swagedelic Posted August 18, 2012 Share Posted August 18, 2012 upgrading basic weapons and armor now adds not just damage/reduction points but a little bit of pieces of the item. the game's system of upgrading seems retarded and I'd prefer for it to make sense. If i find an armor that's extremely revealing, does not cover you very well therefore it wouldnt make sense if you upgrade it and it still looks skimpy but can provide a high armor rating. If that was real life and i'm wearing boxers, yeah, I wouldn't feel that protected at all. I want a mod that makes all armor- except for the unique ones- to start off pretty basic, providing their minimum reduction points and only covers a small portion of the body, then for every upgrade level you make, it puts more and more stuff. for example, deadric armor: underwear to leather shorts, to a strip in the torso, to full torso and so on until the armor looks all sick and "legendary" like with the cape and everything. or with the boots, flipflops to slippers to shoes to boots to one with shin guards then flaming footsteps or what not. and when it comes to weapons, same thing, theyll all start off as like a stick? then attach a blade, then a better handle, to double-sided blade, to whatever.. you get the idea, the more level upgrade it gets the sicker it looks rather than just adding a lets say "legendary" or "flawless" or "epic" to the end of the name. with this, it would make sense if you wana wear skimpy armor, expect to have weak reduction points, or if your wearing like a sick armor/weapon (looks good and high damage/reduction points) you can no longer make it better. and yeah good news to wizards and witches cuz then they could just wear normal armor and not upgrade it and theyll provide no or minimal points.. and unique armors and weapons should just be upgraded to max or whatever, depending on what they look like (does it look really cool? or does it look a common item but with a unique name?).. you get the idea, every upgrade tho requires the previous level and some extra stuff like if you wana add a cape, for the legendary, you must require the armor before legendary and some fur. the next ingredient depends on what will be added to it Link to comment Share on other sites More sharing options...
Perraine Posted August 19, 2012 Share Posted August 19, 2012 This would mean creating about 5 extra texture sets and/or meshes for EVERY WEAPON AND ARMOR in game! Your game directory would blow out to about 50Gb! ... Link to comment Share on other sites More sharing options...
swagedelic Posted August 19, 2012 Author Share Posted August 19, 2012 how bout compress and make it not so detailed? if tht ruins it then just start off the same thing(basic, weak, and not so impressive looking) then instead making a new ENTIRE set, just make the little detail a seperate piece(can only be made and equiped if you have the previous rank).. Link to comment Share on other sites More sharing options...
echo1162 Posted August 19, 2012 Share Posted August 19, 2012 You wouldn't necessarily need extra texture sets, just different meshes that use the same texture. Mesh files are pretty small. I thought of something like this for one of my armors (great minds think alike), making a graduated armor set of my Dread Hunter/Huntress mod. You can temper say a main torso armor to make it stronger (fine to legendary), or you would be able to use a lower level armor as a smithing ingredient to make a better rated, more visually complex piece. You need to have an mesh that will be the final stage/most complex armor mesh. Then strip away components (like leg protection or pauldrons) from the mesh, a few pieces at a time, to create different stages or levels in the armors development. So, you start with something very basic, then use it to make the next level which is slightly more complex. Say 4 or 5 levels until you get to the final product. I though it would be good to have requirements for each level, like a minimum smithing and heavy or light armor skill level to be able to re-craft. Min 20 smithing for level 1, min 30 for level 2, or whatever. You can temper each level, but the base armor rating gets higher with each level so there is incentive to re-craft the armor. A good vanilla example would be the scale armor. There are 3 or 4? different variants ranging in how much of the body is covered. You take the one that would look like it provided the least protection and call that level 1. To get to level 2, a medium protection armor, you use level 1 as a crafting ingredient. Level 2 adds maybe 4 AR to the base of level 1. The higher level armors dont have any variants, so that would be some work to simplify the meshes for different stages. I suppose you could do something similar for weapons, but weapons aren't my expertise. Hope this makes sense. - Echo Link to comment Share on other sites More sharing options...
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