So, why did I make this thread here?
Well, the answer is pretty simple: I think I overextended myself on this project. In fact, this is more like a desperate cry for help than just a normal WIP(z)-Thread.

To make this worth reading for people who doesn't have the time/a mind to help I'll answer some question which normally occour if you discover a new plugin. Sth. like a FAQ for Plugins with specific answers about this one.

What's this all about?
All skills which existed in Morrowind, but where deprecated/merged in Oblivion are re-added/split.
In addition some other skills are added/split
The new skills are frome the same type as the "original" ones. Additionally, every newly added/split skill can be turned on/off individually.
Per default, NPCs use these skills, too. This behaviour can be turned off (for all skills), though.
The current list contains these skills:
- (Short) Blade
- Long Blade
- 2-handed Blade/Claymore
- Dagger
- Katana
- Blunt
- Axe
- Spear
- Staff/Polearm
- 2-handed Blunt
- 2-handed Axe
- 2-handed Spear
- 2-handed Staff/Polearm
- Bow
- Crossbow
- Throwing/Missile Weapons
- Medium Armor
- Unarmored
- Enchant
(Sorry if the names aren't 100% accurate; please correct me on those)
Are there any dependencies?
Everything what is required to make this work.
OBSE for sure, everything else would be possible to implement it optionally. Which means: certain features only work, if the requirements are met (e.g. X-Skills installed & activated).
Although, I can't guarantee that this is possible with everything. Espacially after I stumpled upon http://www.gamesas.com/index.php?/topic/1106110-relz-addactorvalues/.
Edit: Current Requirements:
- OBSE v20
- http://www.tesnexus.com/downloads/file.php?id=33248
- http://www.tesnexus.com/downloads/file.php?id=31981
- http://www.tesnexus.com/downloads/file.php?id=32200
- maybe Pluggy (optional), for *.ini
When will be the release?
As usual: When it's done.
Needless to say, the more help I get, the faster this will be finished.
Are there any Screenshots?
None, that can show what this plugin does/is supposed to show.

If you got to look at something, see http://www.gamesas.com/index.php?/topic/876349-releaseopen-beta-unarmored-skill-for-everyone/; it'll be implemented completely.
http://www.4shared.com/file/8mRIeGT4/Lost_Skills.html
A rough list what's is in the description (German).
How could I possibly help?
Ok, this question doesn't occour that often, but it's important for this thread to serve its purpuse (at least for me).

In general, you can help with (almost) everything.
The Scripting-stuff is sth. I can do on my own, but it's a lot of work, so I'd appreciate support on this part, too. Only requirement is, that you shouldn't be frightened of long varable names.

Everything else is sth. I'd prefer not to do myself. If I have to I could create sth., but this would very likely mean lesser quality.
Here's a list of all "parts" which should be covered:
Spoiler
- Advice in General Design-Aspects.
I've problems to decide which way is the best to implement sth.
E.g. should Vanilla-Blade-Trainers get a job as a trainer for long blades, or for short blades? - General "behaviour" of the new skill: Scripts
That's already done for most of the skills mentionend above. What's left is mainly C&P and the complete Enchant-skill.
Furthermore, some new skills I haven't thought about. - Compatibility with other plugins.
I think most of it will be on the scripting-side of things; understanding scripts others wrote is a major part of it.
Additionally, communication with the authors of the other plugins, because in most cases they'd have to adjust the plugins on their side, too. - Creating/Implementing new animations.
In my opinion, the main part of this is the spear skill. Rung already told me about already existing http://www.tesnexus.com/downloads/file.php?id=27865, but I didn't really think about how to implement them, yet.
New animations for the other skills (e.g. Crossbow/Throwing weapons) would be great, but I think it's also ok to use the already existing ones (shoot while sneaking/cast on target). Anyway, for both examples I think the best way would be to just adjust the skill value and leave the rest to other plugins (Crossbows of Cyrodiil/Unnecessary Violence). Certainly, this requires these plugins to use the Marksman-ActorValue. I'm pretty that CoC does, but I haven't had a close look at UV, yet. - Create/Get Usage-permission for:
- New armors to be used as medium armor.
- new weapons (e.g. Axes/Spears)
Moreover, a list ofVanilla-Axesand which vanilla-blades should be declared a short/long blade.
- New armors to be used as medium armor.
- Create trainers for the new skills & integrate them in the world.
From the same thought: create a quest for the master trainer. - Create new Icons for the new skills.
One Icon for the faction (X-Skills not installed), and 2 Icons in the format of a normal skill (X-Skills installed). - Publicity.
Answer question, give info about status-updates, etc. - Write the ReadMe.
Someone got to translate my gobbledygook into sth. the normal mod-user is able to understand. Even just reading (and asking questions about) a first version would be a big help.
But since currently there doesn't even exist such a first version you could just start from scratch writhing the whole thing. - Testing.
This could be just a normal Beta-test, or the test of small features during developement. - PLACEHOLDER
There's always something I missed.
Current ToDo-List:
Spoiler
- Unarmored, Medium Armor & Enchant-Skill
- X-Skills & Animations
- Icons & Description (+ Perk-Texts) for all Skills
- Redirect Spell Effects for SplitSkills
- Register Vanilla weapons/armor
- Implement new weapons/armor
- Create Trainer
- Write ReadMe
- Compatibility with Levelling-Mods
What do I get for my work?
The same I get.
I can't offer more than to mention you in the ReadMe (as an author, or in the credits-section; as you prefer it).
Basically, that's it.
If you got any question I'll try my best to anser them.
