch having a summon on strike is... strange. Have you considered doing some scripting to grant you a daily summon power? Or perhaps scripting to allow you to summon the atronach as you wish as long as you have the balde equipped or in your inventory? Admittedly there's the scripts in Tribunal which may cause a slight problem, but... Some of the armors would be cool to grant scripted effects I think.

edit5: I sure do make lots of edits, but I'll be summing stuff up later AFTER I finish my homework and have begun to play with the stat-values of items. Anyway, snow armor has a total frost resistance altogether of 113. Is there a way to max it out at 100% flat? I understand how you worked out values I think, but having such an uneven number just feels weird. Maybe if you were to alter the way the items are handed out to make it make sense (for instance make the gauntlets and pauldrons pairs each, where you get both after collecting a certain number of pelts to hand in) with a total resistance of 100%. Of course not ALL the weight of each item is from the pelts you hand in, buckles and such are used as well.

Edit6: I dislike variable on equips because of the way the game handles the variability by default (it can never be the maximum when you equip it IIRC, though it may be that it can never be the minimum). Just a thought I had about the variable CE enchantments, you could just set it to the average and leave it at that. There seems to be a lot of health-regen among the unique and artifact armors, totaling somewhere in the 10-15 range I think, though I haven't counted it up. That's a lot of healing though admittedly the armors were pretty borked in the first place at times (ebony mail anyone?)

Edit7: Can I convince you to split the Fort Attack and Shield effects on the fists of randagulf between the two so that they mirror only on the attribute dimension? They're the only Artifact bracers I can think of so it won't really hurt. Another thought would be to give each HALF of the total bonus you want out of them (10 Attribue1, 10 Attribute2, 5 Attack, 10 Shield would be my preference). Just some alternative thoughts to make them more closely reflect each other, and make wearing the matched pair that much cooler. They're yet another interesting artifact that I'd like some kind of script attached to (when wearing both you get an effect of some sort), but that's beyond the purview or the IM mods I think.

Edit8: I take it the element robes are simply mirrored through? So frost and shock use the same values? Double-checking to ensure consistency. I rather like having standardized 'stock' enchantments instead of everything being different. Also the brawler enchantment has no data entered.

Edit9: I have a strong urge to make all paired items which use the same naming scheme into perfect mirrors of one another. Regardless, I'd consider changing Eltonbrand to a Shock enchantment simply to make it more viable in the BM expansion. Also I think the ring of Khajiiti makes more sense as a Cast when used enchantment with relatively little (or even no) cost and a ridiculous duration.

Edit10: Overall what you've got looks WELL in keeping of the vanilla items, and the history of the items you DID change. If you hadn't noticed the parts I point to are all areas which feel clunky to some extent, or are simply personal preference. Taken holistically it may be possible to achieve some scarily high Sanctuary and/or Restore Health values with the numbers you've provided, and while that isn't a VERY large problem combining it with the amount of resistance to magic and effects that morrowind has for even the most lightly warded mage it might get out of hand. SOME of the restore health enchantments might very well be turned into script-added spells (if possible) or perhaps the CE effects could be added and removed by script, I know that it's possible to create a global variable (a la Wraithguard's scripting) which is active only when wearing a specific object. Combine that wit ha global check for that variable... Hidden effects to items could get fun, however the scripts in tribunal may make that fairly clunky (the item would lose its special script after being put through the museum). I'm aware of limitations both in morrowind and yourself as a scripter, but perhaps we could try to get fliggerty's advice? Or another script-savvy modder that's around? It may be an excessive change from vanilla, but one well deserved by the artifacts.

tl;dr : Your numbers look good, some straight out empirical testing in game may be required to ensure nothing is thoroughly broken, but considering the nature of morrowind and the relative 'luck' required in getting your most dangerous enchantments nothing seems to be beyond the bounds of reasonable values.

))Final Word(( I'm going to take a long hard look on your complete set of numbers, though I miss the original templating from AIM and WIM (it was so easy to scan...) But whether I miss it or not I love your work so I gotta do everything I can to make it better. From some basic scanning it looks like many of the setting are similar to (if not the same as) WIM and AIM so I doubt I'll find anything to really nitpick. On the other hand I could very well miss something. I still think Unarmored should get that boost to equalize with the Light/Medium/Heavy progression. I'll be happy to discuss what else needs looking at when next you're on. And forgive my immersion in RL, College is a harsh mistress.
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Lauren Graves
 
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Post » Sat May 28, 2011 3:58 am

After much trial and error I've learned how to import your data into the CS and I've noticed some things as I edit out anything tah tyou may want to be aware of in your spreadsheet:

1) Snow Wolf and Snow Bear are mixed up when they get imported. You've assigned them the wrong weights enchantments and healths. Well switched their stats would be more appropriate.

2) Steel Tower shield has a 10x multiplier form what it should be for a weight. Might wanna fix that.

X) [More to be added as I examine weapons.]

Overall it looks like you haven't made many mistakes, though I gotta decide what I'm going to do about the two or three sets of equipment that Morrowind Advanced adds to the game. (It'll be worth the test-run later!!)

Addendum1) I've decided to give Imperial Elite and Light Daedric from Morrowind Advanced Imperial Steel and Imperial Newtscale stats respectively. The former with +5 (+7 on shield) Armor, the latter with 10x value.
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Vickytoria Vasquez
 
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Joined: Thu Aug 31, 2006 7:06 pm

Post » Sat May 28, 2011 12:58 am

Edit2: 10 Second Paralyze may be... Tough on the NPC's and the Player. Paralyze on strike for ANYTHING might be a little OP, perhaps altering the on-strike value for it? Is there a way to do that? And then have all Paralyze effects be on-use.

Tell me about it. :P I wish it was a "slow" effect rather than pure paralysis, which is way too powerful in my opinion. I suppose I could replace it with a blind and sound effect to simulate loss of motor control? One thing I'm not clear on is the specifics of what happens with on-strike enchantments. For example, if my weapons has paralysis for 5 secs, I hit the victim and it is paralyzed. If I hit again within those 5 seconds: 1) does the enchantment fire? 2) is the effect applied again on-top of the current effect, or 3) does my newest strike's enchantment replace the current enchantment?

Edit3: Fortify Magicka should always be Fortify Maximum Magicka since you need to re-equip a weapon in vanilla morrowind in order to replenish the reserve it gives you. Ideally the MCP would fix this to cause Fortify Magicka to increase your maximum magicka by a set amount, but I don't see that happening. Nothing is wrong with using Fort Max on in-built enchantments that are CE, you can use a multiplier ~10-20% less than what would give you the original number at 100 Intelligent in order to make it a bit more fair. A sliding increase may feel OP but it's the only way to make the effect useful short of it being a restore magicka effect. I'm liking your enchantment changes overall though.

I didn't quite understand that, but I think I get the gist of it. Huh, fortify effects are pretty buggy, aren't they? I wish there was a fortify maximum health... hmm, isn't there a mod that makes fortify endurance affect max health 'in real time' (so to speak)? Maybe replacing fortify health with endurance and incorporating that type of mod would be a good solution.

Edit4: Iceblade of the monarch having a summon on strike is... strange. Have you considered doing some scripting to grant you a daily summon power? Or perhaps scripting to allow you to summon the atronach as you wish as long as you have the balde equipped or in your inventory? Admittedly there's the scripts in Tribunal which may cause a slight problem, but... Some of the armors would be cool to grant scripted effects I think.

I have no idea what I was thinking. :lol: I just remember getting the Ice Blade for my knight, and being very unimpressed with it. Not only is it slow, and I can't use a shield, but the enchantment wasn't very impressive. 10 to 40 sounds good, but given the slow speed per attack, it doesn't seem like enough of a trade off for me to switch from a one-handed weapon.

edit5: I sure do make lots of edits, but I'll be summing stuff up later AFTER I finish my homework and have begun to play with the stat-values of items. Anyway, snow armor has a total frost resistance altogether of 113. Is there a way to max it out at 100% flat? I understand how you worked out values I think, but having such an uneven number just feels weird. Maybe if you were to alter the way the items are handed out to make it make sense (for instance make the gauntlets and pauldrons pairs each, where you get both after collecting a certain number of pelts to hand in) with a total resistance of 100%. Of course not ALL the weight of each item is from the pelts you hand in, buckles and such are used as well.

Wait, no, I included calculations for shields and tower shields. When you added them up, did you remember not to include either the shield or tower shield? :unsure: I'll look through the numbers again, but I thought I set things up well on the "Special" tab. I'm actually tempted to just forgo putting enchantments on these at all, and let the player put whatever they want on them.

Edit6: I dislike variable on equips because of the way the game handles the variability by default (it can never be the maximum when you equip it IIRC, though it may be that it can never be the minimum). Just a thought I had about the variable CE enchantments, you could just set it to the average and leave it at that. There seems to be a lot of health-regen among the unique and artifact armors, totaling somewhere in the 10-15 range I think, though I haven't counted it up. That's a lot of healing though admittedly the armors were pretty borked in the first place at times (ebony mail anyone?)

Yeah, I guess I went a little overboard there with the CE health. =/ Agreed on the variable on equip, I'll edit that to a constant number. Any suggestions for artifact armor enchantments? I was running out of ideas, especially since I'm limited by the lore (why are so many items resistant to fire?) and lack of scripts.

Edit7: Can I convince you to split the Fort Attack and Shield effects on the fists of randagulf between the two so that they mirror only on the attribute dimension? They're the only Artifact bracers I can think of so it won't really hurt. Another thought would be to give each HALF of the total bonus you want out of them (10 Attribue1, 10 Attribute2, 5 Attack, 10 Shield would be my preference). Just some alternative thoughts to make them more closely reflect each other, and make wearing the matched pair that much cooler. They're yet another interesting artifact that I'd like some kind of script attached to (when wearing both you get an effect of some sort), but that's beyond the purview or the IM mods I think.

Huh, that's a good idea, I like that. :nod: It's hard not to get the matched pair, since they are found in the game world as a pair. My thinking was that the left hand is the shield hand, and the right hand is the attacking hand. I like your idea, though, it makes sense to have the gauntlets mirror each other.

Edit8: I take it the element robes are simply mirrored through? So frost and shock use the same values? Double-checking to ensure consistency. I rather like having standardized 'stock' enchantments instead of everything being different. Also the brawler enchantment has no data entered.

Yeah, I just set it up for one element and assume it'll be the same for all three of them because the spell costs are the same. I try to make them standardized; the clothing was the hardest to standardize, simply 'cause there are just so many to keep track of. :wacko: I rather like how I set it up for the weapons and armor, though. :coolvaultboy:

Edit9: I have a strong urge to make all paired items which use the same naming scheme into perfect mirrors of one another. Regardless, I'd consider changing Eltonbrand to a Shock enchantment simply to make it more viable in the BM expansion. Also I think the ring of Khajiiti makes more sense as a Cast when used enchantment with relatively little (or even no) cost and a ridiculous duration.

Could you elaborate on the first sentence?

I know, there are so many fire-damage items in Bloodmoon. And once you get Trueflame, what's the point of Goldbrand? :P I have no answers... perhaps Goldbrand should get a general Damage Health instead of any elemental damage?

Edit10: Overall what you've got looks WELL in keeping of the vanilla items, and the history of the items you DID change. If you hadn't noticed the parts I point to are all areas which feel clunky to some extent, or are simply personal preference. Taken holistically it may be possible to achieve some scarily high Sanctuary and/or Restore Health values with the numbers you've provided, and while that isn't a VERY large problem combining it with the amount of resistance to magic and effects that morrowind has for even the most lightly warded mage it might get out of hand. SOME of the restore health enchantments might very well be turned into script-added spells (if possible) or perhaps the CE effects could be added and removed by script, I know that it's possible to create a global variable (a la Wraithguard's scripting) which is active only when wearing a specific object. Combine that wit ha global check for that variable... Hidden effects to items could get fun, however the scripts in tribunal may make that fairly clunky (the item would lose its special script after being put through the museum). I'm aware of limitations both in morrowind and yourself as a scripter, but perhaps we could try to get fliggerty's advice? Or another script-savvy modder that's around? It may be an excessive change from vanilla, but one well deserved by the artifacts.

I don't know how to script, and if I did include scripts, I'd want them to be fool-proof, 'cause I can't provide any support/bug-fixing on my own. :P

tl;dr : Your numbers look good, some straight out empirical testing in game may be required to ensure nothing is thoroughly broken, but considering the nature of morrowind and the relative 'luck' required in getting your most dangerous enchantments nothing seems to be beyond the bounds of reasonable values.

))Final Word(( I'm going to take a long hard look on your complete set of numbers, though I miss the original templating from AIM and WIM (it was so easy to scan...) But whether I miss it or not I love your work so I gotta do everything I can to make it better. From some basic scanning it looks like many of the setting are similar to (if not the same as) WIM and AIM so I doubt I'll find anything to really nitpick. On the other hand I could very well miss something. I still think Unarmored should get that boost to equalize with the Light/Medium/Heavy progression. I'll be happy to discuss what else needs looking at when next you're on. And forgive my immersion in RL, College is a harsh mistress.

College is rough. I'm only a part-time student this semester, but spring semester... yikes, I'll be taking four or five classes (depends if I drop one), two of which have lab components (Biology II and Environmental Science).

I wish there was a way to make Poison damage more... I dunno, more fearsome. I watched a nature show about various venoms, and man, that stuff is down-right scary! :cold:

Yeah, the original templating was easier, but when I started setting up the calculations, I needed each item property in its own tab 'cause I was doing so much for each property. I'd need to make, like, 3D or 4D tables to show everything all at once. D:

I'm not too picky about unarmored, actually. I intend to use the Dodge mod, which I think provides a good bonus for unarmored, without making unarmored way too powerful. Unarmored maxes out at, what, 60? That's still higher than glass armor AR.

Oh crap, I have to run to class now. :ahhh:
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Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Sat May 28, 2011 12:32 am

Tell me about it. :P I wish it was a "slow" effect rather than pure paralysis, which is way too powerful in my opinion. I suppose I could replace it with a blind and sound effect to simulate loss of motor control? One thing I'm not clear on is the specifics of what happens with on-strike enchantments. For example, if my weapons has paralysis for 5 secs, I hit the victim and it is paralyzed. If I hit again within those 5 seconds: 1) does the enchantment fire? 2) is the effect applied again on-top of the current effect, or 3) does my newest strike's enchantment replace the current enchantment?

I didn't quite understand that, but I think I get the gist of it. Huh, fortify effects are pretty buggy, aren't they? I wish there was a fortify maximum health... hmm, isn't there a mod that makes fortify endurance affect max health 'in real time' (so to speak)? Maybe replacing fortify health with endurance and incorporating that type of mod would be a good solution.

The effect fires and overwrites whatever is currently affecting them. In other words they're paralyzed again and again every time you hit them. The only weapon I'd put CwS Paralyze on is one which has a very slow swing and only a 1 second paralyze.

GCD, as well as State Based health recalculate health constantly IIRC. I prefer GCD because it removes leveling up almost entirely, but State Based is closer to vanilla. Perhaps you should include it as part of the download package? A separate .esp of course.

I have no idea what I was thinking. :lol: I just remember getting the Ice Blade for my knight, and being very unimpressed with it. Not only is it slow, and I can't use a shield, but the enchantment wasn't very impressive. 10 to 40 sounds good, but given the slow speed per attack, it doesn't seem like enough of a trade off for me to switch from a one-handed weapon.

Wait, no, I included calculations for shields and tower shields. When you added them up, did you remember not to include either the shield or tower shield? :unsure: I'll look through the numbers again, but I thought I set things up well on the "Special" tab. I'm actually tempted to just forgo putting enchantments on these at all, and let the player put whatever they want on them.

Hehe, make it a static 30 damage on hit and call it even? It would be pretty scary that way.

I might not have remembered that you listed both shields. I'll go back in look, but the last thing I'd do is strip them of their enchantment entirely. Also the Snow equipment sets are likely the only sets that you should only calculate what's THERE, because otherwise you might not total immunity.

Yeah, I guess I went a little overboard there with the CE health. =/ Agreed on the variable on equip, I'll edit that to a constant number. Any suggestions for artifact armor enchantments? I was running out of ideas, especially since I'm limited by the lore (why are so many items resistant to fire?) and lack of scripts.

Huh, that's a good idea, I like that. :nod: It's hard not to get the matched pair, since they are found in the game world as a pair. My thinking was that the left hand is the shield hand, and the right hand is the attacking hand. I like your idea, though, it makes sense to have the gauntlets mirror each other.

I'm pretty dry in that area. What you have is good there's just too much Health Regeneration and a little too much Sanctuary/Chameleon IIRC.

Thank you for liking it.

Yeah, I just set it up for one element and assume it'll be the same for all three of them because the spell costs are the same. I try to make them standardized; the clothing was the hardest to standardize, simply 'cause there are just so many to keep track of. :wacko: I rather like how I set it up for the weapons and armor, though. :coolvaultboy:

Did you know that your changtes overwrite IceNioLiv's downloads? At least when I straight import, so I need to figure out why the mesh/texture settings get reset. /sigh

Could you elaborate on the first sentence?

I know, there are so many fire-damage items in Bloodmoon. And once you get Trueflame, what's the point of Goldbrand? :P I have no answers... perhaps Goldbrand should get a general Damage Health instead of any elemental damage?

For that first: I was referring to mirroring 'sets' of items so tha tthere's a TOTAL enchantment equal to a certain value and each individual piece has roughly equivalent pieces of that.

For the second: Goldbrand is supposed to be fire, and should stay that way. Personally I think the differences between Trueflame and Goldbrand should be more sidegrade-level ha nupgrade-level. Eltonbrand on the other hand... I wonder if the blue-fire particles from Hopesfire would work on it?

I don't know how to script, and if I did include scripts, I'd want them to be fool-proof, 'cause I can't provide any support/bug-fixing on my own. :P

I should just learn scripting... I'd get so much done if I did.

College is rough. I'm only a part-time student this semester, but spring semester... yikes, I'll be taking four or five classes (depends if I drop one), two of which have lab components (Biology II and Environmental Science).

I wish there was a way to make Poison damage more... I dunno, more fearsome. I watched a nature show about various venoms, and man, that stuff is down-right scary! :cold:

Yeah, the original templating was easier, but when I started setting up the calculations, I needed each item property in its own tab 'cause I was doing so much for each property. I'd need to make, like, 3D or 4D tables to show everything all at once. D:

I'm not too picky about unarmored, actually. I intend to use the Dodge mod, which I think provides a good bonus for unarmored, without making unarmored way too powerful. Unarmored maxes out at, what, 60? That's still higher than glass armor AR.

Oh crap, I have to run to class now. :ahhh:

Poison Damage: Add Blind and Sound to every in-built poison enchantment? I think it would be a good idea, it would also be a good way to simulate paralyze on CwS enchantments.Or perhaps have 'paralyze' do stat-drain?

Unarmored: I simply change the final AR value in a simple plug-in. I don't like to run any more scripts than necessary, I've already got GCD and that's enough stuff going on in the background. Of course I think having it at 65 makes sense when the Bound Armors are a static 80 AC (unaffected by any armor skill). Remember taht Light Armor has a multiplier and eds at a final AR around 160, compare that to Unarmored 65 and you begin to see the real difference.

The MWA and LGNPC mods are going to KILL me. Not to mention that the changes made by my RobeReplacer are getting overwritten because it edits the stupid texture files names and so my edits to the clothing overwrite the replacers... I swear I'm going to break the CS. WooT, stupid texture thing only gets overwritten when it's set as active, which is a weird way to set it up but I get it. I just decided to make my testing version into a merger of the RobeReplacer and MWA Required.esp's. Simply because I might as well get it all out of the way... And in about 5 minutes I'm merging all my LGNPC stuff into one esp. Yay for load-list cleanup!

Edit: Because of some other stuff I'm testing it could be a while before I actually test in-game t6he effects of the changes. I've got t o integrate a customized set of BTB's improvements to all areas of the game, Wakim's Factions, and Service Requirements, among other things. On the plus-side I'm going to have the very first beta of CIM (Complete Integrative Modifications). I was going to try out Taddeus' 'balancers' until I looked at his spreadsheets: Have you seen those? Light Armor tops out at like 30 base AR, which is almost as little AR as unarmored... And we all know what that can be like when the enemies start to hit like trucks.

Edit2: Discovered your spreadsheets haven't got any clothing values yet. Oops. Not hard to fix that one problem though. A simple Import-Export sequence to make it all better. Shoulda given a warning though "WARNING CLOTHING INCOMPLETE!" would have sufficed. Hopefully I'll have Armors and Weapons meshed into my personal stuff by tonite. And some external toys tomorrow since importing the data only takes five minutes. That said I think the only stuff left TO do is to hand test the weapons and armors and finish your clothing values before testing those. I think your new values might make a lot of economy adjusters quite... Haywire. Not incompatability, more like the new values being quite reasonable and clearly progressive compared to what they had to balance prior.

Edit4: I've decided against manually inputting your enchantments, simply because the effort it would take might very well kill me.On the other hand...

Let the testing begin!!
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Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Sat May 28, 2011 2:10 am

The effect fires and overwrites whatever is currently affecting them. In other words they're paralyzed again and again every time you hit them. The only weapon I'd put CwS Paralyze on is one which has a very slow swing and only a 1 second paralyze.


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.

GCD, as well as State Based health recalculate health constantly IIRC. I prefer GCD because it removes leveling up almost entirely, but State Based is closer to vanilla. Perhaps you should include it as part of the download package? A separate .esp of course.

Hehe, make it a static 30 damage on hit and call it even? It would be pretty scary that way.

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.


I wish I could have a weapon have a CE enchantment and and on-strike effect. :( Is that possible via scripts?

I might not have remembered that you listed both shields. I'll go back in look, but the last thing I'd do is strip them of their enchantment entirely. Also the Snow equipment sets are likely the only sets that you should only calculate what's THERE, because otherwise you might not total immunity

I'm pretty dry in that area. What you have is good there's just too much Health Regeneration and a little too much Sanctuary/Chameleon IIRC.

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.

Did you know that your changtes overwrite IceNioLiv's downloads? At least when I straight import, so I need to figure out why the mesh/texture settings get reset. /sigh

For that first: I was referring to mirroring 'sets' of items so tha tthere's a TOTAL enchantment equal to a certain value and each individual piece has roughly equivalent pieces of that.

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?

For the second: Goldbrand is supposed to be fire, and should stay that way. Personally I think the differences between Trueflame and Goldbrand should be more sidegrade-level ha nupgrade-level. Eltonbrand on the other hand... I wonder if the blue-fire particles from Hopesfire would work on it?

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.

I should just learn scripting... I'd get so much done if I did.

Me too. :lol: It's a daunting task (well, at least for me), and I don't have the patience for debugging. :brokencomputer:

Poison Damage: Add Blind and Sound to every in-built poison enchantment? I think it would be a good idea, it would also be a good way to simulate paralyze on CwS enchantments.Or perhaps have 'paralyze' do stat-drain?

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.

Unarmored: I simply change the final AR value in a simple plug-in. I don't like to run any more scripts than necessary, I've already got GCD and that's enough stuff going on in the background. Of course I think having it at 65 makes sense when the Bound Armors are a static 80 AC (unaffected by any armor skill). Remember taht Light Armor has a multiplier and eds at a final AR around 160, compare that to Unarmored 65 and you begin to see the real difference.


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:

The MWA and LGNPC mods are going to KILL me. Not to mention that the changes made by my RobeReplacer are getting overwritten because it edits the stupid texture files names and so my edits to the clothing overwrite the replacers... I swear I'm going to break the CS. WooT, stupid texture thing only gets overwritten when it's set as active, which is a weird way to set it up but I get it. I just decided to make my testing version into a merger of the RobeReplacer and MWA Required.esp's. Simply because I might as well get it all out of the way... And in about 5 minutes I'm merging all my LGNPC stuff into one esp. Yay for load-list cleanup!


I'll make sure to put a huge warning in the readme regarding load order and incompatibility. :P

Edit: Because of some other stuff I'm testing it could be a while before I actually test in-game t6he effects of the changes. I've got t o integrate a customized set of BTB's improvements to all areas of the game, Wakim's Factions, and Service Requirements, among other things. On the plus-side I'm going to have the very first beta of CIM (Complete Integrative Modifications). I was going to try out Taddeus' 'balancers' until I looked at his spreadsheets: Have you seen those? Light Armor tops out at like 30 base AR, which is almost as little AR as unarmored... And we all know what that can be like when the enemies start to hit like trucks.

Edit2: Discovered your spreadsheets haven't got any clothing values yet. Oops. Not hard to fix that one problem though. A simple Import-Export sequence to make it all better. Shoulda given a warning though "WARNING CLOTHING INCOMPLETE!" would have sufficed. Hopefully I'll have Armors and Weapons meshed into my personal stuff by tonite. And some external toys tomorrow since importing the data only takes five minutes. That said I think the only stuff left TO do is to hand test the weapons and armors and finish your clothing values before testing those. I think your new values might make a lot of economy adjusters quite... Haywire. Not incompatability, more like the new values being quite reasonable and clearly progressive compared to what they had to balance prior.

Edit3: I tooka look at your unenchanted weapon values and they're pretty low. Of course that makes the economy much more balanced since now things don;t sell for stupid amounts of cash anymore. I was just wondering if you intended the higher-end weapons to have such low base values.


@ 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...
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Kate Norris
 
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