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Bonus Armor (Need your suggestions)


Kolagon

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I'v been working with construction kit for the past few days and I've got an idea that requires your thoughts, what I plan to do is make the vanilla armor more useful where they do more than just raise your armor. This is a lists on the types of armor that exists in the game.

Light Heavy

Fur Armor Iron Armor
Leather Armor Steel Armor
Chainmail Armor Dwarven Armor
Mithril Armor Orcish Armor
Elven Armor Ebony Armor
Glass Armor Daedric Armor

 

My plan, is to give those armors Resistance, weaknesses, to certain types of magic between 2% - 5% and among other things. There are six pieces to each armor, so that'd 12% - 30% when all pieces are worn. So my suggestion to you guys: What kind of resistance/weaknesses would each armor type have, how flammable is fur armor? How much shock can the othere resist? etc, I'd like your thoughts on this.

Edited by Kolagon
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Different regions should have different resistances, like more frost resistance for armors found in or around Bruma. It would great to see these on merchants to some limit of course, and also in dungeon LLs where you might get some more varied results.

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It would be better to have at least 1 or 2 other variants on the armor types. I certainly wouldn't want every last piece of steel armor, for example, to have the same exact +'s and -'s. If you're just doing this for yourself then do what you like. I'm only suggesting this in case you want any sort of serious downloads for this. Then you should make it as dynamic as possible so people have some options and range with it.

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Seems like you're on the right path with deciding what the limit should be 30%.

 

Also I like how you asked if fur should be more flammable - yes, but that would probably be more to the point where it would damage the health of the armor more than the wearer. Also in turn, I would think steel would conduct electricity more so shock damage would probably do a little extra to chain but probably more to steel. And unlike fire and fur, I'm guessing this would not really do any other than normal damage, but I don't think magic does any damage to armor anyway unless its just that particular spell.

 

I guess find the logical rhythm that makes the most sense to you and go with that would be my suggestion. Just try to keep it balanced with all the other normal ways players can buff and debuff in the game like with spells and amulets and rings and such but I think you already had that in mind.

 

Me, I would probably overthink everything just once and make a list. Then I would have to compromise on what's not going to make it into the mod for sheer lack of convenience of it or some other reason. Of course you can never make any mod perfectly realistic, but half the fun is trying to get it as close as possible!

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As of now, I don't no idea how to direct the damage to the armor, except change all the vanilla spells to include a disintegrate armor, but that won't be needed since the armor's health tends to already drop rapidly depending on the enemy, your skills, the enemy's damage, and whatever mods people use.

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So far, I've got most of the buffs applied and I uploaded my file a few days back, however someone pointed out there's two problems with the mod: One, the new enchantments will be useless mid/late game and you can't enchant any of the armors, the second problem is the sudden increase in value, allowing the player to sell them for a lot of gold.

 

the first problem is solved easily if people used Enchantment Mastery nod, but I can't fix the second problem, I can lower the armor value but not the new value created by the enchantments. So I thought about creating two variations of the armor, enchanted and non-enchaned, but I've found out it would take a very long time, if only there was a way to apply unique IDS without needing to rename every single one of them, blarg...

Edited by Kolagon
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See I hadn't even thought of that. Nice that someone pointed that out for you. But how are the enchantments useless mid to late game? You'll have to forgive me, I tend to mod more than play the durned game lol.

 

Also, how do you make a non-enchanted version with those adjustments?

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