[RELz] Armor Integrative Modifications (AIM)

Post » Sun Nov 14, 2010 12:53 am

I really like this mod because its seems to me based on TES lore AND some common gaming sense, and Im really looking foward to the weapon mod, but it conflicts BIG TIME with my favorite replacer Dimitris Dark Brotherhood since it somehow changes the icons & the hood mesh, so that I get attacked by literally faceless assassins...I would love to have the knowhow to make a fix for the mod :( any plans on releasing some compatible version or even a fixed exe?
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Emilie M
 
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Post » Sun Nov 14, 2010 10:10 am

I really like this mod because its seems to me based on TES lore AND some common gaming sense, and Im really looking foward to the weapon mod, but it conflicts BIG TIME with my favorite replacer Dimitris Dark Brotherhood since it somehow changes the icons & the hood mesh, so that I get attacked by literally faceless assassins...I would love to have the knowhow to make a fix for the mod :( any plans on releasing some compatible version or even a fixed exe?

Does that mod replace the stock DB armor with a replacer? In that case, try loading Dimitri's mod after the AIM mod. If you want the stats I calculated on Dimitri's DB armor, you can open up the DB .esp and edit in the values manually (make sure to change it!).

Let me know if I need to be more detailed in my explanation: I'd be more than happy to clarify my rather hand-wavy solution. :)
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Dean
 
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Post » Sun Nov 14, 2010 5:05 am

Thanks for the quick response, this is the mod Im talking about, it doesnt modify any stats but it adds new menu icons, and ingame textures and meshes for the armors and some cool new weapons
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4070
I use the normal version instead of the delayed attack one (figured the DB would send assassins BEFORE you came to realize who you are)
So what Im understanding is that if I load it after your mod but modify the stats to be the same as with your mod then everythings cool and the icons and hood meshes will show again?
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Trevi
 
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Post » Sat Nov 13, 2010 9:38 pm

Thanks for the quick response, this is the mod Im talking about, it doesnt modify any stats but it adds new menu icons, and ingame textures and meshes for the armors and some cool new weapons
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4070
I use the normal version instead of the delayed attack one (figured the DB would send assassins BEFORE you came to realize who you are)
So what Im understanding is that if I load it after your mod but modify the stats to be the same as with your mod then everythings cool and the icons and hood meshes will show again?

Yup. Esps that load last overwrite previous changes from other .esps. Well, there might be conflicts, so that is not a 100% guarantee. :hehe: But, I think that should work. Then you just edit the Db plugin so that the armor has the same stats I calculated, and it'll be as if you merged the two mods. Or something. :bigsmile:

Let me know if it works (or if it doesn't!). If it doesn't work, then I'll take a closer look at Dmitris mod and see what would need to be done to get it to work properly. :)
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Leticia Hernandez
 
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Post » Sun Nov 14, 2010 8:07 am

Or one could use TESTool's Merged Objects. If AIM is later in the load order than Dimitri's then AIM's stats should be used but as AIM (AFAIK) uses the vanilla icons and meshes then Dimitri's changes to those should be included in Merged Objects.
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Silvia Gil
 
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Post » Sat Nov 13, 2010 10:31 pm

Or one could use TESTool's Merged Objects. If AIM is later in the load order than Dimitri's then AIM's stats should be used but as AIM (AFAIK) uses the vanilla icons and meshes then Dimitri's changes to those should be included in Merged Objects.

It depends. My latest version of AIM includes different icons for the pauldrons and gauntlets (left and right, to be in line with Lurlock's Left Gloves mod).
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Matthew Aaron Evans
 
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Post » Sun Nov 14, 2010 5:48 am

It depends. My latest version of AIM includes different icons for the pauldrons and gauntlets (left and right, to be in line with Lurlock's Left Gloves mod).
Ah, didn't know that. So AIM includes your Left Gloves Addon? I added the Addon to the mlox rulebase the other day so if AIM also includes it I'll add another Conflict rule.
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Dominic Vaughan
 
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Post » Sun Nov 14, 2010 8:38 am

Ah, didn't know that. So AIM includes your Left Gloves Addon? I added the Addon to the mlox rulebase the other day so if AIM also includes it I'll add another Conflict rule.

Latest version (and all subsequent versions) include my Left Gloves (if it is the AIM for TB and/or BM), and also Lurlock's left gloves. Unlike his mod, my addon mod doesn't have the flipped groundmeshes. I'll have to put a REQz out for that...
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Skivs
 
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Post » Sun Nov 14, 2010 10:40 am

Okay, given the scope of this project, I'm inclined to make the final version require BOTH expansions. Mainly because I'm sick and tired of assembling the different packages for MW, MW+TB, MW+BM, and MW+TB+BM, and constructing the appropriate readmes. I'd rather just do my stuff in the CS, and not worry about three extra .esps.

Does anyone foresee a problem with this?

I mean, really, if you don't have the expansions by now, shame on you. :nono:
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Kellymarie Heppell
 
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Post » Sun Nov 14, 2010 7:12 am

I switched the stats of the DB armor to match those in your mod and that seemed to fix the stats problems but the icons and ingame armor are still afected :(
Id say that making the mod dependant on all the exapnsion is best for you to optimize resources and help you with future updates
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Kill Bill
 
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Post » Sun Nov 14, 2010 1:53 am

I switched the stats of the DB armor to match those in your mod and that seemed to fix the stats problems but the icons and ingame armor are still afected :(
Id say that making the mod dependant on all the exapnsion is best for you to optimize resources and help you with future updates

And you made sure to load Dmitris' .esp after the AIM .esp? Because, that should have taken care of the armor changes. Just to make sure we're not overlooking something: you installed Dmitri's mod correctly? The errors aren't because the meshes/texture got put in the wrong folder?

Hmm. Have you downloaded my AIM_Tutorial? For AIM1.0. I go through the steps to replicate replacer mods in the AIM.esp. Of course, Dmitri's mod is much more extensive than one cuirass, so replicating it might be a p.i.t.a. If you want to be adventurous:
I) make backups of both the AIM.esp and the DB .esp.
II) load up both mods in the CS. Try:
1) setting neither as the active mod
2) setting AIM as the active mod
3) setting the DB plugin as the active mod
To see if things are working properly, open up any of the DB parts in the Armor tab and check to see if the icon looks correct. You might have to try the above combinations of active/inactive to make sure things work out correctly. Hopefully, one of these combos will ensure that you get the AIM stats and the correct DB armor. I could be wrong, though, as I haven't tested this sort of thing extensively in the CS.
III) File > Combine Loaded Plugins

I have no idea if this will work, but they are the steps I'd take to try to get it to work. You can load up just Dmitri's mod and take a look around the CS to see what changes are made, so you can be familiar with what components should be present to indicate that the plugin will work correctly.

Good luck. :hehe:
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Lloyd Muldowney
 
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Post » Sun Nov 14, 2010 6:41 am

just out of curiosity what weapon balance mod would you suggest and if none would you be interested in making one. i found one that adjusts the range of some of the weapons but doesnt change any damage values.
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Samantha Jane Adams
 
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Post » Sun Nov 14, 2010 8:36 am

just out of curiosity what weapon balance mod would you suggest and if none would you be interested in making one. i found one that adjusts the range of some of the weapons but doesnt change any damage values.


I think she is planning a mod that will do the same thing for weapons as this one does
for armor. If i am wrong then i am sure she will correct me. :)
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Josh Trembly
 
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Post » Sun Nov 14, 2010 2:57 am

I think she is planning a mod that will do the same thing for weapons as this one does
for armor. If i am wrong then i am sure she will correct me. :)

You are correct! Give the man a prize! :celebrate:

:P

Yup, I'm making balance mods for armor and weapons. I plan to move on to clothing/apparel after that, all the while working on my marksman and polearm addons. :ahhh:

I've run into a bit of a slow down with progress, namely I'm forgoing Autocthon's weapon calculations for something that uses fewer arbitrary values for certain portions of the equations... All the while, I need to keep numbers from inflating out of control. I think I'm going to draw a bit from classic pen and paper RPGs (I've never played them, to be honest, but I am familiar with the DnD ruleset from the cRPG Neverwinter Nights), and do something like 1d8 for damages... but, I'm totally mangling it and having 1 be the lower range (minimum) and making the 8 be the max. Which is all then modified by the square root of the AR value, as well as the the health part-ratio I set up. :wacko: So, as you can imagine, setting this up has been trial and error and gosh darn tricky. But in a fun way. :chaos:
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Claire Mclaughlin
 
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Post » Sun Nov 14, 2010 10:01 am

I was reading througt the thread with increasing excitement & then it trailed off into the void. Have there been any further developments? Beebee
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Charlie Sarson
 
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Post » Sun Nov 14, 2010 8:28 am

I was reading througt the thread with increasing excitement & then it trailed off into the void. Have there been any further developments? Beebee

:shifty:

Weeeeeell... not much, no. Actually, last week I started poking around at things again. I've decided to turn light/medium/heavy into more an aesthetics choice than anything else. In other words, glass is AR 80, Daedirc is AR 80, Adtium is AR 80, and similar comparable Armor Ratings. The difference would be the trade-off of weight and durability. My reasoning is that if you are really good at Light Armor skill, why shouldn't glass protect you as much as Daedric?

This then necessitated scouring the internet (via ES Search) for suitable armor mods to fill in the gaps. Was difficult finding armor mods that fit in with the game, but I did locate enough to provide about 16 sets per armor category.

Also made weapon type aesthetics. Axe will do as much damage as a sword, battleaxe as much damage as a warhammer. When there are damage differences between weapon types, then it restricts my ability to role-play because of course I want to consider the practical side of weapon type. In other words, if swords do better damage than blunt, I'd be more inclined to use swords over blunt even if I had initially wanted my character to use blunt. There will be damage differences in the form of which damage type (slash/chop/thrust) does the most damage. Still need to tweak speed to standardize dps (damage per second) of weapons. Naturally the two-handers will dish out more damage to compensate for the loss of using a shield (and weight).

So, basically, another overhaul in the works. Need to rethink the formulas, streamline everything a lot.

If anyone can think of any good armor sets, feel free to volunteer. I've considered most all of the obvious ones that can be found via ES Search 2. I'm also very picky about appearances and how to fit it into lore.

--------------------
Oh, why no progress? Because it really isn't all that much fun. I got sidetracked into Nifskope projects, but testing them in-game is a p.i.t.a. I also have a back log of 20+ games I want to play, and college, and other stuff to do. Getting help with this would be great, but every time I try to bounce ideas off people, they just go missing and never reply to me. [/gripe]. So, this goes at my own pace unless anyone want to actually provide assistance. At this stage, it's mostly working in spreadsheets and figuring out armor property values. Next big step is overhauling loot lists and merchant inventories to incorporate the new armor sets and the weapons I've been working on.

Basically, this turned into an overhaul that's on a much larger scope than I anticipated, and I've bitten off more than I can (or want to) chew. Sorry to sound grumpy, it's just hard to work on this because it feels like my life gets svcked into this project and I get no results.
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kennedy
 
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Post » Sun Nov 14, 2010 1:58 am

Well it was great to hear back from you so quickly. I liked the idea & found the discussion really interesting but can fully understand, if it all got to be a bit to much. I would be useless as a helper, as I am only just learning how to use mods much less build them, just learning to use Wrye bash, Mge, is a steep learning curve for me Regards Beebee
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Tha King o Geekz
 
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Post » Sun Nov 14, 2010 2:24 am

Well it was great to hear back from you so quickly. I liked the idea & found the discussion really interesting but can fully understand, if it all got to be a bit to much. I would be useless as a helper, as I am only just learning how to use mods much less build them, just learning to use Wrye bash, Mge, is a steep learning curve for me Regards Beebee

I don't know how to use half that stuff either. I can barely use the Construction set, and I lately messed up my Nifskope and don't know how to put it back to the way it used to be. Mostly, I'm just brainstorming ideas into a visual format - that is, numbers and bright colors in open office, http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/spreadsheet.jpg. But with more color, that particular sheet doesn't have a lot of color-coding going on. And the numbers on that are really out-dated.

I was working out dps a few minutes ago, and I think I have to face it, daggers are going to have to have svcky damage despite a high speed. Hey, wait, how high can I make weapon speed? The CS has daggers at 2.5, but I need to make them go faster... otherwise, there's not enough speed difference between longblade, axes, and blunt weapons. I changed my mind about those, I want them to really feel like different weapons. Blunt has highest damage output, but is slow, and then the other weapon types are faster but less damage-dealing. Or something like that, I'm having trouble keeping it all straight in my head sometimes. In fact, I just realized I made a huge mistake somewhere, and I need to re-do a bunch of stuff. Not really that hard, just changing some numbers here and there and whatever. Because I realized that I can't standardize dps if I want blunt to have higher output. D'uh! :facepalm:

----------------
What I really need especially is feedback from players. I'm not a MW veteran, I've only played the game GotY with one character, a combat class. So I know diddly-squat about spell cast cost, magicka pools, weapon damage vs monster damage, how many hits a weapon ought to deal before it breaks, how tough armor needs to get through common creature assault damage before needing repair, that sort of thing.

Hard numbers are the best, but anecdotal accounts are great, too (you know, something like "I find my Nordic Fur armor is slashed to shreds by a single rat, that isn't cool!" or "my mage is always weighed down by her clothes, pants shouldn't weigh 20lbs!" and "I can't create any cool enchanted armor because the enchantment capacity svcks!"). This is you guys' chance to fix stuff that bugs you and other things only a comprehensive overhaul (this mod) would be able to address. If you don't tell me about these gaming nuances, I'm not going to find out about them! I played as a heavy-armored knight of the Legion. All I know is that armor and weapons are too bloody heavy, and spells cost a lot.
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Elea Rossi
 
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