has anyone done any of the deadly dragon armory armors and what not?
Custom XML Topic
Started by
T3nd0
, Dec 17 2012 01:22 PM
173 replies to this topic
#11
Posted 18 December 2012 - 01:52 AM
#12
Posted 18 December 2012 - 03:12 AM
This came out today, so I don't think so. If they use the appropriate vanilla materials it shouldn't matter.
#13
Posted 18 December 2012 - 04:05 AM
just out of curiosity, would there be any downsides if there was like a google docs xml file that people just kept adding things to as new item mods came out, so there would be one large master list? or would that bog down/cause errors for those who did not have the mods in question?
#14
Posted 18 December 2012 - 04:59 AM
@sigmadave
i dont know how t3nd0 wants to do that, so you may want to pm him... but i dont think extra xml lines would cause a problem, it would just read that the item wasnt in the game or added by mods and then show an error in a log (maybe?) then continue and play fine.
at least thats my theory...
@matthias5570
yeah i just figured id ask, but no it doesn't use the appropriate vanilla materials sadly. so ill probably do that in a second and post it on here for anyone
i dont know how t3nd0 wants to do that, so you may want to pm him... but i dont think extra xml lines would cause a problem, it would just read that the item wasnt in the game or added by mods and then show an error in a log (maybe?) then continue and play fine.
at least thats my theory...
@matthias5570
yeah i just figured id ask, but no it doesn't use the appropriate vanilla materials sadly. so ill probably do that in a second and post it on here for anyone
#15
Posted 18 December 2012 - 05:17 AM
Deadly Dragons Armory - http://pastebin.com/PMkYpt6i
The only weapon I modified was Ashbringer (bow) which I changed to a longbow. One problem I had with the editing, maybe a fresh pair of eyes can shed some light, the Furious Dragonslayer's set refuses to budge from wherever it seems to think it's getting its armor value from. I can set the value to <materialOverride>DRAGONSCALE</materialOverride> or even <materialOverride>LEATHER</materialOverride> the value will not budge. Everything else has been set so the first tier is of light armor is dragonscale and the forged tier is dragonplate. The heavy armor starts at Ebon and the forged sets are Daedric.
Edited: Missed a line off pastebin, fixed.
The only weapon I modified was Ashbringer (bow) which I changed to a longbow. One problem I had with the editing, maybe a fresh pair of eyes can shed some light, the Furious Dragonslayer's set refuses to budge from wherever it seems to think it's getting its armor value from. I can set the value to <materialOverride>DRAGONSCALE</materialOverride> or even <materialOverride>LEATHER</materialOverride> the value will not budge. Everything else has been set so the first tier is of light armor is dragonscale and the forged tier is dragonplate. The heavy armor starts at Ebon and the forged sets are Daedric.
Edited: Missed a line off pastebin, fixed.
Edited by Desaan, 18 December 2012 - 05:39 AM.
#16
Posted 18 December 2012 - 06:37 AM
Small fix for Dragon Knight Armor by Hothtrooper44 http://skyrim.nexusm...com/mods/28287/
Fixed Dragonhide Armor (Heavy) in Auxillary, was listed as 0 value.
<armor_material_override>
<armorSubstring>Dragonhide</armorSubstring>
<materialOverride>EBONY</materialOverride>
</armor_material_override>
Fixed Dragonhide Armor (Heavy) in Auxillary, was listed as 0 value.
<armor_material_override>
<armorSubstring>Dragonhide</armorSubstring>
<materialOverride>EBONY</materialOverride>
</armor_material_override>
Edited by Desaan, 18 December 2012 - 06:38 AM.
#17
Posted 18 December 2012 - 07:57 AM
You want a googledoc?
So it shall be:
https://docs.google....aVYrYrI-sY/edit
It's identical to the one I uploaded yesterday at this point.
Edited by T3nd0, 18 December 2012 - 07:58 AM.
#18
Posted 18 December 2012 - 10:53 AM
@Desaan
But if you include the following into the xml:
<armor_material_override>
<armorSubstring>Dragonhide</armorSubstring>
<materialOverride>EBONY</materialOverride>
</armor_material_override>
would that mean that crafting and tempering requirements would require ebony smithing perk (heavy side) or dragon smithing perk (light side)?
If anyone can shed any light on this, please...
But if you include the following into the xml:
<armor_material_override>
<armorSubstring>Dragonhide</armorSubstring>
<materialOverride>EBONY</materialOverride>
</armor_material_override>
would that mean that crafting and tempering requirements would require ebony smithing perk (heavy side) or dragon smithing perk (light side)?
If anyone can shed any light on this, please...
#19
Posted 18 December 2012 - 11:34 AM
As far as I understand gertim it's just where it gets it's armor ilevel from, so the patcher knows what value to assign to it.
Changing what trees it's part of (via perks) and what resources it uses would require editing of the actual recipe.
Changing what trees it's part of (via perks) and what resources it uses would require editing of the actual recipe.
Edited by Desaan, 18 December 2012 - 11:42 AM.
#20
Posted 18 December 2012 - 12:44 PM
@ gertim:
Such a line would ADD the ArmorMaterialEbony keyword, and would make Ebony Smithing a requirement for crafting and tempering - in addition to any other condition the recipes might have.
Don't use armor_material_overrides on stuff that already uses vanilla keywords, as that'll confuse the patcher.
Such a line would ADD the ArmorMaterialEbony keyword, and would make Ebony Smithing a requirement for crafting and tempering - in addition to any other condition the recipes might have.
Don't use armor_material_overrides on stuff that already uses vanilla keywords, as that'll confuse the patcher.



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