The only reason that item wouldn't be processed by PaMa is if it isn't set up properly, e.g., it has clothing keywords attached to it.
Support Requests
Started by
raulfin
, Nov 10 2014 02:04 AM
291 replies to this topic
#211
Posted 24 November 2014 - 04:34 PM
#212
Posted 24 November 2014 - 05:08 PM
fixed for 1.6
#213
Posted 24 November 2014 - 05:12 PM
'Steel Imperial' is bound to Heavy, I'll add a 'Imperial Leather' to win and let them bind to Light.
#214
Posted 24 November 2014 - 05:27 PM
If the smiths have the vanilla smithing perks they should still be fully capable of doing there job. You should talk to Eggover over at the ASIS ini page for better help with editing the ASIS inis.
#215
Posted 24 November 2014 - 06:11 PM
In response to post #20134154. #20261994, #20263529, #20287929, #20296709, #20296964, #20302114 are all replies on the same post.
Sorry for the false alarm guys. I did some digging and realized what the problem was. I was having a conflict with another mod. Changed up my load order and RND now seems to work with PerMa. I'll update if I notice anything, but I'll do a bit more digging before posting next time. Sorry for wasting time.
#216
Posted 24 November 2014 - 06:35 PM
I didn't see the R18Pn 01 - Eisen Platte Armor listed so here's the template filled out.
Mod Name and url: R18Pn 01 - Eisen Platte Armor for UNP and CBBE V3 V2 (http://www.nexusmods...im/mods/11050/?)
Record type: Armor
Item Name/EDID: 0ArmorEisen* (Cuirass/Gauntlets/Boots/CuirassSkirt/BooksBK/CuirassBK/CuirassSkirtBK/GaunletsBK/CuirassLite/CuirassBKLite/CuirassSkirtLite/CuirassSkirtBKLite)
Material: Iron
Type: Heavy Armor
Skill: N/A
is it enchanted: No
should enchanted versions be made: No
should it be distributed as random loot: No
Is it a faction item: No
should enchanted versions be distributed: No
is it a unique/quest item: No
does it add custom enchantments: No
should custom enchantment be added to random loot: N/A
should scroll/staff versions be made: N/A
Does it add LLs: No
what kind of items does it distribute: N/A
should items be allowed to be added to it (LLs): N/A
Is it 'Alchemy': N/A
Is it something not listed above: The mod's smithing recipe is a little off (10 Iron Ingots, 3 Leather Strips or something just for the curaiss). I wouldn't mind seeing it as an alternative to iron armor.
Mod Name and url: R18Pn 01 - Eisen Platte Armor for UNP and CBBE V3 V2 (http://www.nexusmods...im/mods/11050/?)
Record type: Armor
Item Name/EDID: 0ArmorEisen* (Cuirass/Gauntlets/Boots/CuirassSkirt/BooksBK/CuirassBK/CuirassSkirtBK/GaunletsBK/CuirassLite/CuirassBKLite/CuirassSkirtLite/CuirassSkirtBKLite)
Material: Iron
Type: Heavy Armor
Skill: N/A
is it enchanted: No
should enchanted versions be made: No
should it be distributed as random loot: No
Is it a faction item: No
should enchanted versions be distributed: No
is it a unique/quest item: No
does it add custom enchantments: No
should custom enchantment be added to random loot: N/A
should scroll/staff versions be made: N/A
Does it add LLs: No
what kind of items does it distribute: N/A
should items be allowed to be added to it (LLs): N/A
Is it 'Alchemy': N/A
Is it something not listed above: The mod's smithing recipe is a little off (10 Iron Ingots, 3 Leather Strips or something just for the curaiss). I wouldn't mind seeing it as an alternative to iron armor.
#217
Posted 24 November 2014 - 07:00 PM
No patch needed. All issues have been L&D MCM settings.
#218
Posted 24 November 2014 - 07:10 PM
I'm almost ready with v1.6, I'll look into this and see if I can make tweaks to how they get passed out. I do agree that the knives would be much more common with common folk and that a smith will craft more of items that will sell more commonly.
You figure a smith can make ~20 Iron Hunting Knives out of the same amount of iron as a set of Iron Armor, but can sell 100 knives before the 1 set of armor, he's much more likely to make the knives.
You figure a smith can make ~20 Iron Hunting Knives out of the same amount of iron as a set of Iron Armor, but can sell 100 knives before the 1 set of armor, he's much more likely to make the knives.
#219
Posted 24 November 2014 - 07:14 PM
added to 1.6
#220
Posted 24 November 2014 - 07:31 PM
In response to post #20288304. #20296069, #20298734, #20302084, #20327099 are all replies on the same post.
I agree the knives should be passed out... ebony and elven.. not so much, not at lvl 1 at least. If I had made the game I would have adjusted value to materials making them rarer and more expensive across the board. At least to most cases.
Someone crafts a hunting knife out of ebony or elven or some other rarer material I would think its value would also be factored by craftsmanship and ornateness. But then again that could be a whole other category for distribution. If theres an orc tribe, and they have access to ebony. Their smith knows how to craft it, its not all elven pretty, but he knows how to make it.. hes going to make it. It Would be crafted well, hes not going to slop job half ass spit out some piece. Hes using this valuable material hes going to make every effort to make it a solid example of everything hes capable of, it just isnt pretty.
Do I think there needs to be another setting introduced to alter and dictate the value of items and thus alter their distribution based on value?
Nah. Raulfin has enough to do.



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