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Improving arrows at a grindstone


Notanon81

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Really need a Fletchers Skill and use the Workbench, grindstone in addition to the Forge.

 

The Forge work would create the heads, when metal, the grindstone to sharpen, and the workbench to assemble.

 

I am a 45 year archer who makes his own arrows.

 

I can tell you, there is a very large skill curve.

 

Higher level arrows should affect accuracy more than damage.

 

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Edited by VanKrill
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I don't want anything scaled to the players level, i despise the levelling in the world, i've modded my game a lot to be non-scaled as possible. But I agree that it would be a bonus if any modded weapons already in a players level lists would be affected too, and none of the level lists ought to be touched.

" Only thing I can think of would be a script that checks the player for playing level and other stats, then assigns any NPC with a levelled item such as a sword or decent armour a random maximum item tempering level to what they have equipped, which can change as the player levels up. Either that or manually adding fine, exquisite, etc. versions of levelled items to the existing list, which would be a nightmare (making all the tempered versions of each arrow and bolt and the accompanying recipes was a pain in the arse, I'll say that right now.). Hence a script would be much preferable if it can be pulled off, as it could also accompany additional mods without needing to manually patch them."

- why not just a script/quest that applies the value, if it was for example,
SetItemHealthPercent - to all items in an area as the dragonborn enters it?
And applies it totally random from 0, no tempering, to maybe just about the point that a level 100 smith could get it to?

That would reflect that some people in Skyrim care for their weapons, or are more technically superior, to others, who might just carry a steel sword to look fearful. It would reflect then that some of the guards spend extra of their pay on sharpening their sword at the Skyforge or local smith or something whereas others just chuck their swords against the wall at the end of the day. It'd reflect that some people carry armor that is fitted or is in good condition, whereas some people would be in baggy, ill-fitted, hard to move in armor, or armor that's lost a certain value of protective through age and neglect. Man your a legend for even listening to me, i've written half a novel about this topic since DAY1 of skyrims release, and personally, while I love to play the game, i've been patiently sitting around waiting for this mod, and I never saw it, and never heard anybody else care a single thing, infact, you were all happy being the most powerful damage in the land, i think ;p

I personally want the fear, not the knowledge that due to my massive damage, even on 1x/1x difficulty, i'll never meet a foe with any decent damage output. i want to Not know if that bunch of bandits has items of double the quality of the last bunch i fought. i want to Not know if the massive orc who i'm thinking of fighting has been 'sharpening his axe', so to say, whether his axe has been granted (fine) condition, or possible even (heroic) status. I think it should be random, and 0-grandmaster quality, throughout, to reflect that you don't need to be a major smith to take your weapon to somebody who is, and you could also be totally lax about such technicalities, even as a more powerful or important character.

(p.s to the fellow who's an archer, i agree. it'd probably be simplest for you to get a mod that just increased the range and flight-speed of all, or your favourite, types of arrows.
i've just turned up the flight speed and range of all arrows and bows in my game, which feels more realistic alongside an overall 3x damage boost on all arrowtypes and 4x on all bolts, all dlc and mod weapons too, cos, as i've said before, i'm not particularly smart, even if i'm a durgenborn - i might not BE the greatest fletcher in Skyrim, i personally think all the denizens of skyrim should be on a more even playing field, and less neutered, and if i'm going to have superior arrows, at least some of my opponents ought to too)

Edited by eddyg86
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Really need a Fletchers Skill and use the Workbench, grindstone in addition to the Forge.

 

The Forge work would create the heads, when metal, the grindstone to sharpen, and the workbench to assemble.

 

I am a 45 year archer who makes his own arrows.

 

I can tell you, there is a very large skill curve.

 

Higher level arrows should affect accuracy more than damage.

 

-

 

Yeah, I did archery myself for a couple of years back in my teens. Didn't quite get to the stage of assembling my own arrows, though. But it does explain why I'm somewhat partial to archery in this game along with the idea of a custom fletching table for assembling the higher level arrows, as it would be considered specialist equipment for skilled archers. And yes, ideally the above sequence would be preferable, but there will have to be an element of compromise if I can't figure out how to sharpen them at the grindstone. Only possible way I can see it working is to have the fletching table have a much smaller grindstone mounted on one side and the assembly jig on the other, which would in effect combine the last two steps together.

 

With regards to the fletching skill, perhaps having it as a branch of the archery skill tree would be best, though I am loathe to mess around with changing skill trees if they will clash with other mods installed that do the same thing (SkyRe and SPERG, as examples). Would ideally like to see if someone can figure out how to add a nineteenth or more skill tree, then I would be more comfortable with that approach. As for accuracy, yeah, they should, but I don't think accuracy is particularly accounted for in the game mechanics, so again the damage is a compromise of sorts. Could say the higher level arrows are more consistent in terms of being sharper and more aerodynamic than a stock arrow, hence imparting more damage due to lesser losses in travelling speed from reduced aerodynamic drag and being more easier to wound on impact due to being sharper.

 

Might work it so that the arrowhead billets are crafted at the forge instead of the smelter as they are at present, and then have them grinded into arrowheads and assembled at the fletching table. Ideally, I want to have forward compatibility with other mods that incorporate their own arrows so I don't have to actively patch my mod to accommodate for them as they arise, hence why I'm looking at using scripting to determine the arrow material types and hence which billets are needed to upgrade them.

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