Ellorienne Posted February 3, 2015 Share Posted February 3, 2015 (edited) Traits For SkyrimOverview Yes, I am a busy little bee indeed. This is the second mod that I have in the works. I previously have used and altered for my own personal use, Val's Crafting Meltdown. Since then, I have decided to add traited armor, and build upon the idea of reverse crafting. In The Elder Scrolls Online, the crafting system becomes more complex. Armor and weapons may have styles (beyond my scope, I'm not creating new armors or weapons), traits (small bonuses like enchantments, but not), enchantments, and set bonuses. Armor and weapons can be improved with special improvement items, and each new level requires more rare improvement items. I am open to suggestions, ideas, constructive criticism and things that you would like included (I won't guarantee I will use it, but I will give it fair consideration). Traits For an overview of the traits that I will be adding, see this page. Some will not be relevant, and so not used. I have done a test-run to make sure that it works, and in order to implement the traits, I have added a script to each item, using the Silver Sword script as a basis. I will be adding a few more gems as required (but damn, that's a lot of vertex colours to change!). Some bonuses could simply be done by changing the values in the object's record, but for better accuracy on partial points, I'll use the script. Regular gems (not their flawless counterparts) will be all now level 1, and a standard 200g ea, so that all traits are 'equal'. New gems will be added to the list. So far I have created Onyx and Carnelian (which is actually a brownish-orange, not purple). Reverse Crafting I will also be going for a little more realism. In line with what some other modders have done, I will change some of the vanilla smithing around a little. For example, corundum will be 'copper', and steel will be made with charcoal and iron. There will be smelting recipes for all of the miscellanea around Skyrim, and these items will find more use than previously, so worth your time to pick them up. Some items will have their value adjusted to help balance this - silver goblets should no longer be worth a few measly gold. Anything silver will now be above 50g, and some items will be above 100g, so that it is above the 'take for free' threshold. You will need to have at least completed a quest for the owner before you can take these items without them being considered 'stolen'. If you are playing 'Honest Jo' then no touchies! If you are playing 'Sneaky Sam', then more wealth to you! The Tempers Fine - Honing Stone (currently using a 50% smaller orichalcum ingot) x2Superior - Refined Dwarven Oil (Blue Blood Potion) x4Exquisite - Burnt Ivory (refined void salts model) x7Flawless - Diamond Dust (unmelting snow model) x11Epic - Solvent (One of the purple potion models) x16Legendary - Tempering Allow (heartstone model) x22 Each improvement will require more improvers, and they will be harder to come by. You will need a perk (added to the Smithing tree) to get improvers, and you will have a 10%* (testing may change this) chance to receive a leveled improvement item when you smelt. There will be another way to obtain them, though at this stage I am still considering the best way to implement it - whether by purchase from the blacksmith (if they stock them - there will be a small chance) or by deconstructing previously improved items (still working on this concept), or other means. Every level will require me to create a new armor so that the value, armor rating and the magnitude of the trait will be improved. Value and armor rating improvements are based off the values in the table on the UESP for smithing. Because the improvement system works differently to vanilla, in order to improve, for example, "reinforced iron armor cuirass" to 'fine' you will need: - reinforced iron armor cuirass (which you already crafted)- 2 honing stones and it will be improved at the furnace, not the workbench. Edited February 14, 2015 by Ellorienne Link to comment Share on other sites More sharing options...
TheBawb Posted February 3, 2015 Share Posted February 3, 2015 Wow, Looks good. I like the reverse crafting idea Link to comment Share on other sites More sharing options...
Ellorienne Posted February 4, 2015 Author Share Posted February 4, 2015 Thank you TheBawb. Update - added lots of recipes for deconstructing miscellanea- added small ingots to remove the annoyance of fork and embalming tool collecting, which can be used to make full ingots.- added more armors (it's an insanely huge list. I added about 50, and 50 or so recipes, too, so far today) and their associated perks (applied by script).- the gems. 'nirncrux' is imaginary and specific to ESO, so I don't think that I should copy that. Instead, I have made 'adamantium,' which makes an appearance in Morrowind Tribunal, and has a 'reflect' alchemy effect. I have edited the soulgem model to make it look like a shiny metal crystalline substance. Since it, also, is imaginary, I could make it look like anything, but what I have come up with looks amazing. Screenshots don't do it justice with the shine. I could look at it all day, I like it so much lol. I'll test it in-game later though - I did find that white/shine is much brighter in-game, so may need to dull it down a little. http://images.uesp.net/4/4d/TR-item-Adamantium_Rock_01.jpgAdamantium in Morrowind Tribunal The other effect governed by nirncrux is the spell penetration on weapons. I'm considering either 'Welkynd Stone Fragment' (which by lore should probably not be mined up) or "Petrified Ampoule Pod" (which should probably not be mined up either). Welkynd stones are already associated with magicka, so I could logically extend the argument that latest studies by mages have found new uses for the stones; Ampoule Pods have a 'drain willpower' alchemy effect, and, in Morrowind, willpower governed (among other things) your ability to resist certain magic effects. Those are the closest that I could get to 'weakness to magicka' effect, without completely making something else up, or creating another common type of gem (last resort). Link to comment Share on other sites More sharing options...
Ellorienne Posted February 11, 2015 Author Share Posted February 11, 2015 All iron armors (including banded, not including special faction types), and all iron weapons (plus longbow) now have leveled traits added to them. That's 343 armors, and 392 weapons. i've done all of the armor recipes, and now starting on the weapon recipes. It's pretty extensive, and I don't know yet if it will be worth continuing creating it. I sure hope so. Next up will be steel. I'll come back to leather, but I may or may not create a leather tree, with improved different types of leather, with higher level animals having a higher chance of dropping leveled quality leather. I added new rings to match the new gems. All rings are now level 1, and have a value of 250 for silver and 300 for gold. All regular gems are valued at 200g each. Flawless gems will retain their original values, and amulets remain unchanged. I did look at all the wonderful things that I could do with jewelry, but it is beyond the scope of this mod, and there are much more talented people out there to create eye candy. The purpose of the additional rings is to balance the availability of all types of gems, so that there is an even chance of getting gemstones (deconstruction included) for all different types of traits. I would like to create 2 amulets, however - welkynd stone fragments and adamantium, which are using a scaled down retextured version of soulgems, do not go very well on a ring, I think. They should be hung as a pendant. That's just a personal opinion, and if I don't get any takers on my request I'll either just use a ring like the rest, or try my hand at blender. After all, I've managed to bumble my way through NifSkope fairly well so far. I might as well learn some more :) My favourite creation so far was a Jade gemstone, which I used a mesh from the Sigil Stone. I had to prune it down a lot until I had the part that I wanted, and then eventually decided to graft it onto another .nif I had been using, which was the Mehrune's Razor Gem. The Sigil Stone has a much rounder mesh with more polys (without being unreasonable). Then after searching the net high and low I finally found the missing piece that was stopping my gemstone from shining. It turns out I did need that second _em. Link to comment Share on other sites More sharing options...
Ellorienne Posted February 14, 2015 Author Share Posted February 14, 2015 I was a little discouraged by a lack of interest, but have since done some testing (and, after all, Skyrim is quite old, and this is not the baby-boards for nooboos), I regained enthusiasm. I find getting tempers exciting, and saving up tempers to improve my current items is quite motivating, as is collecting gems to use to create armor and weapons with different benefits. During play-testing I am adding various deconstruction recipes that I may have missed, and fixing any recipes that I may have botched during duplication-creation. Some of these deconstruction recipes that I wanted included circlets, so I have created both construction and deconstruction recipes for circlets. I renamed them a little (jade circlets are now orcish circlets, because they looked nothing like jade), and adjusted their value to roughly match the sum of the ingredients used to create them. I also adjusted their levels in the leveled lists to match the level of the flawless gems used in their creation. The moonstone circlets had gems that are not actually included in the game, so I created them and adjusted the moonstone circlet textures in the .nifs to match. I'll do a bit more play-testing and then finish adding the iron weapon recipes, so I can move onto steel!! Link to comment Share on other sites More sharing options...
Ellorienne Posted February 20, 2015 Author Share Posted February 20, 2015 I went ahead and created the improved leather armor options. This mod is going to be huge (in scope), but I'm making it for my own enjoyment (and will be sharing). Quality Leather Armors The armors will be leveled by smithing level. I wanted there to be some visible variation in the armors to indicate that your armor is getting better, so have chosen different leather-based armors from the game. Rawhide (fur) 10Hide (hide) 20Leather (leather) 30Thick Leather (heavy chitin) 40Fellhide (Forsworn) 50Topgrain (Morag Tong) 60Ironhide (Blackguard ie thieves guild variant) 70Superb Hide (Stormcloack officer) 80Shadowhide (Shrowded Armor, recoloured red to faded black) 90 In ESO the materials are dropped by leveled creatures in leveled areas. Since Skyrim is not designed this way I had to implement it differently. Instead, based on your smithing level, higher level tanning recipes will become available as you improve. I didn't feel that there were enough levels between leveled animals in Skyrim to make it work the same. I added some recolours of the Hide Shield for Rawhide, Leather, Fellhide, Ironhide, Superb Hide and Shadowhide. The other two will use the Chitin Shield. All of the armors have been scaled up gradually, and total AR for each set should come out just under Dragonscale. I also gradually scaled the weight down as the level increased, which seemed like a logical reward of improved, better-made armors. Likewise, the $value of each item goes up as quality goes up. I used the Base values of leather armors as a starting point, and, looking at the range of values across all of the base-game armors, used the minimum and maximum values as a guide. TanninsHaving added the quality leathers, the recipes, the armors and the recipes, I also added the tannins for improving them (to add later). The tannins will be: Pine Tannin (strength potion)Mercury (potion of lasting potency)Hemming (a beige retexture of the spool made by insanity sorrow)Embroidery (a gold, shiny retexture of the spool made by insanity sorrow)Elegant Lining (Wisp Wrappings)Dreugh Wax (my own retexture of Spriggan Sap) Some Pictures... http://static-1.nexusmods.com/15/images/110/13148380-1424419199.pngGems - Turquoise, Welkynd Stone Fragment, Chrysolite, Adamantium (ore), Onyx, Bloodstone, Fire Opal, Citrine, Moonstone, Carnelian and Jade http://static-7.nexusmods.com/15/images/110/13148380-1424420644.pngShadowhide Armor Set - the highest tier of quality leather armors. http://static-7.nexusmods.com/15/images/110/13148380-1424420211.pngTannins http://static-5.nexusmods.com/15/images/110/13148380-1424419298.pngTempers I may yet need to resize a couple of items to make them more uniform in size, and I think my honing stone is half the size that it is meant to be - I'm having a little trouble with ingots not resizing properly. Link to comment Share on other sites More sharing options...
EnaiSiaion Posted February 20, 2015 Share Posted February 20, 2015 Nice graphics. :) People don't usually care until you release something. Fact of life. Link to comment Share on other sites More sharing options...
Ellorienne Posted February 25, 2015 Author Share Posted February 25, 2015 Thank you EnaiSiaion. It's good to know, especially when I see other WIPs with a lot more interest. Today I finished adding the iron weapon recipes, finally! There was definitely some procrastination going on there. I polished up a few things, and have shared them with a close friend for a pre-pre-pre beta test of the basics. There will of course be more playtesting, and more edits, and then more armors will be added. Steel is next on the list. Link to comment Share on other sites More sharing options...
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