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Learning the CS: Oblivion Weight Unit to LBs mod ^.^


Emonquente

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You look at these forums,virtually everyone believes the 35lbs swords are ridiculous ,the average Katana weighs 2 lbs, crap ones can be as much as 4, maybe five, and the one I personally have is only ~600 grams (like 1.2 lbs) , on the other end, most the swords in Oblivion (well, some, whatever) are more traditionally English, well, technically Scandinavian and Slavic but that's beside the point--- regardless Longswords generally never surpass 2-4.5 pounds either, why? Pick up an 8 lb Greatsword and give 'er a swing lad *laughs*.

 

 

 

Now, some people argue about the unit of wight used in the game, well, if it is lbs, then Bethesda's employees are insane, and if it's an algorithm. . . .despite all the math I've attempted to do on the subject, all the algorithms for every weight conversion I could think of failed. -Although- if the unit is "Half-Grosses of Grams" then it's actually fairly believable- e.g. 72 grams x 20 (iron longsword) =/~ 3.1 lbs . . . Which is actually pretty close ^.^ (they range 2-4 pounds basically) Don't ask how long it took to find that particular formula, you wouldn't believe how complex some of the ones that were a lot further off were.

 

Now, I'll be done editing every item in Vanilla with SI by Wednesday, but before I actually use the algorithm instead of estimating, some issues. First of all, I want to see how people take this mod. Second I wanna see what happens to my game with all the mods I have, because if it doesn't conflict with my set-up, I can't imagine someone it would conflict with, apart from having the same mod, or a serious fluke

 

This first version is a bit iffy, you see, first I just eye-balled everything and did it more by mind, e.g. most light greaves weigh around 1 lb and heavy ones around 3- according to the actual math is that right? Uhh. . . I'm pretty sure it isn't, but this is a proof of concept as I said, and I'm -not- doing all that math (simply because it is -so- redundant) without support "Hey would you please?" in my ear ^.^

 

Now, here's the problem with even using this right now.

 

Everyone's gonna argue, and they'd be right, so if the unit of measurement was grosses of grams, how exactly can you change it to lbs and expect to lug around 500? That's, asinine, insane, and impossible! Well, it's not impossible, 100 str would be LEGENDARY str, think you know, I can't remember his name, some German guy, ah hell, think Atlas! Still 500 is a tad much.

 

Still, by my formula at 100 str you could only handle ~80 lbs, now the max a -thief could handle would be right around there, so let's change the formula to say what a thief would have for 80 lbs.

 

My thief is usually a wood-elf, lets be generous and say the average thief starts with 40 instead of 30 str therefore. So. . . if you start at 40, in twenty levels, averaging +3 modifiers all said and done, and you level str every-other level to keep your loot capabilities up to par, end-game with 70 str, therefore our math would give out for 80 lb at 70 str--- 1.14 as the modifier, leaving a max of 114 carry weight, emm... let's change it to 1.15 just for even numbers, everything square? Well I hope so because that's what I'll be setting the carry-weight/str modifier to (unless you people throw a hissy fit) . Now, since I'm not using the formula and eye-balling it atm, I'm setting it to 2.

 

AH! Now here's the real problem with this mod as is. For every outside item you need to manually go in and lower the weight to meet my levels yourself, or else not be able to carry it. Or at least, not much else besides :P.

 

And there's another problem. I changed -every- Vanilla ITEMS' weight (books, armor, weapons, ingredients, everything), so anything that alters them, if this is loaded last you should be okay, a few more tests. . . .

 

When I finish this I'll run it as it full is, with my estimate numbers, see what happens (I have well over 200 mods, and quite a few are item mods, particularly clothing) If it doesn't cause a major kill everything screw-up in my oblivion, I can't imagine one where it would. Although the trouble of, I'd have to go back, do it again with the math (I'll be using an excel sheet to copy/paste/do it entire screens at once) but awell. . . I worry about Francesco and Oscuro and MMM or just FCOM though. . .

 

A not about how I determined that a Thief should have 70 str at lv 21. . .

 

I assumed that a Role-player that does NOT grind for that dumb-ass +5 did it, why, because what THIEF would be able to maximize their ability to increase their STR? A warrior I could believe, not a thief. I could see a thief maximizing their AGI or SPD, maybe their personality, depends on the type-- but you get the idea, a roleplayer does not WANT 100 in every stat, it's dull, it's boring, it sucks. I'm sure there's a mod out there to cap your stats based on your class ----I do believe I saw an alternate start, or was it a birth sign mod. . . . either way there were statues at the chargen dungeon and picking one of the three classes set those limits, I don't use that mod because I'm pretty good at resisting grinding ^.~ but it is great to help teach people to RP better ^.^

 

 

 

~~~~~~~~~~~~~~~~~

 

EDIT:

 

A closer look at Francesco's mod, and more so FCOM, I don't think I could make this compatible, plenty of people don't use it. . . but plenty do. I'm going to finish this test version, and try it out with my oblivion set-up (to which I am adding Fran's and configuring it to make sure my mods don't conflict first XD) --- All that thinking, and I didn't think of the overhauls.

 

I think, Fran's may already have something like this, I need to look. . . . *sighs* Bloody overhauls, so hard to anticipate what they already thought of, especially when oscuro refuses to reveal everything he did, and I can't really tell item-by-item, only be able to say it's like a whole new game.

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"72 grams x 20 (iron longsword) =/~ 3.1 lbs" ????

 

Huh.., times 20??? where do you get the 20 from??

 

If the 72 is metric grams then your calculation should be 72 / 1000 x 2,2

 

Grams / 1000 = Kilogram (Kg)

 

Kg x 2,2 = Imperial pound

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Trying to assign actual meaning to the system used for determining weight is like trying to figure out how a 6ft creature can fit inside a pokeball, and how the pokeball can change from somthing the size of a marble to the size of a baseball. Yeah, you could... But the effort probably isn't a good use of time, and you'll probably need to overlook alot of details, or be driven insane, to make any sense of it.

 

Essentially, the weight system used in Oblivion is there just for the purposes of limiting how much of certain things the player can carry, and how easy it is for them to steal something. Beyond that it has no real meaning. Trying to change things to use practical amounts would almost certainly result in things weighing too much to even carry. Half the problem lies in the fact that worn equipment isn't calculated differently from everything else, unless you have high skill in that armor type. So although a steel cuirass may weigh 65-85 pounds, when worn that weight is distributed over most of the torso.

 

They weren't trying for realistic weights, and even if they weren't trying, most of the people defining this stuff clearly didn't have the time to calculate everything from some constant unit. They simply did much the same thing as most modders do, they compare and guess based on how many of that item should be picked up and carried around. This is why most weapons, potions and equipment tend to have fairly high weights, but things like books, and ingrediants are fairly low weight. The other aspect of this is that they were trying to keep the player's inventory small so that the flaws of the inventory system (the 1-5 minute pause for processing when loading a container) wouldn't be as easily noticed.

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"72 grams x 20 (iron longsword) =/~ 3.1 lbs" ????

 

Huh.., times 20??? where do you get the 20 from??

 

If the 72 is metric grams then your calculation should be 72 / 1000 x 2,2

 

Grams / 1000 = Kilogram (Kg)

 

Kg x 2,2 = Imperial pound

 

 

 

Umm, no. . .

 

72 grams, multiplied by the 20 'units' Oblivion uses = 1440grams/ 1000 to make kgs and thence multiplied by 2.2 to get to imperial pounds.

 

^.^

 

At Vagrant:

 

Umm, you know, you're right. But it would be a damned shame not to try.....bah, I did think of that though, being realistic weights, getting everything clearly defined into either Kilos or Imperial pounds ---- Exceedingly few people would actually enjoy that, but methinks I'll do it anyway, because I don't mind it that way at the very least ^.^----basically meaning you've pretty much convinced me not to bother releasing this mod when I do finish it.

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So.., what you try to say is that 1 OWU (Oblivion Weight Unit) is 'bout 72 g (metric grams)??

 

(72x20/1000)x2.2 = 3.168 => 3.2lbs.., that would be 'bout right (for a longsword) :thumbsup:

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