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Valkyrie Armor Request


tshroom

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I made a custom class Valkyrie that specializes in using bows, swords, and conjuration/restoration. I don't normally beg for things, but I have to ask if someone will try and make a set of armor and a sword similar to the items worn by Lenneth from Valkyrie Profile.

 

Exe:

 

http://pspupdates.qj.net/uploads/articles_module/36294/valkyrie-profile-lenneth-20060508042945589.jpg

 

There wouldn't have to be a quest to go along with it, but a small dungeon where you had to save lost souls or something similar for the armor would make it cool. The actual stats for the armor should be balanced, but not overpowered enough to make the game pointless.

 

I think a good deal of people could enjoy this mod. Please hear my call.

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No one seems to be taking interest. I would be willing to pay $2 for this via paypal if it was well done. Thats the same thing they charge for some of the official Mods!
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The problem isn't interest, it is the few people able to do meshing of any kind, the overabundance of requests, and the near total lack of any ability to use new meshes. Sure, weapons are easy, they only work with a single point, and have the same havoc stuff. Armor requires alot more. The best you could hope for would be some halfassed retex of female elven armor, alpha-enabled skirt, daedric bracers, and growlfs boots. And even that wouldn't be particularly close.
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Thank you for enlightening me. So it isn't possible to create custom armor? Only to retexture current armor used in the game?

 

Forgive me. I am new to the modding scene. I played with a few mods on Morrowind, but nothing serious. Now I am taking full advantage of Oblivion.

 

I would like to see how your suggestion turned out though. As long as they respec the armor to all be heavy and include the right buffs I think I could make due. I don't expect it to be perfect.

 

The game is relatively new. Are modders discovering new things they can do the the construction set every day or is it locked out to only allow a certain degree of customization? It seemed like Morrowind had unlimited capabilites. Almost as if you could use the Morrowind engine to make your own game with all new models and even different gameplay mechanics.

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Well, I never said I would, or even could do what you want. It would certainly take decent photoshopping skills to get things to look even remotly right. I was mostly giving anyone with said skills a place to start.

 

As for your question on modding. Most of the CS functions are more or less open. However, there are a number of things within the base game coding which might prevent alot of the things people liked about Morrowind. Namly, equipment slots.

 

In Morrowind, you have each arm, wrist, upperleg, hand, foot, lower leg as a different slot. So on your right wrist you could wear one bracer, on the other, a different bracer. In oblivion, the slots are more limited, both hands count as 1 slot, both upper, and lower legs as well as the groin cound as 1 slot together, both arms, wrists, and chest count as 1 slot. What that enabled with Morrowind was being able to equip helmets that didn't remove hair, and pieces of armor or clothing which didn't take up your standard chest/legs slot, allowing for more accessories. It was also easier making meshes since there wasn't very much bending between the various pieces. In Oblivion, all visible meshes have to be tied to a slot, and since only 2-3 of them could really be used (would have to give up rings/amulet) without affecting too much, it limits what you can do.

 

I would say that this, combined with the whole meshing thing are two things that stand out as being main limiters. Voices can be figured out once a quest is made and has some following. All the scripting stuff in the game can be recreated in the CS, so most of the limiters there are just figuring out how. Where there isn't a "how" there should probably be a "why", as most of the stuff which scripting can't really do tends to be almost overly complicated, or pointless.

 

The only things that are really locked out at this point are animations, and some of the hard coded stuff. Everything just requires alot of work from the few people who can do it. I spend my time posting here, helping people with their problems, rather than working on just my own stuff, mostly in hope that I might help increase that number of people who can do it.

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Now that you mention it I do remember the armor system in Morrowind was more pleasing. Morrowind in general was a better game to me than oblivion now that I think about it. It seemed much more detailed when it came to story, quests, lore, etc.

 

And since we are now on the topic.. Will Oblivion mods become highly advanced as time progressed? EG: Could a modder theoretically make plug-ins that rival the official plugins? Or, could a modder make a full on expansion pack with the CS (given time and a skilled team of modders)?

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Tshroom, for future reference thread bumping isn't allowed unless your thread has been dead for a week or more. It's in the rules. Please avoid that in future, thanks.
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And since we are now on the topic.. Will Oblivion mods become highly advanced as time progressed? EG: Could a modder theoretically make plug-ins that rival the official plugins? Or, could a modder make a full on expansion pack with the CS (given time and a skilled team of modders)?

 

Not to sound conceited, but I would like to think that my mod would certainly be rated better than the official plugins. Though it doesn't offer any quests, or anything, it makes better use of the AI, and adds a bit more variety to towns. Atleast, once I get through the 2-3 months of testing, and the following month or two of adding minor details and stuff. I'm not even at the testing stage yet though. In general though, the official plugins suck. Only the mehrunes razor one actually adds a decent quest, and is considdered as a benchmark for modder quests. So given that, there are already a few mods that are better than the official plugins.

 

There is also work on some modder expansions and other stuff, so almost certainly there will be more stuff eventually. There are even some total conversion teams working on projects, so those two might be of interest.

 

All things take time. When you started morrowind, there were probably already many content adding mods available, so it seemed like the community was actually doing something. With oblivion, only within the last 3 months or so has anything of substance been made. Once more stuff gets figured out, and more people start playing Oblivion (many still can't even run it) things are bound to pick up pace.

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So far, I've only uploaded one, and that was more of an example of how to do some stuff than anything that provided content.

 

The one I'm currently working on is a bit more complicated, and I'm still doing my own playtesting. Since the mod tends to change every day, playtesting isn't something that can be done in a single sitting. I'm using multiple saves at multiple points just trying to see if all the packaging stuff works. Keep in mind, I'm only about 1/10th done with it. There are a few people already interested in getting their hands on it, so it shouldn't be too hard to find. I will naturally try and force people to use these forums durring open testing, so if you keep your eyes open over the next month, you're bound to come across it eventually.

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