[RELz] Unique Finery Replacer v3

Post » Tue May 17, 2011 12:07 pm

Sorry to say, the links on PES to both the tutorials aren't working - they go to an error page (file not found). I'm really looking forward to trying this out!

Slightly off-topic question about your other just-released mod, for the new inventory icons. Does the game make its own icons for enchanted items from a swirly background behind a transparent-base icon (ie. the black background is treated as transparent so it can simply put a standard swirl behind your new icon and it displays correctly) or does there have to be a remade enchanted item icon too for everything to match these? These look so magnificent that that would be... a bummer. :(

The enchanted item swirl is a separate texture. As long as icons are created properly with alpha transparency there should be no problems seeing the default enchanted item swirl or using a modded version as a replacement. ;)
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Dean
 
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Post » Tue May 17, 2011 3:25 am

Goddammit, I hate File Planet sometimes. I even re-uploaded and I get the same error. [censored] it, I'm this close to abandoning PES and only uploading to TESNexus.
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Dan Stevens
 
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Post » Mon May 16, 2011 11:46 pm

There's always http://www.fliggerty.com/phpBB3/portal.php. :)

Total control and easy updates. :whisper:




KF
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luis dejesus
 
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Post » Tue May 17, 2011 6:53 am

@Mask*DeMasque: Yeah, it is intentional, and I suppose it is a place holder until I think of a better signet ring for Helseth. But, honestly, your character is very naughty if he is trying to kill king Helseth to get his overpowered ring. Not that we care about Helseth, but no one wants to make Barenziah cry. :nono: :P


I wasn't trying to kill him, hehe... At least not yet. I was just looking through the CS. My intent at first was to try to make some screenshots for you, but I don't quite know how to use height in the CS myself.
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Danny Blight
 
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Post » Tue May 17, 2011 5:30 am

Goddammit, I hate File Planet sometimes. I even re-uploaded and I get the same error. [censored] it, I'm this close to abandoning PES and only uploading to TESNexus.


I understand that the updated files, require up to a few hours to be active.
This happened even to me.
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patricia kris
 
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Post » Tue May 17, 2011 1:21 am

@Helena: I haven't played Better Clothes, so I didn't know it made those changes.


I'm really surprised anyone playing with mods these days plays without BB/BC!

I'll put together a little tutorial for using the EE to edit my .esps and upload that, since a tutorial is easier to make than to create .esps for every possible permutation to avoid conflicts. :shrug:


Its really easy for people who follow this forum, but to the generic user, stuff like that is often a non-starter (assuming they even see your tutorial at all and instead post about the clipping).

Just out of curiosity, what does the plugin give you over a plugin-less solution in this mods case?

PS - please don't abandon PES...Nexus is horrid in many, many ways (search-ability, visuals, download speed, etc)
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Robert Devlin
 
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Post » Tue May 17, 2011 8:31 am

I actually don't play Morrowind, that's the thing. When I do play, I'll probably use BB and BC.


I almost feel unhappy with this release, like I've lost my way somehow and forgot that I'm making the mods for me to enjoy. I think another update may be in the works. Mainly, I've decided not to have artifact ring replacers, and instead use those meshes for some of the other unique rings. I'm having quite a bit of success, I'm happy to say.
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Cccurly
 
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Post » Mon May 16, 2011 11:21 pm

...I was just looking through the CS. My intent at first was to try to make some screenshots for you, but I don't quite know how to use height in the CS myself.

You can drop an item into a cell, double-click the item, and then use the xyz coordinates to position it. I usually just use height (z) = 0. Turn on grid snap and it's pretty easy to arrange things.
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Steeeph
 
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Post » Tue May 17, 2011 4:37 am

Having fun thinking about enchantments. I have a script template for adding a spell/ability to the player when an item is equipped, which means I can put a spell/CE on an item as well as a CE/spell (respectively) to the player. Fun times. My goal is to make the items powerful but also useful. Artifacts needed to be more powerful, and in general items needed to be more consistent in terms of power, i.e. a piddly unique item shouldn't be way more powerful than a famous artifact, but should be more powerful than something the average player could enchant his/her self. For artifacts, I referred to their properties in Arena and Daggerfall, which is why you see Sanctuary listed under the Khajiiti ring.
Spoiler
Aundae's Aura
Fortify Willpower 10-20pts for 30sec on Self
Fortify Short Blade 5-10pts for 30sec on Self
Fortify Mysticism 5-10pts for 30sec on Self
Fortify Destruction 5-10pts for 30sec on Self
Sun Damage 1-3pt for 30sec on Self

Berne's Aura
Fortify Agility 10-20pts for 30sec on Self
Fortify Sneak 5-10pts for 30sec on Self
Fortify Hand to Hand 5-10pts for 30sec on Self
Fortify Unarmored 5-10pts for 30sec on Self
Sun Damage 1-3pt for 30sec on Self

Quarra's Aura
Fortify Strength 10-20pts for 30sec on Self
Fortify Blunt 5-10 pts for 30sec on Self
Fortify Hand to Hand 5-10 pts for 30sec on Self
Fortify Heavy Armor 5-10pts for 30sec on Self
Sun Damage 1-3pt for 30sec on Self

Heartfire
fort agility 10-20 for 30
fire shield 10-20 for 30
chameleon 10-20 for 30

Heartheal
fort endurance 10-20 for 30
shield 10-20 for 30
levitate 10-20 for 30

Heartrime
fort willpower 10-20 fro 30
frost shield 10-20 for 30
sanctuary 10-20 for 30

heartthrum
fort intelligence 10-20 for 30
lightning shield 10-20 for 30
spell absorption 10-20 for 30

heartfire(belt)
fortify speed 10-20 for 30
fire shield 10-20 for 30
Reflect 10-20 for 30

Blood Ring
resist fire 10-20 for 30
resist posion 10-20 for 30
fire shield 10-20 for 30
restore fatigue 20-40pts

Heart Ring
resist shock 10-20 for 30
resist paralysis 10-20 for 30
lighting shield 10-20 for 30
restore health 10-20pts

Soul Ring
resist frost 10-20 for 30
resist magicka 10-20 for 30
frost shield 10-20 for 30
restore magicka 10-20pts

warlock ring
reflect 15
fortify speed 15
SPELL: restore health 40-100pts

vampiric
absorb health 10-30 for 10s target
absorb fatigue 10-30 for 10s target

wind
fortify speed 30
SPELL: levitate 10-20pts for 30s

phynaster
resist poison 20
resist shock 20
resist magicka 20
Shield 20

Khajiiti
fortify agility 20
Sanctuary 20
SPELL: invisbility for 30s

Moon-and-Star
Fortify Personality 20
Fortify Speechcraft 20

Mentor
Fortify Intelligence 15
Fortify Willpower 15
fortify max magicka 0.5

Denstagmer
resist fire 30
resist frost 30
resist shock 30

Seizing of Erabenimsun
absorb strength 10-20 for 30
absorb willpower 10-20 for 30
Telekinesis 75 for 30

The Thong of Zainab
Detect animal 100 ft for a0s
detect key 100 ft for 10s
detect enchantment 100ft for 10s

Teeth of Urshilaku
disintigrate armor 100-200 for 5
disintigrate weapon 100-200 for 5

Madstone of Ahemmusa
Sound 30-60 for 20 Target
Blind 30-60 for 20 target

hortator robe (telvanni)
fortify magicka 60
fortify intelligence 10
fortify willpower 10

hortator ring (redoran)
fortify health 60
fortify endurance 10
fortify strength 10

hortator belt (hlaalu)
fortify fatigue 80
fortify speed 10
fortify agility 10

Usheeja
SPELL: frost damage 20-40pts on target

Hunter STR
fortify strength 20
fortify attack 15
resist normal weapons 10

Hunter SPD
Fort Speed 20
fortify attack 15
resist paralysis 10

Helseth Collar
fortify sneak 15
fortify security 15
fortify speed 10

Robe of the Lich
drain health 100pts
fortify magicka 200pts
resist normal weapons 10

ring of raven eye
fortify marksman 20
fortify night eye 20
feather 25

Whitewalker
weakness to frost 150
chameleon 50

Amulet of Infectious Charm
fortify personality 30
weakness to common disease 20

Black Jinx
absorb luck 30-50 for 60
burden 100-400 for 60

Robe of st. Roris
restore fatigue 100-140pts
restore health 80-100pts

Rilms
Fortify Personality 20-30 for 30s
Fortify Endurance 20-30 for 30s

Aralor
Drain Health 10 pts for 30s
resist magicka 30 pts for 30s
resist shock 30 pts for 30s
restore health 2 pts for 30s

How do they look? Fun? Not too over/under powered?
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NEGRO
 
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Post » Tue May 17, 2011 1:22 pm

Bump. Feedback on those enchantments please?

Also:
http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/c_robe_deeds.jpg. I'm thinking the Redas Robe of Deeds, but it could be for anything. What do you think? I was inspired by Xanondorf's Rare Robes collection, the "Oracle" robe in particular. But, I wanted to see what I could do with vanilla textures. Looks practically the same!
http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/c_robe_roris.jpg. I liked the humble common robe for the Saint, but I wanted it to be distinct, so I gave it the textures from another robe. What do you think? I could try editing the bag textures, but I kind of like it as-is.

EDIT: I do plan on using Vince's Drakescale robe for the Robe of Drakes Pride. The readme doesn't mention anything about permissions (i.e. if permissions are needed or not, etc); is it okay to assume that the author doesn't mind other modder's using the meshes and textures? I'll give due credit, of course.
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Robert Jackson
 
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Post » Tue May 17, 2011 6:19 am

Goddammit, I hate File Planet sometimes. I even re-uploaded and I get the same error. [censored] it, I'm this close to abandoning PES and only uploading to TESNexus.

If I were you I would probably listen to KF advice to upload it on GHF, because you have a lots of admirers of your mods there including me, but I can provide you a correct link for http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=4519 on http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index and please update the OP. :wink_smile:
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Madison Poo
 
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Post » Tue May 17, 2011 5:53 am

I like all the enchantments except one. It doesn't make sense to me to have a drain health and restore health on the same item (Aralor). Is there some reason from lore to have both?

Other than that they look great. :D

Edit: The robes look awesome. I love the "common" look of the Robe of St. Roris. Very nicely done. :D




KF
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Courtney Foren
 
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Post » Tue May 17, 2011 9:27 am

I like all the enchantments except one. It doesn't make sense to me to have a drain health and restore health on the same item (Aralor). Is there some reason from lore to have both?

Other than that they look great. :D

Edit: The robes look awesome. I love the "common" look of the Robe of St. Roris. Very nicely done. :D




KF

Well, the original shirt had a damage health 2-6pts for 1sec on Self, and then a restore health enchantment. I figured I'd modify it. The itchy hair shirt drains your health by 10. However, even though you have ten less health all the time, you'll be restore health at 2pts per second. So, if you had 100HP, you'll have 90HP plus a constant regeneration of 2pts per second to health. Even though you regenerate health, it won't go up past 90. Does that make more sense? :unsure: It's sort of like a trade-off.

And thanks for the feedback! I was working over this for several days, the 6th house artifacts were particularly tough to decide what to do with them.
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DeeD
 
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Post » Tue May 17, 2011 6:06 am

It makes sense if the damage health is a one time shot (putting it on) and then the restore health for x seconds. The way you have it listed, the damage runs for the same amount of time as the restore. You also have it listed as a drain health, rather than damage. :) Maybe have the damage health set at a specific number, then have the restore health put it back over 30-60 seconds?

Just my thoughts. :D




KF
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vicki kitterman
 
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Post » Tue May 17, 2011 9:52 am

It makes sense if the damage health is a one time shot (putting it on) and then the restore health for x seconds. The way you have it listed, the damage runs for the same amount of time as the restore. You also have it listed as a drain health, rather than damage. :) Maybe have the damage health set at a specific number, then have the restore health put it back over 30-60 seconds?

Just my thoughts. :D




KF

Well, yes, I put it as Drain Health instead of Damage Health on purpose. It didn't really seem like much of a trade off if it was damage health, because then it just gets restored with the Restore Health part of the enchantment. I had actually contemplated making the entire thing constant effect, maybe that would make more sense? Drain HP for 30s means that 10HP is drained for a duration of 30s, not that 10HP is drained per second. Or maybe I am misunderstanding your post? You mention damage health, but I deliberately decided to change the original enchantment to drain health for the aforementioned reasons. Do you think it be better if the enchantment was CE and not a "Cast when used"? Apologies if I'm misunderstanding your post, I didn't get good sleep last night so I'm a little :wacko: right now.
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Juan Suarez
 
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Post » Tue May 17, 2011 9:49 am

I could be wrong, but I believe the drain health is an x per second effect meaning that it would drain a total of 300 points over the course of 30 seconds. If this is the case, the restore health would restore 60 points in the same 30 seconds. If I am wrong about the drain, then it would make perfect sense to have it as you originally had it. I'll have to do some research. :D

Edit: After looking it up I've found that damage health is permanent, so not a good choice IMO unless you make the number fairly small. This would have the effect of making it unwise to swap the piece out repeatedly.

Drain health is as I suspected. It removes x health every second for the duration of the spell. This means it would be partially negated by the restore health portion of the enchantment and make it effectively useless.


KF
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Cagla Cali
 
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Post » Tue May 17, 2011 3:22 am

Update is coming soon. Do people want me to include an .esp that doesn't alter enchantments?
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Flesh Tunnel
 
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Post » Tue May 17, 2011 12:53 pm

Choice is always good, as long as it's not too much trouble. You'll please a lot more people by giving the choice. :D




KF
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Crystal Birch
 
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Post » Tue May 17, 2011 2:28 am

Choice is always good, as long as it's not too much trouble. You'll please a lot more people by giving the choice. :D




KF

Okay, I guess I can do that. But it won't have my price changes and other fun stuff. I did have the presence of mind to make a copy of my .esp before I started having fun with enchantments and scripts. Guess I'll have to make a no-enchantment + no-robe version, too, huh? Well, whatever, I guess. Just a few simple clicks in the EE.

Oh, and I have screenies this time! I just plopped everything into Nifskope. Took about 2 hours yesterday evening making the screenies. :blink: But, they sure are pretty. Wait till you see my robes! :D
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josie treuberg
 
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Post » Tue May 17, 2011 11:09 am

Considering your previous efforts, I'm sure it will be awesome. :) Can't wait to see this one. UFR 1 is already on my "can't play without it" list.




KF
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Terry
 
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Post » Tue May 17, 2011 3:00 am

The Sixth House Amulets, I think should be altered. Maybe a constant Drain Personality, Blight Disease, but as to simulate the effects of Corprus, have Fortify Strength and Fortify Endurance. Eh, I don't know..
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Vicki Gunn
 
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Post » Tue May 17, 2011 12:25 am

The Sixth House Amulets, I think should be altered. Maybe a constant Drain Personality, Blight Disease, but as to simulate the effects of Corprus, have Fortify Strength and Fortify Endurance. Eh, I don't know..

I changed it so that the 6th house amulet has a drain personality 20pts and resist normal weapons 10pts CE. I'm open to suggestions for better/cooler enchantments.

With any enchantments that have negative effects applied to the player: to calculate charge cost per use, I added the cost of the positive effects only minus 1/2 the cost of the negative effect. Soul cost is 5x that amount (vanilla method). In other words, even though the game mechanics don't account for it, I manually applied the theory that placing a negative enchantment on ones' character ought to reduce the cast cost (a benefit-cost trade-off to reduce cast cost).

Full list of enchantments:
Spoiler
Aundae Amulet
Fortify Willpower 5 for 30s
Fortify Short Blade 10 for 30s
Fortify Mysticism 10 for 30s
Fortify Destruction 10 for 30s

Berne Amulet
Fortify Agility 5 for 30s
Fortify Sneak 10 for 30s
Fortify Hand to Hand 10 for 30s
Fortify Unarmored 10 for 30s

Quarra Amulet
Fortify Strength 5 for 30s
Fortify Blunt 10 for 30s
Fortify Hand to Hand 10 for 30s
Fortify Heavy Armor 10 for 30s


Heartfire Amulet
fort agility 10-20 for 45s
fire shield 10-20 for 45s
chameleon 10-20 for 45s

Heartheal Amulet
fort endurance 10-20 for 45s
shield 10-20 for 45s
levitate 10 for 45s

Heartrime Amulet
fort willpower 10-20 for 45s
frost shield 10-20 for 45s
sanctuary 10-20 for 45s

heartthrum Amulet
fort intelligence 10-20 for 45s
lightning shield 10-20 for 45s
spell absorption 10 for 45s

heartfire(belt)
fortify speed 10-20 for 45s
fire shield 10-20 for 45s
Reflect 10 for 45s

Blood Ring
resist fire 10-20 for 45s
resist posion 10-20 for 45s
fire shield 10 for 45s
restore fatigue 20-40pts

Heart Ring
resist shock 10-20 for 45s
resist paralysis 10-20 for 45s
lighting shield 10 for 45s
restore health 10-20pts

Soul Ring
resist frost 10-20 for 45s
resist magicka 10-20 for 45s
frost shield 10 for 45s
restore magicka 10-20pts

warlock ring
reflect 15
fortify speed 15
SPELL: restore health 40-100pts

vampiric
absorb health 10-30 for 10s target
absorb fatigue 10-30 for 10s target

wind
fortify speed 30
SPELL: levitate 20-40pts for 30s

phynaster
resist poison 20
resist shock 20
resist magicka 20
Shield 20

Khajiiti
fortify agility 20
Sanctuary 10
SPELL: invisbility for 45s

Moon-and-Star
Fortify Personality 20
Fortify Speechcraft 20

Mentor
Fortify Intelligence 15
Fortify Willpower 15
fortify max magicka 0.5

Denstagmer
resist fire 30
resist frost 30
resist shock 30
SPELL: frost shield 10-20, fire shield 10-20, lightning shield 10-20 for 45s

Seizing of Erabenimsun
absorb strength 5-20 for 30s Target
absorb willpower 5-20 for 30s Target
Telekinesis 50-75 for 30s Target

The Thong of Zainab
Detect animal 100 ft for 15s
detect key 100 ft for 15s
detect enchantment 100ft for 15s

Teeth of Urshilaku
disintigrate armor 50-100 for 5s Touch
disintigrate weapon 50-100 for 5s Touch

Madstone of Ahemmusa
Sound 30-60 for 20s Target
Blind 30-60 for 20s target

hortator robe (telvanni)
fortify magicka 40
fortify intelligence 10
fortify willpower 10

hortator ring (redoran)
fortify health 40
fortify endurance 10
fortify strength 10

hortator belt (hlaalu)
fortify fatigue 80
fortify speed 10
fortify agility 10

Usheeja
SPELL: frost damage 40-80pts on target

Hunter STR
fortify strength 20
fortify attack 15
resist normal weapons 20

Hunter SPD
Fort Speed 20
fortify attack 15
resist paralysis 20

Helseth Collar
fortify sneak 15
fortify security 15
fortify speed 10

Robe of the Lich
drain health 100pts
fortify magicka 200pts
resist normal weapons 20

ring of raven eye
fortify marksman 20
fortify night eye 20
Detect Enchantment 35ft

Whitewalker
weakness to frost 200
chameleon 50

Amulet of Infectious Charm
fortify personality 30
weakness to common disease 20
Drain Fatigue 40

Black Jinx
absorb luck 30-50 for 30s
burden 100-400 for 30s

Robe of st. Roris
restore fatigue 8-10 for 45s
restore health 2-5 for 45s

Rilms
Fortify Personality 10-30 for 45
Fortify Endurance 10-30 for 45

Aralor
Drain Health 10 pts for 45s
resist magicka 20-30 pts for 45s
resist shock 20-30 pts for 45s
restore health 2 pts for 45s

Hort Ledd
Fire Shield 10-20 pts for 30s SELF
Turn Undead 30-60pts for 30s Target

Erur-Dan
Fortify Intelligence 10-30 for 30s
Sanctuary 5-10 for 30s

Adusamsi
Paralyze 8s Target
Absorb magicka 5-10pts for 8s TARGET

Surefeet
jump 30
slowfall 20

Mara Blouse
Fortify willpower 10
Resist magicka 10
Fortify mysticism 10

Mara Skirt
Fortify speed 10
Fortify Restoration 10
Resist Normal Weapons 10

Zenithar Frock
Fortify Merchantile 5-10 for 30s
Fortify Endurance 5-10 for 30s

Restoration shirt
Restore Fatigue 5-20 for 5s
Restore Health 3-10 for 5s
Restore Magicka 3-10 for 5s

Caius Black Shirt
Fortify Sneak 20
Resist poison 5

Caius Ring
fortify security 20
resist magicka 5

Caius Pants
Fortify Illusion 20
resist paralysis 5

Ring of Equity
Spell Absorb 100% for 30s

Dahrk Mezalf
Demoralize Creature 15-50 for 30s
Demoralize Creature 15-50 for 30s
Disintigrate Armor 10-35 for 10s
Disintigrate Weapon 10-35 for 10s

Ring of Azura
night Eye 20
Restore Fatigue 3
SPELL: Summon Winged Twilight for 30s

Nuccius Cursed Ring
Drain health 5pts for 30s
fortify athletics 5pts for 30s

Marara Ring
reflect 20
Resist normal weapons 30
Fortify acrobatics 20

Peakstar Pants
Fortify Alteration 10-20 for 45s
fortify unarmored 10-20 for 45s
levitate 10 for 45s

Peakstar Belt
Fortify Willpower 10 for 45s
Resist poison 10 for 45s
Frost Shield 10 for 45s

Zenithar Wiles
Charm 10-50 for 30s touch
Sanctuary 10 for 30s SELF

Zenithar Warning
Silence for 30s target
Blind 10-25 for 30s target

Ember Hand
Weakness to Fire 10-30 Target
Fire Damage 10-30pts target

Bitter hand
Weakness to Poison 10-30 Target
Poison 10-30pts Target

Elvul Black Blindfold
Blind 20-50pts for 30s Target
Drain Marksman 20-50 for 30s Target

Aryon Helper
Summon Flame Atronach for 60s
Summon Frost Atronach 60s
Summon Storm Atronach 60s

Aryon Dominator
Command Creature 5-10 for 30s TARGET
Command Humanoid 5-10 for 30s TARGET

Stendarran Belt
Fortify Blunt 5-10 for 30s
Fortify Restoration 5-10 for 30s
Fortify Endurance 5-10 for 30s

Malipu Ataman Belt
Fortify Agility 10 for 30s
Restore HP 2 for 30s

Northern Knuck Knuck
Damage Fatigue 300-500 for 1s target

Sanit Kil Heart of Fire
Fire Shield 20 for 30s
Fortify Destruction 10 for 30s

Arobar Amulet
Summon Dremora for 45s

Amulet of Shadows
Chameleon 50-75 pts for 45s

Amulet of Gemfeeding
Soultrap in 75ft for 60s Target

Amulet of Domination
Command Humanoid 10-20 for 30s Target

Amulet of Admonition
Sound 20-40 in 50ft for 30s

Robe of Burdens
Burden 200-400 for 30s Target

Robe Trials
Drain Fatigue 50-100 for 30s Target

Weeping Robe
Blind 5-30 for 30s Target
Sound 5-30 for 30s Target
Disintegrate Armor 5-10 for 30s Target
Disintegrate Weapon 5-10 for 30s Target

Thief Ring
Fortify Agility 10 for 30s
Fortify Speed 10 for 30s

Mage ring
Fortify Intelligence 10 for 30s
Fortify Willpower 10 for 30s

Fighter Ring
Fortify Endurance 10 for 30s
Fortify Strength 10 for 30s

6th House Amulet
Drain personality 20
resist normal weapons 10

Amulet Verbosity
Fortify Speechcraft 10-20 for 30s
Fortify Intelligence 5-10 for 30s

Deceit
Fortify Security 10
Fortify Alteration 10

Treachery
Fortify Sneak 10
Fortify Illusion 10

Redas Robe of Deeds
resist magicka 10
Fortify Alchemy 10
Fortify Enchanting 10

Aesliip's Ring
Fortiy Willpower 10
Fortify Magicka 75pts
SPELL: Summon 2x Bonewolf for 45s

Robe of the Lich
Drain Health 100 for 90s SELF
Fortify Magicka 300 for 90s
Resist Normal Weapons 20-40pts for 90s


For artifacts, I took inspiration from the enchantments from past games. For Mara skirt, I took inspiration from TESIV wayshrine blessings and Chapel Attribute specialties, as well as the faction specialties (favored skills) for Mara in Daggerfall TESII.

Most stuff is similar to vanilla enchantments, but sometimes I drastically changed something.

Deceit and Treachery now have enchantments that help mage characters (illusion for chameleon, alteration to help with lock opening). Especially considering how easy it is to access those two gloves!

EDIT: changed Thong of Zainab to Talisman of Zainab. Because whenever I see "thong" all I think of is a thong bikini, and then inevitably this leads to horrifying mental images of generations of Zainab ashkhans wearing a thong under their pants...
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Mariaa EM.
 
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Post » Tue May 17, 2011 12:48 am

EDIT: changed Thong of Zainab to Talisman of Zainab. Because whenever I see "thong" all I think of is a thong bikini, and then inevitably this leads to horrifying mental images of generations of Zainab ashkhans wearing a thong under their pants...


This.
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OTTO
 
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Joined: Thu May 17, 2007 6:22 pm

Post » Tue May 17, 2011 9:52 am

Okay, I need some volunteers to help me with testing. While I did test everything, there's the possibility that I goofed somewhere, or that one of the .esp variations I made with MEE is boogered up. Drop me a PM if you want to test.

Expectations:
- test at least one of the .esps
- if you test an .esp with enchantments, do a quick check to make sure they all work as expected
- check models (equipped meshes, and ground meshes) to make sure they all match up. I'm pretty sure I tested all of these extensively, but there's the possibility I goofed on something, however unlikely that is. I think the ground mesh for the Robe of Burdens is messed up (wrong robe gnd mesh), but that is entirely a vanilla fault, not my own. I couldn't figure out how to fix it, either. Bethesda was pretty looney with the file names, I'm not sure there even IS a ground mesh for common robe 3 that is the correct colors. :ahhh:

I don't expect any major catastrophes, but I'd rather catch them with a small pre-release test than for a large group of downloaders to encounter a bug and then have to re-download the mod again.
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Maria Leon
 
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Joined: Tue Aug 14, 2007 12:39 am

Post » Tue May 17, 2011 8:22 am

after some reflection, I'm starting to worry that I've given things too-powerful enchantments, particularly items that are just unique (quest rewards) and not artifacts. I don't want to create uber items, just fun stuff. The CS shows me the cast cost and calculated charge for "cast when used/on strike/only once", so I can deliberately try to make sure I don't create cast costs of over 1000 (unrealistic!). Unfortunately, the CS doesn't show me the calculation for CE items. I know what the formula is, and I can calculate it, but it is a tad tedious.

If you are a master enchanter, what's the most artifact-like CE enchantment you could create? Can you make any of the enchantments I've listed if you had, say, a soul gem with a soul value of 800 to 1000.

I especially want feedback for quest reward items, I want to be mindful that a low-level character doesn't receive something astounding, but I also don't want a someone who does the quest at higher levels to go "oh... that's all I get? A amulet with a lousy little enchantment?" I also want to know if there is a justifiable reason why some spells, such as Reflect, Spell Absorption, have huge spell values. In other words, when I make an enchantment, should I be looking at the cast cost numbers, or should I focus more on usefulness in-game? To me, spells like reflect and spell absorption seem to be priced a tad bit high, but I will admit I have little experience with those two spell effects in-game (as they are relatively rare enchantments on items).
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emily grieve
 
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