Kiwa Posted October 18, 2008 Share Posted October 18, 2008 I don't mean any offense by this by far, but I'm just curious, why is it that almost every weapon/armor mod I've seen so far all the items are simply tossed out there to get rather then work to get from an npc or level to get like with the other armor sets? Mostly this question just comes up in that looking at all the variations I've seen for glass armor (all of which I've loved) I just thought it'd be cool to have to travel to find enemies to get all the different glass armor sets. The same question is posed to people who make some really cool weapons, I've not seen enemies wielding them and for some super powerful items, it just doesn't make too much sense to just find it in a chest in the middle of a city. Sorry if this annoys anyone. Link to comment Share on other sites More sharing options...
dezdimona Posted October 18, 2008 Share Posted October 18, 2008 to obtain armor through a quest requires some knowledge of scripting and other modding knowledge that many modders do not have, I being one of those.hope that helps answer your question Link to comment Share on other sites More sharing options...
Kiwa Posted October 18, 2008 Author Share Posted October 18, 2008 to obtain armor through a quest requires some knowledge of scripting and other modding knowledge that many modders do not have, I being one of those.hope that helps answer your questionIt mostly does. Thank you. Doesn't seem to answer why it's all just sitting out to get, meaning just generic armor sets, rather then on enemies and such to go gather it from, unless I'm just unlucky and havn't seen it yet. Link to comment Share on other sites More sharing options...
jaysus Posted October 18, 2008 Share Posted October 18, 2008 well i agree partially with dezi... did one quest and is hell of a frimmeling with micro settings to get it running and have the npc use the dialogue then comes voice acting (which is broken in the new cs btw) and so onbut ive realized that placing stuff is indeed just boring... it might be ok for a vanilla powerful item but for somin like a daedric weapon it needs some effort to get it imo...thus i usually just place some enemies somewhere which are a bit more powerful than your normal encounter and when you kill em you get the thing... depending on your preferences in modding there are many possibilities from simple traps, to riddles, over enemies to whole dungeons... and none needs a quest (as most stuff in the game doesnt neither)of course thats not a real substitute to a quest but it makes a mod a bit more worthwhile i think Link to comment Share on other sites More sharing options...
Kiwa Posted October 18, 2008 Author Share Posted October 18, 2008 well i agree partially with dezi... did one quest and is hell of a frimmeling with micro settings to get it running and have the npc use the dialogue then comes voice acting (which is broken in the new cs btw) and so onbut ive realized that placing stuff is indeed just boring... it might be ok for a vanilla powerful item but for somin like a daedric weapon it needs some effort to get it imo...thus i usually just place some enemies somewhere which are a bit more powerful than your normal encounter and when you kill em you get the thing... depending on your preferences in modding there are many possibilities from simple traps, to riddles, over enemies to whole dungeons... and none needs a quest (as most stuff in the game doesnt neither)of course thats not a real substitute to a quest but it makes a mod a bit more worthwhile i thinkIn a way it's a bit more fun because it gives it a whole mysterious artifact air to it, if you're given a quest it means someone knows about it, if not it gives you a sense that you're discovering it. That is a good idea, I wish more people did it. If I ever get into seriously making stuff I'll be doing that :3 On another note, I know it's not really my place to say this since I am getting this stuff for free, but it is mildly...frustrating maybe? When someone makes a huge backstory to their item and making all sorts of personal lore behind it, but then they just go and place it in the middle of the market place. It just kinda feels like a waste of thought to all of that backstory. Link to comment Share on other sites More sharing options...
jaysus Posted October 18, 2008 Share Posted October 18, 2008 On another note, I know it's not really my place to say this since I am getting this stuff for free, but it is mildly...frustrating maybe? When someone makes a huge backstory to their item and making all sorts of personal lore behind it, but then they just go and place it in the middle of the market place. It just kinda feels like a waste of thought to all of that backstory. no its exactly your place as a mod user to give comment, thought and critique... and your critique is definately substantial... it takes immersion away... noone would let a poweful artifact lay around... Link to comment Share on other sites More sharing options...
SavageArtistry Posted October 18, 2008 Share Posted October 18, 2008 Maybe I'm different because I prefer new things within easy reach, but then again I'm a bit obsessive about mods and have probably way too many, so questing all over the place for items gets old for me personally. I'm not asking for anything though. I know enough about the CS to put items where I want. I guess everyone has different preferences for how they play the game, which is why it's understandably impossible to cater to everyone. Link to comment Share on other sites More sharing options...
jaysus Posted October 18, 2008 Share Posted October 18, 2008 well if you just want lets say this funky looking hat i say go ahead give it a merchant but if its some über (oh sorry you dont have that letter :P) super duper sword of mass destruction i think it should be hidden away... also i think the more mods with hidden stuff you have the more exploration starts to make fun... aslong as you dont know the exact location of each item... thats why i like 300 artifacts... (well i dont like the looks lol) i still stumble across some tough fights and great rewards from time to time i never had before... Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 19, 2008 Share Posted October 19, 2008 to obtain armor through a quest requires some knowledge of scripting and other modding knowledge that many modders do not have, I being one of those.hope that helps answer your questionIt mostly does. Thank you. Doesn't seem to answer why it's all just sitting out to get, meaning just generic armor sets, rather then on enemies and such to go gather it from, unless I'm just unlucky and havn't seen it yet.Another reason for this is to reduce the chance of conflicts with other mods. A minor change to a cell is alot less likely to break another mod, or interfere with another mod, than adding a creature, npc, or more cells. But really, it's a matter of time, effort, and ability. Weapons and armor meshes can often take many hours to get working right, and because of this, the mod maker usually just wants to get their work out and appreciated by others. If the item is released as a resource, this actually works in the favor of other modders who are doing quest or area mods since those other modders can then use those resources without having a negative impact of whatever the weapon/armor maker was planning to do with them. Some armor/weapon mod makers don't even make a .esp for exactly this reason. It's really just easier to place a weapon in the middle of the IC somewhere, and let the player just pick it up than it is trying to put the weapon in a container, or a merchant (again, the conflict issue), having to come up with a quest for your item can also be a challenge. Ability is also a factor since those who are really skilled at making meshes may not have had much time to learn anything more than the basic CS operations. And occasionally, those who try, end up making mods which cause problems with other mods because of how they tried adding their item. You also have to realize that some people don't want to go through the trouble of some quest, or gaining enough gold to get something they just downloaded, they want things to be easy, and have fun from using the item, not from trying to get it. Link to comment Share on other sites More sharing options...
SickleYield Posted October 20, 2008 Share Posted October 20, 2008 Vagrant pretty much has it. I personally am almost exclusively a modeler and texturer (though I hope to make my first quest mod soon). This is not fast or easy. I also am not hugely comfy with the CS and want to spend as little time there as possible. When I get new stuff, I want it on my characters ASAP so I can take screens of them and play with my new toys. So I tend to have it either a. available easily for free or b. for sale in a shop where it's all together and easy to find, or both - a vendor in Cyrodiil and a free test chest in Hawkhaven or somewhere similar. I'm still a bit annoyed with the original maker of the Exnem warrior armors (I use an FF version) for adding them to a character so ridiculously hard to kill that I've had it for months and still can't use it unless I'm willing to cheat. For me and many others who are more into roleplay than hack 'n slash, the fun of new items is using and displaying them - not jumping through a bunch of hoops to get them. If the journey and not the destination is what I want, I'll get a large quest mod, not an armor/weapon. Link to comment Share on other sites More sharing options...
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