[RELz] Unique Finery Replacer v3

Post » Tue May 17, 2011 2:00 am

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.


Nope, that's Damage Health. Drain spells mean "For X amount of time, reduce (whatever) by Y points, and at the end of that amount of time restore it." Drain can be a very nice debuff when applied to certain attributes, and Drain Health can make very cheap one-hit-kill effects for things that have low HP in the first place - you can Drain Health Big Number Of Points For One Second, causing anything with Small To big Number Of Hit Points to die instantly but not really affecting anything with Even Bigger Number Of Hit Points at all unless they've already taken enough damage that your Drain spell gets rid of the rest.

So, re: Hair Shirt - in both cases, the shirt initially reduces your HP, then gradually restores it: note the duration of the Damage Health on the original shirt; it's only one second so you don't lose much HP, while on Alai's new version you lose slightly more HP (10 points instead of 2-6 points) BUT it comes back at the end of the 30 seconds. I think that's a fair balance for the increased magnitude of the Resist Magicka and Resist Shock components of the enchantment - bigger health decrease to balance the greater defensive properties - and even with the health coming back after 30 seconds, I don't think it's imbalanced since a: you don't get it back until your other defenses go away, and b: I always thought the Hair Shirt was completely awful compared to the items you can pay an enchanter to make for you; IMO these changes make it somewhat better and may give players a reason to actually use it. It IS an artifact, after all.
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Tue May 17, 2011 4:51 am

Ahh! Thanks for the explanation, Plangkye. Now it makes sense. :)

A 100 point drain for 90 seconds makes a lot more sense now, which means the only enchantment I didn't like before is no longer an issue. A low level PC would die if they used it, but a high level mage wouldn't even notice the hit. Perfect! :D



KF
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Tue May 17, 2011 5:59 am

Thanks.

I'm working a bit more on this still, fine-tuning the enchantments (and what items I want to even edit the enchantments for). Will do more once my Genetics midterm is over with. :dead:
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Tue May 17, 2011 2:47 am

Ahh! Thanks for the explanation, Plangkye. Now it makes sense. :)

A 100 point drain for 90 seconds makes a lot more sense now, which means the only enchantment I didn't like before is no longer an issue. A low level PC would die if they used it, but a high level mage wouldn't even notice the hit. Perfect! :D



KF


No sweat. It was confusing to me at first too - I kept getting it mixed up with Absorb. But yeah - Drain is the opposite of Fortify in the same way Damage is the opposite of Restore. Ha, probably should have explained it that way in the first place... much more efficient.
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Tue May 17, 2011 12:59 am

Currently having a conundrum with regards to tweaking the cost of enchanted items. I want to be accurate: base item cost + enchantment cost + any nontangible value (i.e. religious artifact). The CS doesn't give me the actual gold cost, only cast cost. I do have a formula in a spreadsheet that will calculate gold cost, but inputting everything is a tad time-consuming and tedious.

Pros of real calculation: accurate prices, easy to calculate "value" of script-added effects
Cons: tedious to calculate

Pros of using only enchantment cast cost: easy and fast for me to do
Cons: not accurate to in-game gold cost calculation mechanics, will have to separately calculate effect costs added by scripts


Both methods are only accurate with regards to vanilla spell effect costs (i.e. if Burden cost is reduced from 1.00 magicka to 0.20 magicka via a mod, then an enchantment with Burden will have a higher gold price than it ought to given the new spell cost)

Given the pros and cons for each, which would you prefer? I can take the extra time to accurately calculate everything, or I can just "wing-it" and release the mod a day or so sooner. I've no strong opinion about either method at the moment. I'm a stickler/perfectionist for getting realistic prices, but I'm not overly enthusiastic about using my clunky spreadsheets. Wish I knew how to program, then I could make a little calculator-style program that would calculate costs easy-peasy.

@Plangkye: Do you have any strong feelings toward the Aryon Dominator/Helper gloves enchantments? I'm considering tweaking them, but I don't want to nerf or change anything that people already enjoy a lot.
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Tue May 17, 2011 2:39 pm

Will the new UFR have an optional esp for all this Enchantment changes?
I hope so, please :)
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Mon May 16, 2011 11:30 pm

Will the new UFR have an optional esp for all this Enchantment changes?
I hope so, please :)

Yeah, as I mentioned in a previous post, there will be an .esp that doesn't have any changes to the enchantments. So, you can keep your lame-o Mentor Ring enchantment. :)

EDIT: Going to release without enchantment edits. Will turn into a larger project affecting weapons and armor, I guess.
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Tue May 17, 2011 2:56 am

It is updated! :D
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Tue May 17, 2011 2:02 pm

i like the 5 fingers of pain...
looks a ring that makes you suffer :mohawk:
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Tue May 17, 2011 1:30 pm

Additional link please, getting an error from fileplanet :(
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Tue May 17, 2011 7:05 am

Additional link please, getting an error from fileplanet :(

Yeah, dunno what's up with Fp, but the same thing happened when I put up the tutorial the first time, someone mentioned they couldn't access it. I think maybe it has to do with the updating system? I can try contacting APY about it. TESNexus is an alternate site, but the file is now so big I think you might have to register to download it.

EDIT: I just attempted to download and I'm not getting an error, it took me straight to the usual download page (where I select what server I want to dl from).

EDIT2: I am aware that TESNexus now has unregistered users sit through a stupid ad in order to download (unless they reversed this annoyance in the past week or so, which would be nice). If you are registered, you don't have to sit through the ad. Given the size of UFRv3, I think you need to be registered to dl it anyway.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Tue May 17, 2011 8:49 am

Cool! It's in for the Morrowind Overhaul patch.
Thank you again ;)
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Tue May 17, 2011 7:48 am

It works now! Thanks :D
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Tue May 17, 2011 1:25 am

Additional link please, getting an error from fileplanet :(



this is a recent issue of file planet, apparently.

Whenever you update a mod, it takes a while to be downlodable, and you get an odd error message instead.
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Tue May 17, 2011 12:03 pm

Oooh, I see a slight error with my screenies. Mainly, I mixed up the labels for the Hunter's Amulet of Speed and Strength. Nothing worth fixing, I think. :shrug:
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Tue May 17, 2011 3:46 am

any changelog please? :blush:
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Tue May 17, 2011 3:39 pm

Hi and thx for this invaluable mod :)

I just wanted to second Helena and jaredh on BC compatibility: As most modded games use BC, it would be very handy to have a separate esp for the conflicting changes of UFR.

- Not sure if you're aware of this, but the Better Clothes mod already includes a unique mesh for Therana's skirt, which your mod presumably overwrites. Since most people use Better Clothes, it might be an idea to make that part optional as well. (Edit: Same is true of other clothing items such as the Restoration Shirt. I strongly suggest that all the clothing changes be made optional, or modified to use their BC versions.)


I've already deleted them, but not everyone knows how to use programs like EE or TESAME. I just get the feeling you're going to get a lot of compaints from people wondering why their clothes are suddenly using the crappy vanilla meshes (or else they'll show up here to ask which mod is causing it). It's not a problem for the amulets, rings and belts, because there aren't any other mods that alter those for the most part.


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

User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Tue May 17, 2011 11:44 am

Hi and thx for this invaluable mod :)

I just wanted to second Helena and jaredh on BC compatibility: As most modded games use BC, it would be very handy to have a separate esp for the conflicting changes of UFR.

There's a tutorial up in the download section that will show you how to use the EE to get rid of stuff from my mod.

@papill6n: Only the models are changed, no enchantments, no prices. Screenshots and the "Big List of Changes" in the readme ought to be sufficient, no?
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Tue May 17, 2011 2:25 pm

There's a tutorial up in the download section that will show you how to use the EE to get rid of stuff from my mod.

Yeah and it's very easy :P
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Tue May 17, 2011 4:27 am

I'll throw in on the compatibility issue as well-- I don't use the EE at all for my game, because I don't like to have to use a bunch of extra utilities to play my game. I don't want to have to download and learn to use a new utility just to use your mod, and I'm assuming I'm not the only one. If you have the ability to make a compatibility patch, I don't think it's unreasonable to do so, especially with a mod as big and popular as BC.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Tue May 17, 2011 4:13 am

I'll throw in on the compatibility issue as well-- I don't use the EE at all for my game, because I don't like to have to use a bunch of extra utilities to play my game. I don't want to have to download and learn to use a new utility just to use your mod, and I'm assuming I'm not the only one. If you have the ability to make a compatibility patch, I don't think it's unreasonable to do so, especially with a mod as big and popular as BC.

EE is an excellent tool for mod-making, including cleaning mods and simple edits. I don't feel an obligation to make patches for every possible conflict. I've done more than enough by taking the time to create a simple tutorial that has about three steps. Installing MEE takes less than a minute, and editing the mod takes about 30 seconds or less.

As the saying goes: "Give a man a fish and he eats for a day. Teach a man to fish and he'll never go hungry again."
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Tue May 17, 2011 11:06 am

But nobody's asking you to make patches for every possible conflict. The only request has been for compatibility with Better Clothes, a mod that the vast majority of the community uses.
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Tue May 17, 2011 2:11 pm

I don't appreciate being imposed upon, especially when you have the knowledge and tools to remove any BC incompatibilities. I have no intention of updating UFR any time soon except for bug fixes, in which case I may consider removing the peakstar pants changes.

:mage:
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Tue May 17, 2011 10:51 am

update. Fixes the file name 32-character limit problem (hopefully!). Please let me know if I've screwed something up, I did my editing in MEE 'cause it was quicker.

Removed Peakstar's Pants entirely from both .esps.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Tue May 17, 2011 6:50 am

Cool, thanks for the update.
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

PreviousNext

Return to III - Morrowind