halaku Posted April 20, 2006 Share Posted April 20, 2006 My first mod :D basically what this script does is adds a armor bonus based on speed and a resistance bonus based on willpower, assuming your a monk, and have no other armor or weapons equipped. This is just the beta of what things are to come. Download @http://www.tessource.net/files/file.php?id=3241-or-http://home.comcast.net/~fscottc8/Monk_ArmorV1.1_Beta.zip Pics are included in the Zip file as well as my Tessource download page. (Still a Work in Progress)I plan on adding more functions to this very soon =) Elder Scrolls IV Ovlivion Monk Armor v1.0_Beta By. Bellatoris Domini Halaku & Aryon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A) Installation ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Unzip the file into "Oblivion/Data" folder. -Or- Place "Monk_Armor.esp" into the "Oblivion/Data" folder. If asked to overwrite, choose "Yes". 2) On launch, select data files and double click "Monk Armor" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B) Prerequisites ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Prerequisites for this mod to "Activate" 1) You cannot have any items equipped that have a armor value. 2) You cannot have any weapons equipped. 3) You have to be of the class "Monk". (I have edited the class to fit future releases of this mod) 4) If you do not meet *All* of these requirements you will not recieve any of the bonuses mentioned. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C) Description (Bonuses) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Monks Speed- Give the player a armor rating based off the Attribute "Speed". For every 5 points you gain in "Speed" after a speed of 40 you use this equation. Speed / 2 = Armor (rounded down to the nearest 0, 2, 5 or 7) example 1) Using a Speed of 80 80 / 2 = 40 2) Using a speed of 97 97 / 2 = 47 Starting at a speed of 100 your armor level progresses 2 points for every 10 points you gain in speed. example 1) a speed of 110 = 52 armor 2) a speed of 180 = 76 armor (Your armor maxes at 80 with a speed of 200) -Monks Will- Give the player a "resistance" rating based off the Attribute "willpower". It uses the same equation as "monks Speed" except after a willpower of 100, it continues to progress at the normal rate. Based off your willpower score you get the following bonuses. Resist Willpower Max 1) Disease 0-200 100 2) Poison 0-200 100 3) Magic 0-100 50 Reflect Willpower Max 4) Magic 100-200 50 -Training : Monk- A Script effect, doesnt offer any bonuses -Resolve : Monk- A Script effect, doesnt offer any bonuses. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D) Verion History ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.0 Beta - Release ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E) Contact info ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Questions, Comments, Problems send me a E-Mail [email protected] Download- http://home.comcast.net/~fscottc8/Monk_ArmorV1.0_Beta.zip ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F) Pictures ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Monk.jpg - Shows the two reference scripts used. 2) MonkArmor.jpg - Shows the Armor bonus for the first level of armor. 3) MonkSpeed.jpg - Shows the Armor bonus being added. 4) Monkswill.jpg - shows the resistance bonuses. 5) Training.jpg - shows the training script being added. (its basically the base for the whole code) Link to comment Share on other sites More sharing options...
thanateros Posted April 20, 2006 Share Posted April 20, 2006 I like the idea a lot, that it just works in the backround along with your attributes. That's a great way of implementing the change.. My criticism is that this applies to specific class, and that it doesn't work when you're wielding a weapon. It doesn't make sense that just because you're holding a weapon your AC goes down. Also, consider that a lot of mage and thief based characters don't really use armor either, so you're restricting who specifically can use your mod . IMO if you take away at least the class restrictions you'll see a lot more downloads. I don't know about including weapon wielding in the equation. It would make more sense that you don't get the bonus if you're using a shield or are wearing any other piece of armor. At least then it strikes the balance between characters who wear armor and those who don't. Another thing to consider is that in most cases, it's the quality of the equipment you have that determines your AC and not attribute scores. This could be interpreted as a logical flaw, so you might want to consider another way to implement how the attributes affect defensive combat skills. When I think of willpower, I think of a natural resistance to physical attacks, so you might change the script to essentially add a "resist normal weapons" function when the character is not wearing armor as opposed to an increase in AC. Just a thought, and again, I like the idea, just think of different ways for it to make logical sense. Link to comment Share on other sites More sharing options...
halaku Posted April 20, 2006 Author Share Posted April 20, 2006 I like the idea a lot, that it just works in the backround along with your attributes. That's a great way of implementing the change.. My criticism is that this applies to specific class, and that it doesn't work when you're wielding a weapon. It doesn't make sense that just because you're holding a weapon your AC goes down. Also, consider that a lot of mage and thief based characters don't really use armor either, so you're restricting who specifically can use your mod . IMO if you take away at least the class restrictions you'll see a lot more downloads. I don't know about including weapon wielding in the equation. It would make more sense that you don't get the bonus if you're using a shield or are wearing any other piece of armor. At least then it strikes the balance between characters who wear armor and those who don't. Another thing to consider is that in most cases, it's the quality of the equipment you have that determines your AC and not attribute scores. This could be interpreted as a logical flaw, so you might want to consider another way to implement how the attributes affect defensive combat skills. When I think of willpower, I think of a natural resistance to physical attacks, so you might change the script to essentially add a "resist normal weapons" function when the character is not wearing armor as opposed to an increase in AC. Just a thought, and again, I like the idea, just think of different ways for it to make logical sense. one thing i was thinking about was changing it to a resist damage effect instead of a armor bonus. the only other way to really get a "ac" that would be based off equipment (like light armor or heavy armor, and the level) would be to make this mod level based instead of stat based. the reason i made this mod was for the class "monk" that im adding into the game (they have no real "monk" abilities, and this is just the first addition, i wanted some people to play test it =) ) so thats why the script makes sure you dont use weapons, since.. monks dont use weapons. Except maybe a staff, which they dont have in the game (i am thinking about making some) but i am thinking about giving them bows back :D thanks for the input! need as much as possible! anyone else have suggestions? Link to comment Share on other sites More sharing options...
halaku Posted April 21, 2006 Author Share Posted April 21, 2006 :excl: I just uploaded version Beta 1.1, had a scripting problem that was causing "monks will" not to be added. all links should be updated for version 1.1 :D Link to comment Share on other sites More sharing options...
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