Weapon Tweaks |
Cleavus
Journeyman
Registration Date: 06.07.2008
Posts: 13
Location: Ontario Canada
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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.
__________________ 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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06.07.2008 00:31 |
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Terje
Protector
Registration Date: 08.03.2008
Posts: 29
Location: Canada
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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! |
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06.07.2008 00:45 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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. |
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06.07.2008 01:27 |
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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.
__________________ Erik Martin
This post has been edited 2 time(s), it was last edited by Cleavus: 06.07.2008 01:51.
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06.07.2008 01:42 |
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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.
P.S do you recommend Silgrad tower, I loved Morrowind and it might be interesting.
__________________ Erik Martin
This post has been edited 1 time(s), it was last edited by Cleavus: 06.07.2008 03:59.
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06.07.2008 03:56 |
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Alasdair
Jarl of Skyrim
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.
This post has been edited 1 time(s), it was last edited by Alasdair: 06.07.2008 04:16.
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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.
__________________ 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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06.07.2008 04:33 |
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Siegfried
Archduke
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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06.07.2008 05:24 |
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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.
Keep in mind, enemies wielding Warhammer's will inflict much pain and suffering on low level Mages and Stealthers
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 , I'm a fan of making mods for myself. So I don't know all the names or anything
__________________ 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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06.07.2008 08:41 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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. |
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13.07.2008 03:47 |
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Cleavus
Journeyman
Registration Date: 06.07.2008
Posts: 13
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.
__________________ Erik Martin
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17.07.2008 21:04 |
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