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Pauldrons and Greaves


Mopel

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Hmm... One concern would be with the forge - are each of these new items going to individually forgeable? You're going to have a messy forge them. Unless you use FMO when I release it (/shameless self promotion).

 

Anywho, it seems interesting in terms of mixing and matching, for certain. However, item clutter (in player inventory) might be a bit bothersome. Not entirely certain.

 

I'd also be curious as to how you'd plan on handling enchantments (only some pieces enchantable or..?)

 

It's an interesting idea though. Put out a beta screenshot and maybe some people will volunteer to help!

 

 

Edit: An idea which might be workable is to make it so if you equip an armor piece while already having another armor on of the same type a messagebox would come up and ask the player how they wanted to equip it, allowing them to only equip a part of the new armor. As for what would happen to the armor after this... that I'm not entirely sure of. But it's an idea of a sort.

Everything you listed can be handled pretty easily with SkyProc, so just leave that to me.

 

+2 armor types to the 4 armor + shield + numerous weapon types won't clutter all that much.

I doubt inventory clutter is going to be much of an issue for the same reason.

 

Enchantments can be handled just like in vanilla, although we'd have to pick which ones are allowed for which items and which aren't.

 

Anyways, this is all easy with SkyProc, and I can handle it.

All that's needed are the nif's.

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Ok, ive messaged zemaria, Topvman and kai1995. All three of them have made mods that use many of the meshes that we need, and I am hoping they reply and send us some of them. (With great credit to them).

Edited by Mopel
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Before we start making the mod, we need to decide the armor values, weight and rating. Specifically looking at the iron armor and the banded iron armor, the rating with the pauldrons simply rose by 3, which is too small. Any ways we could work this out? Or are we going to make up the armor ratings?

Edited by Mopel
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In my opinion you should split armor rating between cuirass, pauldrons and greaves.
It could be like:
cuirass = 60% armor
greaves = 30% armor
pauldrons = 10% armor
But maybe an improved full set of armor using the crafting table will result with different stats from an improved vanilla amor.

Edited by Derok
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Using your equation it came up like this:

 

iron greaves = 8.4 (30%)

iron cuirass = 16.8 (60%)

iron pauldrons = 2.8 (10%)

 

Put together it got to 28 (the rating of banded iron armor).

 

This could help a lot, thx Derok.

 

But, on the pauldrons, should it always be a set of 2? Or can we make it seperate, with a right pauldron slot and a left pauldron slot. Again, this adds more realistic variaty, just look at some of the armors in the game, many don't have identical pauldrons.

 

edit: Topvman has replied to my message and said he will think about splitting meshes for us, he also gave permission for us to use the meshes found in his mod. "Greaves Return"

Edited by Mopel
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Good point, if we make two different pauldron slots, their rating should be higher.

 

 

iron greaves = 8.4 (30%)

iron cuirass = 14 (50%)

iron pauldrons (each) = 2.8 (10%) (full set, 20%)

That should balance it.

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So... I'm here mostly because of the request that Mopel had for me. I still not sure if I'll be able to help or if my mod for that matter is actually of any help, but there's something that worries me in this mod.

 

I really like the idea, but first, cutting the meshes is only a small part of the job. There will be severe clipping issues if the modeller doesn't make some adjusts. plus, we have 4 bodies to take into consideration:

the male body, the vanilla female body and UNP and CBBE (well, they're the most popular, I guess).

 

while this all sounds pretty cool, the pauldrons will be a huge pain in the a** to make. The torso of many armors will probably clip with some pauldrons. While we can adjust to look good in some armors, in many others they will clip or float in the characters shoulders. the torso and the greaves is also a problem. combinations of both of them with different armors will be problematic for the same reason.

 

so, I really like the idea, but I guess that you guys will have some problems. It will be a cool mod, but many combinations will just not look good and there's a hell of a job ahead. I don't think that the boredom of spliting the armors will be that much of an issue based on what I have said.

 

 

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