Class Limitations

Post » Wed Dec 14, 2011 8:20 am

Hello,
I m curently almost finished some Class Limitations for my NPCs, to be included on the next patch in my own mod
called TES REFUGEES
http://www.tesnexus.com/downloads/file.php?id=35858

I built some Daggerfall-like armor and weapon limitations for classes and i would like you to tell me your opinion and how i can
make those classes to be balanced.

My NPC will get 1 from the following classes only (maybe later I will add more or if I learn how to make that global to fix all of them)
And the limitations are the following:

The objects that they CAN WEAR / WIELD.
Acrobat - Clothes, 1h blunt weapon, Dagger, Shortsword & Bows
Assassin - Clothes, Light armor, Dagger, Shortsword & Bows
Barbarian - Clothes, Light armor, Medium armor, 2hand weapons only.
Bard - Clothes, Light armor, Medium armor, 1h weapons only, Shield, Bows and Staff
Knight - Clothes, All kind of armor, Blades, Blunts (no axes), & Shields
Mage - Clothes, Dagger, Staff
Monk - Clothes, 1h Mace, Bow
Nightblade - Clothes, Light armor, Dagger, Shortsword, Bow, Staff
Priest - Clothes, 1h Mace, Staff
Rogue - Clothes, Light armor, All blades, Bow, Shield
Sorcerer - Clothes, Light armor, Heavy Armor, Blunt weapons (no axes), Staff
Thief - Clothes, Light armor, Dagger, shortsword, Bow
Warlock - Clothes, Light armor, Staff, Dagger
Warrior - Everything but staff


I also concidering spliting the armor at 4 categories (1 more than i have now)

Maybe it will be Clothes, Light, Medium, Heavy, Very Heavy
in order to make the classes more specific.

I will be appreciate if you tell me your opinion and suggest me ways to make classes more balanced.
For example... armor limitations will give magicka bonus
or
give Monk HAND TO HAND Bonus
etc...

Thanks
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ijohnnny
 
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Post » Wed Dec 14, 2011 5:08 am

This is a cool idea. Gives classes even more purpose :D

I was trying to think of ways to make your list better, but I think you have them down nicely. I totally support the idea of having 4 categories of armor, though.
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TRIsha FEnnesse
 
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Post » Wed Dec 14, 2011 6:02 am

This is a cool idea. Gives classes even more purpose :D

I was trying to think of ways to make your list better, but I think you have them down nicely. I totally support the idea of having 4 categories of armor, though.


Yes, but i think a class should have limitations and bonuses too.
I still thinking of those bonuses....

Maybe I will get some bonuses from the pre-maid classes from Daggerfall.
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adam holden
 
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Post » Wed Dec 14, 2011 6:23 am

Hmm. If you want bonuses, here's my suggestions:

I was thinking of bonuses, but all that came to mind were bonuses to stats, like +acrobatics, +sneak, etc. Is that the type of bonuses you are thinking of? I can list what I think for some of the classes if I was thinking along the same lines as you.
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Silvia Gil
 
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Post » Wed Dec 14, 2011 7:37 pm

Hmm. If you want bonuses, here's my suggestions:

I was thinking of bonuses, but all that came to mind were bonuses to stats, like +acrobatics, +sneak, etc. Is that the type of bonuses you are thinking of? I can list what I think for some of the classes if I was thinking along the same lines as you.


Well... bonuses like those in Daggerfall
Magicka bonus for Clothiers, Health Bonus for Barbarian, Hand to Hand bonus to Monk and Acrobat maybe...
Once i had made Rage spell for Barbarian but i lost the code... as well summon pet at will for hunter....
You can check the following link at special traits to get a generic idea of what i mean.

http://www.uesp.net/wiki/Daggerfall:Intrinsic_Classes
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Janette Segura
 
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Post » Wed Dec 14, 2011 9:00 pm

I believe http://www.tesnexus.com/downloads/file.php?id=35300 does something similar to what you are trying to implement, maybe you can look at it for ideas.
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Jessica Stokes
 
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Post » Wed Dec 14, 2011 6:04 pm

+1 for class advantages

As for limitations - most people make a custom class. Class Advantages takes this into consideration and depending on majors and specialization can pick your own advantages.

Perhaps the same could be done for limitations (have to pick three and they would be based again on majors, attributes, and specialization).

As it is with modern Oblivion modding the best mods are those that effect NPCs too, but that would be a challenge because that is a lot of work making sure that NPCs only get class specific gear. Further, I believe, the CS defines further classes than what the player can have predefined. Though I'm not clear on the details. So, with people picking custom classes and this not affecting - not sure how much a mod like this would get used.

Another mod that posited limitations was http://www.tesnexus.com/downloads/file.php?id=31918 which assigned spells you then learn as you progress based on stats, majors, etc.

I find the limitations posed by mods often either don't go far enough or are not balanced enough to do more than disturb the game and place artificial barriers that feel like barriers. Instead rather I would prefer mods that limit roleplay. Like you can't be head of all guilds, etc.Or mods that limit skill ups based on major versus minor.
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LADONA
 
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Post » Wed Dec 14, 2011 11:01 am

I believe http://www.tesnexus.com/downloads/file.php?id=35300 does something similar to what you are trying to implement, maybe you can look at it for ideas.


This mod will affect Actors too?
or just the player...?


Edit: Ok it affects the npcs too as I understood from the readme of the mod.
This is really interesting... bc i could use it together with my class weapon/armor limitations
Thanks for that.

And for the record...
Spliting the armor types into 4 categories (5 with unarmored) I got the following:

Light Armor -- Fur, Leather, Chainmail (and all armor ligher than Chainmail)
Medium Armror -- Mithril, Elven, Glass (and all armor lighter than Glass and heavier than Mithril)
Heavy Armor -- Iron, Steel, Dwarven (and all armor lighter than Dwarven and heavier than Iron)
Very Heavy armor -- Orcish, Ebony, Daedric (and all armor heavier than Orcish)

This way I include any custom set of armor that will placed in the world by mods since it will calculate the weight and not the type.
Actors do not have the ability to change the weight of armor like the player so it works just fine on them.
On the player there must be a bug.

Knights and Warriors will wear very heavy armor
Sorcerers will wear Heavy but not Very Heavy
Bards and Barbarians will wear medium armor
Thieves, Assassins etc will wear light armor
Mages etc will fight unarmored.
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jodie
 
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Post » Wed Dec 14, 2011 8:22 am

+1 for class advantages

As for limitations - most people make a custom class. Class Advantages takes this into consideration and depending on majors and specialization can pick your own advantages.

Perhaps the same could be done for limitations (have to pick three and they would be based again on majors, attributes, and specialization).

As it is with modern Oblivion modding the best mods are those that effect NPCs too, but that would be a challenge because that is a lot of work making sure that NPCs only get class specific gear. Further, I believe, the CS defines further classes than what the player can have predefined. Though I'm not clear on the details. So, with people picking custom classes and this not affecting - not sure how much a mod like this would get used.

Another mod that posited limitations was http://www.tesnexus.com/downloads/file.php?id=31918 which assigned spells you then learn as you progress based on stats, majors, etc.

I find the limitations posed by mods often either don't go far enough or are not balanced enough to do more than disturb the game and place artificial barriers that feel like barriers. Instead rather I would prefer mods that limit roleplay. Like you can't be head of all guilds, etc.Or mods that limit skill ups based on major versus minor.


Unfortunatelly by my opinion, my mod is not affecting the whole world.
Bc i'm a nooby in scripting i still trying to find a way to make that a global effect hehehehe
It will only affect my TES3 Refugess NPCS.

But imagine that i have already made a mod that will create 5 npcs (from a database of 40 at this moment), with random class each game, and with random Birthsign (they get the actual effects) and they will have specific behaviour with class limitations and my custom armor/weapon limitations.

Only custom dialogs and random romances I miss and I will have a D&D like TES mod.
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courtnay
 
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Post » Wed Dec 14, 2011 1:33 pm

I saw this mod that changes dialogue to be more interesting but I've yet to try it because I have no clue of it's quality or conflicts. http://www.tesnexus.com/downloads/file.php?id=33513

As for the armors, I agree with the categories :thumbsup:
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Michelle Chau
 
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Post » Wed Dec 14, 2011 2:37 pm

Class Advantages is a great mod, so there's half your work done for you already. :)
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Sophie Louise Edge
 
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Post » Wed Dec 14, 2011 5:56 am

Class Advantages is a great mod, so there's half your work done for you already. :)


Indeed!
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Tanya
 
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Post » Wed Dec 14, 2011 5:32 pm

Unfortunatelly by my opinion, my mod is not affecting the whole world.
Bc i'm a nooby in scripting i still trying to find a way to make that a global effect hehehehe
It will only affect my TES3 Refugess NPCS.

But imagine that i have already made a mod that will create 5 npcs (from a database of 40 at this moment), with random class each game, and with random Birthsign (they get the actual effects) and they will have specific behaviour with class limitations and my custom armor/weapon limitations.

Only custom dialogs and random romances I miss and I will have a D&D like TES mod.


Thats good... I find them better too/
The problem still excists with the weapons. If a player uses a custom weapon mod (a mod that adds weapons) the npcs will not have the limitations.
For that I check WeaponType and WeaponReach.
Example:
If someone uses a Shortsword it will be ok, but if its reach is not the same as the rest of the game, the npcs will always wear it ;)

I still woking on Unique items such as Katanas, Dai-Katanas, Sabers...
and of course Artifacts...
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Brooke Turner
 
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