Thank you very much for the quick responses everybody. Its nice to know that there will be a potential market for the finished product before I get fully committed
![:)](http://www.gamesas.com/images/smilie/smile.png)
I did consider this while I was designing the background mechanics. But my thoughts were that the OnHit event gets fired quite a lot in a short space of time, I don't want to bog down the scripting engine. Whereas, the OnKill event would fire less. This is what swayed me to go the OnKill route as a way of tracking the player getting in fights.
To be honest, I didn't think of archers. What I can do is condition the event not to add to the kill count if the player was wielding a bow when they made the kill. This'll mean that those killed at distance won't add to the kill count. Or...while writing that I just thought of a better condition...have it only add to the count if the player and the victim are within a short distance from each other when the kill occurred. This will cover ranged spells as well as bows
But I do agree that the OnHit event would make this even more realistic. I will look into switching over to that event. You never know, maybe my apprehensions explained above will turn out to be unjustified
![:shrug:](http://www.gamesas.com/images/smilie/shrug.gif)
I totally agree. My approach does not really touch any vanilla systems so, in theory, it should work with those mods out of the box. But I won't really know for sure until I start testing it with the other mods.
I
believe the blood splatter mechanics are hardcoded, at least I have never come across the mechanics within the CK. I did consider going down the EffectShader path, but ultimately I went with NiOverride, as it allows me to tailor the scratches to the material of the armour, making a more realistic end result. I know this means far more work for myself, but my OCD won't let me be happy with just a generic overlay of scratches showing on top of the player's armour, with all the small visual problems this will result in.
No problems with having ideas thrown about. That's pretty much the point of why I made this thread so early in development. I'm a quite open modder, i will always give my honest opinion on any ideas put forward
![:)](http://www.gamesas.com/images/smilie/smile.png)
It will be the second one, swapping TextureSets at runtime. When you say it will result in a huge workload, do you mean for the game or for me?
If you meant for the game, then there's no need to worry there. The NetImmerse Override plugin allows me to alter the textures of equipped armour pieces on a PER REFERENCE basis. This will mean only the player's armours will get scratched up, while the rest of the armour refs in game using the same base object will remain vanilla textured.
But if you meant for me, trust me, I've already weighed up exactly how much work this will entail. You are correct, it will be a huge undertaking, but I'm up for it.
So far, I'm half way through the textures for the iron armour and that has taken me just under an hour to get to this point. In theory, that should translate to about 1 - 2 hours work per armour type.
It won't be finished in a week, but by Talos, I'll get there
![:)](http://www.gamesas.com/images/smilie/smile.png)
- Hypno