REQ - Skill restrictions for Weapon & Armor

Post » Mon May 07, 2012 7:04 am

is there any mod that restricts the different weapons/armors to skills/attributes/levels?

its a shame that there are so many great armor parts and weapons wich just dont get used.
all light armor below chitin no one will ever use, but if the chitin armor is only usable by chars with high agility or light weapon skill one would have to wear netch armor for some time.

if this mod does not exist, is there some weapon/armor ONLY balancer to make chitin armor more expensive/more rare?

i had to ask you guys before i start making this by myself, thx.
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KiiSsez jdgaf Benzler
 
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Post » Mon May 07, 2012 10:28 am

I'm sure I've seen something like this before but I don't have time to search now...

I would also be interested in this, though :)
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~Sylvia~
 
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Post » Mon May 07, 2012 3:17 am

I was working on a mod exactly like this. Guess what? The flashdrive it was on snapped into two pieces.
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R.I.P
 
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Post » Mon May 07, 2012 7:41 am

I was working on a mod exactly like this. Guess what? The flashdrive it was on snapped into two pieces.
to bad, maybe you can start again :thumbsup:

this also could make it that mages with low strenght no longer use short sworts (but daggers) or heavy blunt weapons (but staffs).
its sometimes hard for me to resist using the short swords on my mage but a mage must only use daggers.


edit: danjb pls let me know when you remember where you found something similar
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Andres Lechuga
 
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Post » Mon May 07, 2012 11:04 am

This seems to do the trick.
Begin EE_TESTshort OnPCEquipif ( OnPCEquip == 1 )	if ( player->GetStrength < 50 )		player->additem "EE_equip_item" 1		player->equip "EE_equip_item"		player->removeitem "EE_equip_item" 1		messagebox "strength < 50"	else		messagebox "strength >= 50"	endif	set OnPCEquip to 0endifEnd
Just make sure "EE_equip_item" is something similar to whatever you don't want to equip so it actually overrides the item.

There may be some bugs, I didn't do any extensive testing... and now I'm off to bed :P
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celebrity
 
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Post » Mon May 07, 2012 12:05 pm

to bad, maybe you can start again :thumbsup:

this also could make it that mages with low strenght no longer use short sworts (but daggers) or heavy blunt weapons (but staffs).
its sometimes hard for me to resist using the short swords on my mage but a mage must only use daggers.


edit: danjb pls let me know when you remember where you found something similar
Rather than a blatant "can't use", how about making advantages and disadvantages more clear, making daggers and staffs more beneficial for mage characters.

My idea would be having high fatigue at all times giving a special magicka bonus, in which penalties from blunt weapons and any other heavy items canceling that bonus.

Heavy item fatigue penalty.(Just from carrying. Damage fatigue W/2 for each object heavier than 15, 18)
High fatigue magicka bonus.(For having %90< fatigue, magicka 2.0 x INT bonus)

Something like that.
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Tina Tupou
 
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Post » Mon May 07, 2012 3:22 pm

This seems to do the trick.
Begin EE_TESTshort OnPCEquipif ( OnPCEquip == 1 )	if ( player->GetStrength < 50 )		player->additem "EE_equip_item" 1		player->equip "EE_equip_item"		player->removeitem "EE_equip_item" 1		messagebox "strength < 50"	else		messagebox "strength >= 50"	endif	set OnPCEquip to 0endifEnd
Just make sure "EE_equip_item" is something similar to whatever you don't want to equip so it actually overrides the item.
Easier still, you can use "SkipEquip" to make sure the item doesn't get equipped, so you don't need a dummy item to override it.
(Although actually, having consulted MWSFD, it seems there is a slight bug with SkipEquip that means maybe you would need a dummy item after all...)

Rather than a blatant "can't use", how about making advantages and disadvantages more clear, making daggers and staffs more beneficial for mage characters.
That's a good idea actually. Although... I like both ways :)
The old Runescaper in me secretly likes grinding a few levels so I can finally do something I couldn't do before... it's rather satisfying!
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Bryanna Vacchiano
 
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Post » Mon May 07, 2012 4:20 pm

....
That's a good idea actually. Although... I like both ways :)
The old Runescaper in me secretly likes grinding a few levels so I can finally do something I couldn't do before... it's rather satisfying!
I understand that. :) I'm the opposite. For example, I would think about giving everyone %50 fatigue bonus and raise the threshold to something like %135 so it feels less of a punishment.
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^_^
 
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Post » Mon May 07, 2012 12:34 pm

This seems to do the trick.
Begin EE_TESTshort OnPCEquipif ( OnPCEquip == 1 )	if ( player->GetStrength < 50 )		player->additem "EE_equip_item" 1		player->equip "EE_equip_item"		player->removeitem "EE_equip_item" 1		messagebox "strength < 50"	else		messagebox "strength >= 50"	endif	set OnPCEquip to 0endifEnd
Just make sure "EE_equip_item" is something similar to whatever you don't want to equip so it actually overrides the item.

There may be some bugs, I didn't do any extensive testing... and now I'm off to bed :P

this looks promising but i have never used scripts before in morrowind, hopefully you can help me tomorrow ^_^

i tried to add this script to the chitin boots in the CS, but morrowind says that the script was not "compiled".
so i used "recompile all" on the script and get:

script float
you need to enter an axis (x,y,z) on line 35?
compiled script not saved!


for "EE_equip_item" i should use the classname of the armor part the script gets attached to, so i need to make a script for each armor part right?
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Catherine N
 
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Post » Mon May 07, 2012 5:36 pm

Easier still, you can use "SkipEquip" to make sure the item doesn't get equipped, so you don't need a dummy item to override it.
(Although actually, having consulted MWSFD, it seems there is a slight bug with SkipEquip that means maybe you would need a dummy item after all...)
Yeah, I actually tried that first. Didn't do a thing :shrug:
i tried to add this script to the chitin boots in the CS, but morrowind says that the script was not "compiled".
so i used "recompile all" on the script and get:

script float
you need to enter an axis (x,y,z) on line 35?
compiled script not saved!
First: Never use Recompile All. It breaks some vanilla scripts.
Second: Did you have an "EE_equip_item" yet when you first saved the script? AddItem gives an error if the item doesn't exist.
for "EE_equip_item" i should use the classname of the armor part the script gets attached to, so i need to make a script for each armor part right?
Correct.
This script only works because it adds an item to your inventory that you don't have yet (to prevent trouble), equips that item (if it then doesn't override the equipped item it'd be rather pointless :P) and removes it from your inventory.
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Taylor Tifany
 
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Post » Mon May 07, 2012 5:18 pm

First: Never use Recompile All. It breaks some vanilla scripts.
I wondered if this was the case... why is that?
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Bedford White
 
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Post » Mon May 07, 2012 7:38 am

I wondered if this was the case... why is that?
I don't really know. Never bothered to question it.
I suppose there may be a few unused scripts that contain errors.
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Nick Tyler
 
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Post » Mon May 07, 2012 6:30 am

thx evil eye for your help, i will try that the next days ... or maybe weeks because i currently have to much fun with my new mage character on a perfectly modded install with as good as no crashes or errors at all :celebration:

if anyone else want to make this mod it would be much appreciated!
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Kevan Olson
 
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Post » Mon May 07, 2012 3:06 am

to bad, maybe you can start again :thumbsup:
I just did.

What I need from you is suggestions regarding the skill caps. I've decided that I'll classify weapons by type instead of material (i.e. all claymores, whether iron or Daedric, will need the same skill in Long Blade, but a steel claymore will have a different requirement than a steel katana). Armor, however, will be classified by material (wouldn't make sense to not be skilled enough to wear a cuirass if you can already wear boots).

So. Any ideas about the requirements?
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OTTO
 
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Post » Mon May 07, 2012 3:05 pm

I said I'd seen it before... well, you might want to check these out:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5314
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6982

I haven't tried these mods and I suspect it will be possible to make a better one, so this shouldn't put an end to the project by any means.

I think it will be very hard to please everyone with something like this, so maybe make it easy for users to tweak the requirements to their liking and include a guide on doing so?
i.e. Use global variables instead of fixed numbers, so they can be easily changed from one menu in the CS rather than every script modified.

Personally I don't think requirements should go too high... maybe 60 or 70.

Also I don't think it's a good idea to classify weapons by type rather than material... that would mean someone could use a Daedric Dagger before they could use an Iron Shortsword, which doesn't really seem right to me since the former is obviously better. I think weapons of each type (Short Blade, Long Blade, etc.) should have requirements in that skill based on the material of the item. However, you could still make, say, Daedric Wakazashis have a higher requirement than a Daedric Dagger if you wanted, just to add a little more complexity. So that would essentially merge both ideas, making the requirements based on material and weapon type.
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Joey Avelar
 
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Post » Mon May 07, 2012 7:15 am

I said I'd seen it before... well, you might want to check these out:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5314
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6982

I haven't tried these mods and I suspect it will be possible to make a better one, so this shouldn't put an end to the project by any means.
Yup. But neither of those handles weapons, which is pretty much the main point anyway.
I think it will be very hard to please everyone with something like this, so maybe make it easy for users to tweak the requirements to their liking and include a guide on doing so?
i.e. Use global variables instead of fixed numbers, so they can be easily changed from one menu in the CS rather than every script modified.
I wasn't aware that this kind of stuff was possible with globals...
Personally I don't think requirements should go too high... maybe 60 or 70.
The plan is to favor low-end equipment via making middle-class stuff relatively hard to use. i.e. You can wear Chitin in the beginning if you're a stealth character with LTA as a major skill (possible racial bonuses included, dunno, working on that), but if not, you'll have to stick to leather and fur for a while. I'll go easy with the high-quality stuff. In the end, with maxed END and HVA, it really doesn't make a difference whether you're wearing Ebony or Daedric.
Also I don't think it's a good idea to classify weapons by type rather than material... that would mean someone could use a Daedric Dagger before they could use an Iron Shortsword, which doesn't really seem right to me since the former is obviously better. I think weapons of each type (Short Blade, Long Blade, etc.) should have requirements in that skill based on the material of the item. However, you could still make, say, Daedric Wakazashis have a higher requirement than a Daedric Dagger if you wanted, just to add a little more complexity. So that would essentially merge both ideas, making the requirements based on material and weapon type.
Two reasons: realism and balance.
Let me put it this way: who uses broadswords, sabres, clubs, spears, and such? Nobody, because they svck compared to their better counterparts. By making them easier to wield than their higher-quality buddies, people with lower (like minor or misc) skills are encouraged to use them. This way, a monk is more likely to wield a staff or club instead of a huge-ass warhammer. 'Course, they will probably still svck with them, which is why there will be a (optional?) Fortify Attack ability for those who use weapons best suited to their level of skill.
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Natalie J Webster
 
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Post » Mon May 07, 2012 3:10 pm

I wasn't aware that this kind of stuff was possible with globals...
What I mean is, have each requirement represented by a global variable, and work those variables into the scripts. So instead of saying "if Player's Heavy Armour skill is less than 40...", say, "if Player's Heavy Armour skill is less than DaedricArmourRequirement".

The plan is to favor low-end equipment via making middle-class stuff relatively hard to use. i.e. You can wear Chitin in the beginning if you're a stealth character with LTA as a major skill (possible racial bonuses included, dunno, working on that), but if not, you'll have to stick to leather and fur for a while. I'll go easy with the high-quality stuff. In the end, with maxed END and HVA, it really doesn't make a difference whether you're wearing Ebony or Daedric.
I get that, but if you can't use Daedric until you have a Heavy Armour skill of 100 then that's no fun at all.

Two reasons: realism and balance.
Let me put it this way: who uses broadswords, sabres, clubs, spears, and such? Nobody, because they svck compared to their better counterparts. By making them easier to wield than their higher-quality buddies, people with lower (like minor or misc) skills are encouraged to use them. This way, a monk is more likely to wield a staff or club instead of a huge-ass warhammer. 'Course, they will probably still svck with them, which is why there will be a (optional?) Fortify Attack ability for those who use weapons best suited to their level of skill.
I still think the best solution would be to make weapon requirements based on both material and weapon type, for the reason I said before. I definitely see where you're coming from through, and I'm glad you've thought things through.
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Dan Stevens
 
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Post » Mon May 07, 2012 9:31 am

What I mean is, have each requirement represented by a global variable, and work those variables into the scripts. So instead of saying "if Player's Heavy Armour skill is less than 40...", say, "if Player's Heavy Armour skill is less than DaedricArmourRequirement".
Ahh, yes. That would work nicely. Very convenient. Thank you. :foodndrink:
I get that, but if you can't use Daedric until you have a Heavy Armour skill of 100 then that's no fun at all.
Exactly. That's why I said I'll go easy with the better armors. I try to find values that would approximately coincide with the skill you have when finding higher-end armors, e.g. when you find it, you already have the skill to use it. A full Daedric suit is hard enough to collect as it is.
I still think the best solution would be to make weapon requirements based on both material and weapon type, for the reason I said before. I definitely see where you're coming from through, and I'm glad you've thought things through.
I do understand your point, it's just that I don't feel it necessary to have requirements on material. Let's say that the requirement to wield claymores is 50. What's the probability of a character with a LBL skill of 50 having a Daedric or Glass claymore? If that's his/her major, he/she won't have a high enough Level to find them on leveled lists, or be strong enough to take down someone who wields one. On the other hand, say we have a scout-type character named Joe. Joe is basically a ranged fighter, but likes having a blade with him should the need for close combat arise. Since LBL is not one of Joe's main skills, it's only 40. Let us again assume things and say that the requirement for longswords is 40. Somewhere along his travels, Joe has found a nice Ebony sword which he uses as his melee backup. He wouldn't use a claymore, though, because he's not that good with swords. Or, we have a very rich Telvanni wizard who carries a valuable Daedric dagger, even though he's not very good with it, and definitely not good enough to carry a wakizashi.

It's just that in the end, Morrowind is not about skills and levels and whatnot. I don't want to be too restrictive. However, none of this is final, so I''l keep your idea in mind.
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Taylah Illies
 
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Post » Mon May 07, 2012 5:20 pm

Fair enough :)

Good luck with the mod!
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latrina
 
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Post » Mon May 07, 2012 1:53 am

We thank thee. This will probably take longer than it ought to due to tumultous events in the ever so mysterious Real Life, but I'll do my best.

Also, I probably should do my own WIP thread instead of continuously hijacking this.
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Phillip Brunyee
 
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Post » Mon May 07, 2012 1:14 pm

great news! iam realy looking forward to your mod tabasco!
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