Silgrad Tower from the Ashes

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I have detailed what factions we are presently working on here: List of Factions .

I need someone to work on the weapons and armour for this. If no one opts for this then I can do it but IS has suggested using this mod to get the weapons and armour set up correctly: http://www.tesnexus.com/downloads/file.php?id=5572 .

What this claim involves is as follows:
  • Prepare the existing weapons and armour for use within the game (I did this but, because I was a total noob when I started here, I just threw them into the Static folder....doh!)
  • Check that any weapons and armour specifications e.g. weight, price, damage caused etc. works well and is appropriate.
  • Ensure that the weapons and armour assigned to the various Factions is appropriate.
  • List any requests for additional weapon and armour types e.g. this will need to be done for the Shadowscales and also to create brand new, specialist armour sets for the Royal Court.

Here is the original concept art thread: Armor & Weapons for Black Marsh

....some of lutemoth's designs: http://www.majhost.com/cgi-bin/gallery.cgi?f=141692

...and some of the armours that were worked on: Armors of Black Marsh

Alternatively, armour from existing mods could be used (the following list is the same as in my post further down):

Trollf's massive Armamentarium: http://www.tesnexus.com/downloads/file.php?id=18417
Wozee's Armoured Masks: http://www.tesnexus.com/downloads/file.php?id=8809
Madcat 221's Meteoric Iron Weapons: http://www.tesnexus.com/downloads/file.php?id=7608
David Whitefang's Blasphemous Staff: http://www.tesnexus.com/downloads/file.php?id=20954
Ghogiel's Armour: http://www.tesnexus.com/downloads/file.php?id=11417
Dreadcore's Goblin Realswords and Tribal Shields: http://www.tesnexus.com/downloads/file.php?id=22906
JaySus's Dragvandill Sword: http://www.tesnexus.com/downloads/file.php?id=20544
Lexton's Scales Armour: http://www.tesnexus.com/downloads/file.php?id=17327
Lexton's Newtscales Armour: http://www.tesnexus.com/downloads/file.php?id=17327
Prince Nuada's Weapons: http://www.tesnexus.com/downloads/file.php?id=22214
Sinblood's Necrostaff: http://www.tesnexus.com/downloads/file.php?id=21006
DungBeetle's Clanfear Head Shield: http://www.tesnexus.com/downloads/file.php?id=3757
DireStorms Druidic Axes: http://www.tesnexus.com/downloads/file.php?id=12221
Andragorn's Shadow Weapon Pack: http://www.tesnexus.com/downloads/file.php?id=11498
Aknevrec's Elven Armours: http://www.tesnexus.com/downloads/file.php?id=15580
Nico's Scimitars: http://www.tesnexus.com/downloads/file.php?id=16204

This is a CRUCIAL CLAIM and essential to the success of the mod. It should also be quite fun working with the weapons! We need to get this done before genuine work on AIs can begin, which is something that IS can help with, hopefully. =)
The only downside to the balancing sheet is some weapons are not covered. In this case new values for them have to be set up based on the MOBS sheet. Its an easy job which I can help with.
Ibsen,

When you said, "Prepare the existing weapons and armour for use within the game[...]", I think I can do that, if it means doing nifskopery on them to make them usable by the NPC's, making ground meshes that are havoked, etc.

I need to install the latest Blackmarsh archive and esm, so I can check out the weapons and see what all is wrong with, or missing from them. (I know, I should have installed them a while back, but I've been busy)

Koniption
Yeah, that would be great. In the meantime, I've just realised that I've been very organised and set aside plenty of stuff that I had considered including in the mod earlier. Here's a list of them that I have already downloaded and will be looking at assigning to the factions:

Trollf's massive Armamentarium: http://www.tesnexus.com/downloads/file.php?id=18417
Wozee's Armoured Masks: http://www.tesnexus.com/downloads/file.php?id=8809
Madcat 221's Meteoric Iron Weapons: http://www.tesnexus.com/downloads/file.php?id=7608
David Whitefang's Blasphemous Staff: http://www.tesnexus.com/downloads/file.php?id=20954
Ghogiel's Armour: http://www.tesnexus.com/downloads/file.php?id=11417
Dreadcore's Goblin Realswords and Tribal Shields: http://www.tesnexus.com/downloads/file.php?id=22906
JaySus's Dragvandill Sword: http://www.tesnexus.com/downloads/file.php?id=20544
Lexton's Scales Armour: http://www.tesnexus.com/downloads/file.php?id=17327
Lexton's Newtscales Armour: http://www.tesnexus.com/downloads/file.php?id=17327
Prince Nuada's Weapons: http://www.tesnexus.com/downloads/file.php?id=22214
Sinblood's Necrostaff: http://www.tesnexus.com/downloads/file.php?id=21006
DungBeetle's Clanfear Head Shield: http://www.tesnexus.com/downloads/file.php?id=3757
DireStorms Druidic Axes: http://www.tesnexus.com/downloads/file.php?id=12221
Andragorn's Shadow Weapon Pack: http://www.tesnexus.com/downloads/file.php?id=11498
Aknevrec's Elven Armours: http://www.tesnexus.com/downloads/file.php?id=15580
Nico's Scimitars: http://www.tesnexus.com/downloads/file.php?id=16204

and the concepts for some of the original armours from the previous team: Armors of Black Marsh

All of these have been checked for suitability in the mod and they are all suitable IMO. Some of them can be assigned to factions. Others can be used as rewards. I'd quite like to use shreddz's idea of a 'shade blade' as well.
Some of those are quite nice, I love the Aylied Meteoric weapon set.

The shade blade will need a script to allow invisibilty while equipped, not sure its possible to keep a constant invisibility though. But we can do something along those lines anyway.

Still a idea that needs sorting out.
Indeed. We can look for a suitable model and then add the script later, perhaps.
Sounds like a good plan IG :goodjob:
I managed to re-enable some of the old weapons today from when the archive was sorted and they became inaccessible so we now have our first weapons fully available in-game. I'm looking at introducing the rest now. But just a quick question to IS and others: do we really need MOBS, do you think? Or are we just better off leaving such a download to the player and making our own mod as adaptable as possible?

Edit - I added Nico's Scimitars to the list. We can't afford to miss out on Nico's expertise! =) Please let me know your favourites and then I can go about asking the modders for permission to use them.
Quote:Originally posted by Ibsen's Ghost
[...] But just a quick question to IS and others: do we really need MOBS, do you think? Or are we just better off leaving such a download to the player and making our own mod as adaptable as possible?

I opt to make MOBS optional. Other modders can make patches to enable MOBS. We need to focus on getting the core of the mod done, and not get sidetracked by a bunch of neat, yet optional stuff.

I think that if there has already been a mod made for such things, then let that mod maker, or someone else who liked those effects, make an add-on patch for Blackmarsh once it's done. Besides, it can get confusing for people who already use those modded effects, that when they download Blackmarsh, all of a sudden their game is all screwy because we added that effect as well, and they weren't aware of it.

Quote:Edit - I added Nico's Scimitars to the list. We can't afford to miss out on Nico's expertise! =) Please let me know your favourites and then I can go about asking the modders for permission to use them.

I like all the armor/weapons made from organic and all-natural stuff : Clansfear head, Newtscales Armor/etc, the armoured masks, (and Trollf has so much stuff, I don't know where to begin...).

Just keep in mind that the Argonians probably utilize a lot of natural materials and beast parts for their armor. I think metal stuff is more used among the Imperials, Dunmer, Nord, Orcs, etc. But the Argonians could also use metal weapons & armor. Maybe the more primitive tribes of Argonians use mostly natural stuff, and only use metal things from other races that they've taken them from.

Koniption
imo, the unique weapons should be restricted to the unique factions. this way they are rarer and are associated with the argonians and their culture, hopefully giving some visual backstory to the place. the fighters guild, being an imperial institution, should imo have imperial weapons, maybe one or two that arent uniquely argonian looking. the royal court, which appears to have significant argonian influence, should have a mix of imperial and argonian weaponry. this should establish some sort of racial differentiation. kind of how in morrowind you saw bonemold and immediately thought "dunmer," here the player would see a kriss dagger and immediately think "argonian"
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