Weapon Expansion Pack Next Steps

Post » Wed Sep 01, 2010 6:35 pm

OMOBS, of course. ;)

By gosh, there are a lot of OOO/FCOM users around here...


Only because the vanilla leveling system is so ungodly horrible. :wink_smile:
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Wed Sep 01, 2010 2:50 pm

Hmm, I wonder why that didn't come up when I did an advanced search for Adamantium?
At any rate, are you aware of any adamantium weapon sets that have already been created? The mod you linked to looks like it has tons of armor but few weapons.

That mod you are looking at is the backbone of http://www.gamesas.com/index.php?/topic/1132738-relz-johns-leveled-list-overhaul/ - that is what I mean you guys are working on very similar mods here.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Wed Sep 01, 2010 11:57 am

Hmm, I wonder why that didn't come up when I did an advanced search for Adamantium?
At any rate, are you aware of any adamantium weapon sets that have already been created? The mod you linked to looks like it has tons of armor but few weapons.

Khugan and I worked some time ago in an adamantium set. He did the real work, modeling and texturing, I just did the stats and world implementation. I, and as a consequence he too, lost our momentum and interest, I resumed work on my part and finished it too late, and thus the project remained and will likely remain unfinished. I defined a full armor set and all the standard weapons + a spear in the CS, with three magical variations for each and full implementation in the leveled lists, but the textures look like gray plastic right now. I believe I put the weapon's stats between elven and glass, and the armor was heavy and with stats a bit lower than orcish armor.
Maybe you could convince Khugan to resume and conclude work on it with a full professional team that knows how to get things done (unlike I), and our brainchild might finally be born. It has been a long time though, and I'm guessing he's moved over to Fallout modding and enjoying gaming.

Oh, and I voted for adamantium... but I don't mind MOBS compatibility, which seems like it will happen anyway, and how about some of http://www.gamesas.com/index.php?/topic/1118919-relz-weapon-expansion-pack-for-oblivion-nthusiasts/page__st__80__p__16712852&#entry16712852
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Wed Sep 01, 2010 3:41 pm

Quick question for those of you looking for a MOBS/OMOBS conversion.
As far as I can tell, there is no version of OMOBS currently that touches the Amber and Madness weapons added by SI. Because of that I'm hesitant to create an OMOBS version of WEPON.
For those of you using OOO, Fran's, FCOM, or pure MOBS - would you be satisfied with just a straight MOBS conversion, and no OMOBS?
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Wed Sep 01, 2010 11:25 pm

Quick question for those of you looking for a MOBS/OMOBS conversion.
As far as I can tell, there is no version of OMOBS currently that touches the Amber and Madness weapons added by SI. Because of that I'm hesitant to create an OMOBS version of WEPON.
For those of you using OOO, Fran's, FCOM, or pure MOBS - would you be satisfied with just a straight MOBS conversion, and no OMOBS?


Whatever will make the weapons balanced and in line with a FCOM install is fine by me.
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Thu Sep 02, 2010 12:13 am

Whatever will make the weapons balanced and in line with a FCOM install is fine by me.


Thanks, but that doesn't quite answer the question.
MOBS modifies all vanilla stats to be more 'realistic'; OMOBS is a modified version of MOBS that is used in OOO, Fran's, and FCOM. The two are similar but not identical.
The problem with OMOBS is that it doesn't currently extend to Amber and Madness weapons. As such I'd prefer not to try releasing an OMOBS version of WEPON, but rather just a MOBS version.
An OMOBS version would be a better fit for FCOM, but I'm hoping that a MOBS version is "close enough" for the reason above. Wanted to get some input.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Wed Sep 01, 2010 3:29 pm

For anyone who is interested - barring any unforeseen complications, MOBS compatible version will be out tomorrow!
And, I'm still looking for additional feedback on whether separate MOBS and OMOBS versions are necessary. (Really hope not!)
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Wed Sep 01, 2010 7:37 pm

I voted for previous games' weapons. I would like to see halberds, crossbows and other weapons n the game.

Cheers !
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Wed Sep 01, 2010 5:20 pm

I'm no expert on it, but MOBS and OMOBS are "close enough" to do one without the other.
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Wed Sep 01, 2010 2:21 pm

I'm no expert on it, but MOBS and OMOBS are "close enough" to do one without the other.


True, still BFG can't you just use MOBS values for your Amber and Madness and OMOBS' values for all the rest?

This is of course a FCOM user's opinion :)
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Thu Sep 02, 2010 12:46 am

Just a suggestion: Sage Rime made some nice Stahlrim weapons among others: Sages Skyrim Armory
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Wed Sep 01, 2010 8:57 pm

We'll have to take a look at those Stahlrim weapons :)

Unfortunately, I fell a bit behind today, and the MOBS version isn't quite ready yet.
That said, it is pretty far along - I have reviewed every change the base MOBS makes, and made corrections where needed; and I also have the Mithril, Amber, and half of the Madness weapons done. Should be able to release without any problem tomorrow.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Wed Sep 01, 2010 4:58 pm

As requested, I have just posted a version of WEPON that is compatible with MOBS and with MOBS-SI. Enjoy!
(Use the WEPON link in my signature to find it.)
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Wed Sep 01, 2010 6:33 pm

I voted for adding in new weapon varieties: i.e. Glaives, Halberds, etc.

The total conversion mod Nehrim has some "Runed Iron" weapons in it. These weapons actually use new meshes and vanilla (as far as I know) Orcish armor textures, and look like perfect, completely unique Orcish weapons to use in the mod. The set isn't complete - it includes a dagger (named "Sharp Dagger" in-game), a claymore, a shortsword (called a "Longsword" in-game), a battle axe and war axe, a warhammer, and a bow (named "Old Bow" in-game) - and you may have to ask for permission to use them (I'm not even sure if the Nehrim team made them - they're under the weapon category "Rost", and most Nehrim-exclusively-made items are in a "Nehrim" category). However, as I said, they're perfect Orcish weapons.

In terms of new weapon varities, you could use some of the resources from Armentarium and Artifacts; the mods include full sets of vanilla material katanas, dai-katanas, wazikashis, and more, and several incomplete sets of other weapons types like halberds or great maces.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Wed Sep 01, 2010 11:06 pm

As requested, I have just posted a version of WEPON that is compatible with MOBS and with MOBS-SI. Enjoy!
(Use the WEPON link in my signature to find it.)

Awesome! Downloading now.
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Wed Sep 01, 2010 7:40 pm

An OMOBS version would be a better fit for FCOM, but I'm hoping that a MOBS version is "close enough" for the reason above. Wanted to get some input.

There is no "obvious formula" used in OMOBS to calculate Weapons stats; I tried several methods to get the parameters used in the calculus but until now with no success. Sound like the stats were affected to weapons with guess and a personal feeling, ... Iron/Steel weapons should have a buffed up health, the opposite for Glass/Elven weapons, while Daedric and Ebony have close health values to vanilla,... etc. Bows damage is completely different from MOBS.
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Wed Sep 01, 2010 10:19 pm

There is no "obvious formula" used in OMOBS to calculate Weapons stats; I tried several methods to get the parameters used in the calculus but until now with no success. Sound like the stats were affected to weapons with guess and a personal feeling, ... Iron/Steel weapons should have a buffed up health, the opposite for Glass/Elven weapons, while Daedric and Ebony have close health values to vanilla,... etc. Bows damage is completely different from MOBS.

Yes, I tried taking a look at OMOBS and had the same problem as you - there just doesn't seem to be much pattern in what was done. Between that, and the fact that OMOBS doesn't cover Amber and Madness weapons right now, and it just seems that a WEPON conversion to OMOBS is a mess waiting to happen! MOBS, on the other hand, wasn't too hard to figure out: even though the changes for Amber and Madness weapons don't seem to be documented anywhere, I was able to determine the proper adjustments by comparing them to the base Iron versions. The Mithril weapons I based off of Silver's attributes, and Orcish received a completely new set of adjustments that I think succeed in making them fall between Elven and Glass quality-wise.

By the end, I was so used to MOBS I was even able to spot and correct mistakes the original MOBS team had made, so I did a full audit of MOBS while I was working on this :)
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Wed Sep 01, 2010 8:08 pm

Well, now that the MOBS/OOO/FCOM version is out, I'll chat with my cohorts and see what they want to do next. Thanks to everyone for the feedback! And, please keep voting or providing feedback if you have additional ideas.


Keep in mind, though, that the focus behind WEPON is simply: Add in the weapons (and in some cases, armor) that Bethesda should have but did not; and, fix the mistakes they left behind.
In general then, sets like Orcish and Adamantium are "in scope" because they existed in many previous versions of The Elder Scrolls; but most other modded sets would not be simply because they have not been official content in any TES version.
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Wed Sep 01, 2010 10:29 am

So lets see here; what is the most complete list of Elder Scrolls weapons types I can find?

http://oblivion.wikia.com/wiki/Weapon
Dremora
Iron
Steel
Silver
Dwarven
Elven
Glass
Ebony
Daedric
Madness
Amber
Crusader

http://www.elderscrolls.com/games/morrowind_weapons.htm
Chitin
Nordic

Daggerfall (From game manual)
Orcish
Mithril
Adamantium

Arena (From game manual):
(nothing not found in later games above.)

Although I do like the Realswords mod idea of Argonian, Bosmer, Breton, Goblin, Khajiit, Nord, Orc and Redguard weapon variations.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Wed Sep 01, 2010 3:47 pm

If you are interested in the Adamantium armor and weapons that Migck was talking about, I could donate what I have to the cause. To be honest I don't like the style of the armor and weapons much but I can make it available. http://s264.photobucket.com/albums/ii181/Khugan/ The pictures are of various stages of the mods creation previously posted on the forums when I was actively modding.

Migck I completely agree with your assessment. Hope you are well.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Previous

Return to IV - Oblivion