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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » The Mead Hall » Weapon Tweaks » Hello You
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Cleavus
Journeyman


Registration Date: 06.07.2008
Posts: 13
Location: Ontario Canada

Weapon Tweaks Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Hey everyone, I just joined today. I've been doing a bit of work on tweaking the original stats for all blunt weapons and the claymore's in Oblivion. However I am just in the beginning stages and have not done all the enchanted equipment yet. When I started playing Oblivion, I was excited to use the blunt weapons, maces to smash their skulls in, hammers to... well even worse than the mace. However I quickly realized that all the blunt weapons sucked, and so did the Claymore's. So I changed the damage, speed and range on all the blunt weapons. Trust me when I say this, the Warhammer now kicks ass. The reasoning behind my changes was so that players felt more inclined to go whichever way they wanted with weaponry, all blade weapons are faster than blunt weapons... well the waraxe is like the blunt shortsword. So I increased the damage on the one-handed weapons by a small amount, and greatly increased all the two handed weapons.

Here is a list of the changes I made.
Claymore: +3 Damage
Battle Axe: +5 Damage
War Hammer: +6 Damage, slight decrease in speed
Mace: +3 Damage, slight decrease in speed and reach
War Axe: +2 Damage, slight increase in speed

Please post or PM me if you like the changes you see. The two Handers have been moded so severely so that it is actually worth your while to use them now, Shield for better defense, or 2 hndr for better attack, now you will actually notice a larger difference.

If I get good reviews I will work on the enchanted equipment as well.

I posted in this area because I also intend to do some work for Terje who is doing the lovely Nordic armor, I will be doing the stats for the armor, and I will make them as reasonable as possible compared to the other armor stats, as soon as I get the files from him I will begin the work, if you have any suggestions on how the equipment should be compared to the other equipment in game, once again leave a reply or PM me.

Thanks for reading, and I hope for your replies.

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Erik Martin

This post has been edited 1 time(s), it was last edited by Cleavus: 06.07.2008 00:37.

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Terje
Protector


Registration Date: 08.03.2008
Posts: 29
Location: Canada

Thumb Up! how goes it! Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I'm going to make a war axe now that iv finished the helm and armor when thats done i'll send the three files to you to tweak as you see fit and I would like you to place the armor, helm and axe on agnar the unwavering. oh and welcome to the forum thingy!
06.07.2008 00:45 Terje is offline Send an Email to Terje Homepage of Terje Search for Posts by Terje Add Terje to your Buddy List
Siegfried
Archduke


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Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

RE: how goes it! Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Hi, welcome to our forums. Balance wise the armor should probably (I would guess) be similar in quality to dwarven. Alasdair has the final say on all of this though because he is responsible for implementing it all into the master file, so waiting for his input is the best bet.
06.07.2008 01:27 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Cleavus
Journeyman


Registration Date: 06.07.2008
Posts: 13
Location: Ontario Canada

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Yeah, I was thinking about balancing between Dwarven and Orcish, however you guys see fit. I also want to make a fine set of the armor too, if that is ok with you guys. However I would need a suggestion for a hard to reach place so that the players don't find it immediatly. I was thinking of enchanting it and would probably fortify STR, END, Blunt, Heavy Armor, and Block, make it about as powerful as Ebony maybe.

Is Agnar the Unwavering part of Silingrad, if so, then I will need to download the files. I would love to become a part of the community.

Please tell me what you think about my tweaks on the overall weapons system too.

I have also been working on some races, so far the best one I have made is an Orc Juggernaught, which actually regenerates his health, I still have some minor issues to fix on him. but he has proven fun to play with, and is quite powerful... but not completely broken.

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Erik Martin

This post has been edited 2 time(s), it was last edited by Cleavus: 06.07.2008 01:51.

06.07.2008 01:42 Cleavus is offline Send an Email to Cleavus Search for Posts by Cleavus Add Cleavus to your Buddy List
Siegfried
Archduke


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Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

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You can download our files here. For the record we are a project separate from Silgrad Tower, they just host our forums. To my knowledge Agnar is not a part of our mod though, its from the original game so you wouldn't necessarily need to download our files to implement the stuff.

I like what you're doing with your tweaks to weapons, if you end up tweaking the balance of Skyrim's weapons though you'll need to release it as an unofficial plugin dependant on our esm. The reason for this is that we don't want to alter the balance of our equipment from that of the original game because most players still play with vanilla balance. There are other players though that use alternate balance systems such as OOO or MOBS, (eventually too there will be those that adopt your own tweaks after you release the finished product). The thing is though that we can't build in support to our esm for every one of the different balance mods out there, so we choose to balance things as close to vanilla as possible. After that plugins based on our esm can be made for people using the various balance systems out there; it's easier to allow compatability for everyone that way. On the other hand though that's not to say that our items will always have the same stats as Oblivion's. Skyrim is aimed at players who have already beat Oblivion's mainquest, so many of our weapons and armor will be more powerful than what you can find in the original games; that will apply to our enemies as well. All items however will continue to progress at the same rate as the progression of the original game.

The enchantments you suggest for a Fine version of the armor are pretty l33t, if they were applied it would have to be a one of a kind armor hidden in a very remote location (download our esm and take a look around Skyrim to get a feel for the hard to reach locations we have in the mod).

This post has been edited 1 time(s), it was last edited by Siegfried: 06.07.2008 03:03.

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Cleavus
Journeyman


Registration Date: 06.07.2008
Posts: 13
Location: Ontario Canada

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So far what I have done with the weapon Tweaks, is create sepperate plug in files, I even did it for Shivering Isles. So I will just make a plug in for it, it works nicely however the people using it may need to change whatever weapon tweaks they have, I am still in the testing stages, but am quite pleased at the moment.

For the Fine Nordic armor on the other hand, I was thinking that maybe I could implement my Orc Juggernaught race and equip it onto him, he is much like a troll... only a lot stronger, and with the fine equipment he would be a tank. If a player can defeat him, I'm sure they deserve the armor. Wink

P.S do you recommend Silgrad tower, I loved Morrowind and it might be interesting.

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Erik Martin

This post has been edited 1 time(s), it was last edited by Cleavus: 06.07.2008 03:59.

06.07.2008 03:56 Cleavus is offline Send an Email to Cleavus Search for Posts by Cleavus Add Cleavus to your Buddy List
Alasdair
Jarl of Skyrim


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Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England

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There are technical reasons that stop us from editing content in vanilla Oblivion. The only thing we can really do is add content to the game, master files work differently to normal esp files - one master file cannot edit the content in another master file (not reliably anyway). This really forces us to stick with the style of vanilla oblivion for all our weapons. The one place where we differ from Oblivion is that we are going to level all our creatures statically.

quote:
For the Fine Nordic armor on the other hand, I was thinking that maybe I could implement my Orc Juggernaught race and equip it onto him, he is much like a troll... only a lot stronger, and with the fine equipment he would be a tank. If a player can defeat him, I'm sure they deserve the armor.

If that plan is for Skyrim you could equip it on a normal orc, we are not really in the business of implementing new races unless we really have to. Of course if you are not changing the appearance of a race with new models, there is no need to implement a new race for NPCs. The CS gives you total control of all your NPC stats, so implementing a 'Juggernaut Orc' race would give you no benefits over using a standard Orc.

quote:
P.S do you recommend Silgrad tower, I loved Morrowind and it might be interesting.

Yes, Silgrad is really cool. You should at least download it. :D

This post has been edited 1 time(s), it was last edited by Alasdair: 06.07.2008 04:16.

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Cleavus
Journeyman


Registration Date: 06.07.2008
Posts: 13
Location: Ontario Canada

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quote:
If that plan is for Skyrim you could equip it on a normal orc, we are not really in the business of implementing new races unless we really have to. Of course if you are not changing the appearance of a race with new models, there is no need to implement a new race for NPCs. The CS gives you total control of all your NPC stats, so implementing a 'Juggernaut Orc' race would give you no benefits over using a standard Orc.


Well however you guys see fit, I'm ok with that. Seeing as the armor is Nordic, I'll just put it on a Nord... or hide it in a deep dungeon, maybe put it on an armor rack, I think that would be cool.

As far as the weapon tweaks go, I was planning on making them independent from the start, I'm a big fan of turning mods on and off for some reason. I would not be affecting the actual Skyrim file itself, and I have also done the same for my mods on Oblivion and Shivering Isles, I will need to take a look at what Vanilla Oblivion changes in game, so if anyone has a link please post, I have endless hours to spend on my projects because it is summer, and I enjoy it greatly... one more thing, where should I post my files, I already have posted some in Fileplanet but it takes forever for them to accept any plugins.

I'm having some trouble uploading the files, but I'll keep trying. Any suggestions on how I actually should upload them into my Oblivion Data.

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Erik Martin

This post has been edited 1 time(s), it was last edited by Cleavus: 06.07.2008 04:39.

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Siegfried
Archduke


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Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

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Would you be interested in setting up a special quest to collect the armor? You could probably pull it off without any dialogue if you were to just leave a clue in a book somewhere, that clue leads to a piece of a map, and then the player follows the map to find other pieces. Finally it leads to a remote barrow, in the depths of that barrow the is the ghost of the Nord who wore the armor in life. Defeat the ghost and then rob his grave to acquire the armor. Just one possible way to set up the quest; it would be both simple to create but original for the player.

That's good news to here you are using a modular approach for your tweaks. You can upload anything under 512 kb to this site, and it will link directly in the bottom of your post (hit the attachments button beneath the text entry when you go to post). For large files the best place to upload in my opinion is FileFront, quick uploads, and no registration to download.

When we refer to "vanilla" we just mean the default-no-mods-out-of-the-box-oblivion. It's not a mod or anything, just a slang term. So no you don't have to download it.

quote:

I'm having some trouble uploading the files, but I'll keep trying. Any suggestions on how I actually should upload them into my Oblivion Data.


What exactly do you mean?

This post has been edited 2 time(s), it was last edited by Siegfried: 06.07.2008 05:27.

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Cleavus
Journeyman


Registration Date: 06.07.2008
Posts: 13
Location: Ontario Canada

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quote:
What exactly do you mean?


I'm able to download the Skyrim file, however, I am having trouble extracting it into the right folder, should I be using WinZip, or do you suggest another program?

Here is the beginnings of my weapon mod's. Keep in mind, these weapons only include all mundane(unenchanted) weapons, I will be releasing an update in the near future if you guys like it. :alert: Keep in mind, enemies wielding Warhammer's will inflict much pain and suffering on low level Mages and Stealthers Chaos Chaos Chaos
I have also started work on ranged tweaking too, however, I do realize that fileplanet has a file that has moded ranged already, the guy even changed the velocity of the arrows. I'm gonna compare our files, and see if it is even worth me modding it, or if I should just stick with his. Here is the beginning stages for now, I added +8 damage to them, I know it sounds like a lot, but the only thing I found bows good for was sneak attacks, and lets face it, how many levels can you get off of sneak attacks, plus bows should be the strongest weapons in the game by far, way back when bows made knights obselete, this should add a stunning amount of damage to the bows, but doesn't affect the arrows. Watch out for guards with bows too, they aren't pleasent.

I would love to build the quest... I think it would be a fun project. I'm thinking of making this Nord much like a boss... lvl 50-60 sound good? and hopefully I can pull it off without voice acting. However if I do need anyone for it, got any suggestions who I should ask?

I know you don't like the new races idea, but this is just to give you a flavor of what my juggernaut is like, no need to implement into the game, just try him out, you'll need to play through the tutorials as a different race, or use the quickstart mod I am supplying too to get out of the jail though.

Feel free to play around with these mods, they are not intended to go directly into the project, but will give you a basic idea of what I can do at the moment. Working through you guys I intend to increase my skills, and possibly start adding more potent content to your master file, at the moment however, I am willing to learn the ways of quest building, NPC scripting, and building stats for any equipment you feel like throwing at me.

P.S any suggestions on a Quest building tutorial, I am almost only adept with making NPC's, items and spells... even my NPC's need some help, please give links for tutorials for NPC scripting, and quest building.

P.S.S sorry 'bout the vanilla thing Wink, I'm a fan of making mods for myself. So I don't know all the names or anything

Attachments:
unknown BluntWeapTweaks.esp (12 KB, 0 downloads)
unknown ShiveringIslesBluntWeapTweaks.esp (11.28 KB, 0 downloads)
unknown Orc Juggernaught.esp (3.28 KB, 0 downloads)
unknown RangedWeapTweaks.esp (2.05 KB, 0 downloads)
unknown QuickStart.esp (1.34 KB, 5 downloads)


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Erik Martin

This post has been edited 8 time(s), it was last edited by Cleavus: 06.07.2008 09:08.

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Cleavus
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Registration Date: 06.07.2008
Posts: 13
Location: Ontario Canada

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Ok, so I checked out that guys ranged weapon tweaks, and now have the understanding on changing arrow velocity, if you guys are interested I can produce a list of stats that I would be changing on all ranged equipment, he added a 1.5 multiplier to all ranged equipment, I'm going to add overall base damage on just the bows, however I will implement his velocity idea, however the arrows seem a little fast to me, so you can expect a range from 1.00(iron) to 2.00(daedric).

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Erik Martin

This post has been edited 1 time(s), it was last edited by Cleavus: 06.07.2008 09:48.

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Siegfried
Archduke


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Registration Date: 07.03.2006
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I use winrar for the Skyrim file, just make sure meshes/textures/etc are in the folder titled data and you should be good.

For quest making, doing a search on the CS Wiki is probably the best place to find a tutorial.

I like the idea of making arrows progressively faster based off of quality. BTW sorry for the slow reply, been a bit distracted with other projects lately.

Also you might find this thread interesting. I was toying with the idea of an overhaul mod myself for a while, and I planned on making tweaks to weapons to make them similar to what you're doing. Right now I've decided to hold off on doing anything, because I'm setting up leveled lists, items, and enemies for our esm, which is pretty similar to what I would be doing in the overhaul. Being able to tinker with things for Skyrim should give me a good bit more experience under my belt when the time eventually comes to start an overhaul mod of my own. I may look into integrating your weapon tweaks to my mod to help save myself some time too (with your permission of course). That's *maybe* though, I'm not entirely sure of the direction that I want to take with weapon balance just yet.
13.07.2008 03:47 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Cleavus
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Registration Date: 06.07.2008
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Location: Ontario Canada

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ya, you can use my weapon balancing, just make sure you give me some credit for it too. The ranged stuff is pretty simple to tweak, but all the other weapons would be a pain in the ass. I'll take a look at the quest builder thingy, but I gotta work soon, so not till later.

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Erik Martin
17.07.2008 21:04 Cleavus is offline Send an Email to Cleavus Search for Posts by Cleavus Add Cleavus to your Buddy List
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