That part is still being looked into.
Arms and Armor
Débuté par
Ambaryerno
, nov. 21 2009 07:45
#51
Posté 16 décembre 2009 - 01:47
#52
Posté 18 décembre 2009 - 11:10
This is amazing! Been out for a week just to find all these amazing new models!
Any chance you'll make the Sempach as well? I own that sword and I care about her quite a bit...
Cheers,
PKR.
Any chance you'll make the Sempach as well? I own that sword and I care about her quite a bit...
Cheers,
PKR.
#53
Posté 18 décembre 2009 - 01:47
Right now all the longsword slots are "full," but I can see what I can do.
#54
Posté 18 décembre 2009 - 02:42
Thank you - if I'm not mistaken, I've already seen a blade Type XVII somewhere among your swords...
#55
Posté 18 décembre 2009 - 06:27
I read in your other thread on the BITM 2da that the worksheet _sourcedata was not exporting. However, that 2da is missing the "ID" at cell A1 and the 2da wiki stated that the processor would skip those worksheets. How about moving column B to column A, add ID to cell A1 and then add the variable types to row 2? Then see if it will export that worksheet.
#56
Posté 18 décembre 2009 - 06:49
Tried playing around with that previously with no results.
The problem I think is the game not reading UTI files. I tried changing which model the Family Sword uses to play test my new one and it doesn't see it, even if I reload a saved game from before I acquired it.
The problem I think is the game not reading UTI files. I tried changing which model the Family Sword uses to play test my new one and it doesn't see it, even if I reload a saved game from before I acquired it.
#57
Posté 18 décembre 2009 - 06:54
Actually forget all of that. Instead look at the worksheet BITM_BASE on column P - Variation Worksheet. For a longsword the Variation Worksheet is 30. Now open 2DA_Base and look at the worksheet M2DA_Base. ID number 30 is longsword_variation. I believe you should add a new row to M2DA_Base with your new variation table and then reference that row number in the BITM_BASE.
#58
Posté 18 décembre 2009 - 07:31
I also set the Family Sword to be a Plot Item (sucks having to force people to roleplay such things as the personal importance of your family's ancestral sword...) and that didn't change, either.
#59
Posté 19 décembre 2009 - 06:33

Longsword #8: Painkiller
This will be a unique longsword, I'm thinking of putting it somewhere near the hospital in Ostagar. It will have the following properties:
Material Type: Grey Iron
15% healing spell bonus
+4 Constitution
I think those are appropriate bonuses to go with the name. ;-)
This will give characters not following the Human Noble origin access to a Unique Longsword early in the game.
#60
Posté 19 décembre 2009 - 04:38
This stuff is really looking good. Quick question: Is this mod going to overwrite existing models, or is it an addition? In other words, will there be a builder-to-builder package so that these new models can be used in other modules?
Thanks, and again, this is really good work.
Thanks, and again, this is really good work.
#61
Posté 19 décembre 2009 - 04:56
It IS going to overwrite the existing equipment, so there may be compatibility issues with other mods that alter the same weapons and armor. Additionally, due to the sweeping changes I anticipate in how combat works this may also cause issues with other combat mods. I WILL be doing a Builder-to-Builder release, and I'm also noting my ID ranges in the Toolset Wiki as I need them so other modders can avoid conflicts in the 2DAs.
#62
Posté 19 décembre 2009 - 09:31
Thanks for the clarification.
#63
Posté 24 décembre 2009 - 01:04
Updated Armor Types and Listing:
I'm starting to put some thoughts towards armor revisions, and this is and idea of what I'm looking at so far. This list is NOT complete.
Light
Quilted Gambeson - This will be the lowest-level armor, replacing the existing leather armor. This will be modeled much like regular clothing, consisting of a heavy gambeson of linen. The set will be completed by leather gloves and boots, with an arming cap for the helmet.
Cour Boulli - Replacing Studded Leather. Cuirass, greaves and vambraces of boiled and hardened leather.
Medium
Mail - Essentially chainmail like we already have. Matching leg armor will be chausses (essentially, mail pants) while arm armor will be full sleeves. Based on the description in the toolset Dwarven Armor will essentially be a variation of this.
Scale - Torso armor ONLY. Metal greaves and vambraces will match it for legs and arms.
Splint - Limb armor ONLY. Body armor will be replaced by some variation of brigandine or coat-of-plates.
Heavy
Cuirass - Replacing "Heavy Chainmail." A cuirass of metal worn over a hauberk of mail. Plate gauntlets and sabatons for the arms and legs, respectively. Dwarven Heavy Armor will, once again, be a variant of this.
Massive
Basically, all Massive armor will be full kit: cuirass, pauldrons, rondels, the woiks. What I'd LIKE to do is represent the different major European styles: Milanese, Gothic, Maximilian and Greenwich. It's really a question of deciding which style to use for which.
Another thing I'd like to do is match the armor designs of each part of Thedas to the regions the particular country drew its inspiration from (say, Tevinter Imperium armor bearing a Byzantine/Eastern Empire influence, using Greenwich for armor made in Ferelden, etc).
I'm starting to put some thoughts towards armor revisions, and this is and idea of what I'm looking at so far. This list is NOT complete.
Light
Quilted Gambeson - This will be the lowest-level armor, replacing the existing leather armor. This will be modeled much like regular clothing, consisting of a heavy gambeson of linen. The set will be completed by leather gloves and boots, with an arming cap for the helmet.
Cour Boulli - Replacing Studded Leather. Cuirass, greaves and vambraces of boiled and hardened leather.
Medium
Mail - Essentially chainmail like we already have. Matching leg armor will be chausses (essentially, mail pants) while arm armor will be full sleeves. Based on the description in the toolset Dwarven Armor will essentially be a variation of this.
Scale - Torso armor ONLY. Metal greaves and vambraces will match it for legs and arms.
Splint - Limb armor ONLY. Body armor will be replaced by some variation of brigandine or coat-of-plates.
Heavy
Cuirass - Replacing "Heavy Chainmail." A cuirass of metal worn over a hauberk of mail. Plate gauntlets and sabatons for the arms and legs, respectively. Dwarven Heavy Armor will, once again, be a variant of this.
Massive
Basically, all Massive armor will be full kit: cuirass, pauldrons, rondels, the woiks. What I'd LIKE to do is represent the different major European styles: Milanese, Gothic, Maximilian and Greenwich. It's really a question of deciding which style to use for which.
Another thing I'd like to do is match the armor designs of each part of Thedas to the regions the particular country drew its inspiration from (say, Tevinter Imperium armor bearing a Byzantine/Eastern Empire influence, using Greenwich for armor made in Ferelden, etc).
#64
Posté 24 décembre 2009 - 10:41
Sounds good to me looking forward to the mod
#65
Posté 24 décembre 2009 - 11:07
Yup, the Painkiller is already my favourite!Ambaryerno wrote...
Longsword #8: Painkiller
This will be a unique longsword, I'm thinking of putting it somewhere near the hospital in Ostagar. It will have the following properties:
Material Type: Grey Iron
15% healing spell bonus
+4 Constitution
I think those are appropriate bonuses to go with the name. ;-)
This will give characters not following the Human Noble origin access to a Unique Longsword early in the game.
Thank you, mate, it looks perfect!
#66
Posté 25 décembre 2009 - 04:14

Standard war hammer (1H).

Early look at the two-handed hammer, which will be replacing the mauls, in comparison to the longsword. I may lengthen the standard type even further to about 6ft total length (just shy of 5ft right now).
Additionally, rather than converting ALL mauls to the new hammer design, some will become 2H maces instead. I'm looking at something like this:
2H Hammers with new names:
Two-handed Hammer (maul)
Lucerne Hammer
Chasind Hammer
Forge Master's Hammer
Thorval's Luck
Trian's Hammer
2H Maces with new names:
Darkspawn War Club
Chasind Crusher
Morning Star (Spiked Maul)
Exalted Mace
Ideally, hammers will be given piercing damage if it can be done without making damage determined by STR + DEX.
Modifié par Ambaryerno, 26 décembre 2009 - 03:55 .
#67
Posté 25 décembre 2009 - 05:14
You mean hammers or maces? I know the hammers have that spike good for back-swinging (or piercing/hooking the armour), but I believe still the main damage is blunt. True for most of maces (especially the "morning star" types, but very likely for "flanged") that the damage could be considered primarily piercing.Ambaryerno wrote...
-SNIP-
Ideally, hammers will be given piercing damage if it can be done without making damage determined by STR + DEX.
One suggestions I would make design wise for the hammers: make the head slightly bigger, as in game it would like very small the way it is, being a 3rd person zoomable view... I know you respected the proportions very well (I've seen a good number of warhammers at Musee de L'armee in Paris), so I mean it, indeed, to change the proportions a little bit in favour of game aesthetics...
Cheers,
PKR.
#68
Posté 25 décembre 2009 - 09:01
At least in terms of game mechanics piercing is closest to what the effects of a strike by a hammer would be, as it's focusing all that energy of the strike into a very small surface area.
I intend to do away with the AP system as it exists entirely, and use a script to check the damage type (cutting/blunt/piercing) and adjust the damage based on the type of armor, rather than the other way around (which is how it should have been in the first place).
IE, mail would be very good against edged weapons, but less effective against blunt or piercing strikes. Plate, on the other hand, would be excellent protection against edged weapons and good for blunt, but less so against piercing.
And the design of the heads as I did it IS my aesthetic decision.
I intend to do away with the AP system as it exists entirely, and use a script to check the damage type (cutting/blunt/piercing) and adjust the damage based on the type of armor, rather than the other way around (which is how it should have been in the first place).
IE, mail would be very good against edged weapons, but less effective against blunt or piercing strikes. Plate, on the other hand, would be excellent protection against edged weapons and good for blunt, but less so against piercing.
And the design of the heads as I did it IS my aesthetic decision.
#69
Posté 26 décembre 2009 - 03:59

This bad boy is the Lucerne Hammer, which will be replacing the Diamond Maul. Length is just over 6ft.
#70
Posté 26 décembre 2009 - 11:19
I hear you - and must admit you have a good idea of game mechanics. However, I'd only argue the part about the hammer damage as piercing: just take a hammer and hit hard an average-thickness metal sheet. Very likely the sheet will bend in, maybe even break - but your hammer will not, by any means do a stabbing damage underneath the sheet (unless it's the above Lucerne Hammer!
). However, a spiked polearm (a mace or a hammer such as in the above screenshot - there was a large variety of polearms meant to hook, drag down and kill the armoured knight) will do exactly that.
However, there is a certain type of swords that can do decent piercing damage: take the Sempach, for instance, a Type XVII blade, as stiff as it gets and with a point as tough as a bodkin head, designed to pierce plate. I know this is arguable, and I admit I never dared pitching my 1000 dollar sword against any thickness of metal, but it certainly looks like it'd go through without too much of a problem...
As for mail, you're right, it was indeed meant as a protection mainly against swords (the warrior was using the shield when mail was at its highest). A good hit with a wooden staff would have probably incurred more damage than a sword, as the mail rings tended to embed into/crush the flesh - therefore most of the mail was worn with a leather shirt underneath. Note that a good mail (=a higher ring density, smaller rings, etc.) was effective even against arrows - though none was probably holding against a good axe blow...
As for your aesthetic decision - I only made a suggestion, based on lifelong gaming experience. However, I respect your choice and, of course, it is a good idea to keep a realism feeling to what you do.
Again, good luck!
However, there is a certain type of swords that can do decent piercing damage: take the Sempach, for instance, a Type XVII blade, as stiff as it gets and with a point as tough as a bodkin head, designed to pierce plate. I know this is arguable, and I admit I never dared pitching my 1000 dollar sword against any thickness of metal, but it certainly looks like it'd go through without too much of a problem...
As for mail, you're right, it was indeed meant as a protection mainly against swords (the warrior was using the shield when mail was at its highest). A good hit with a wooden staff would have probably incurred more damage than a sword, as the mail rings tended to embed into/crush the flesh - therefore most of the mail was worn with a leather shirt underneath. Note that a good mail (=a higher ring density, smaller rings, etc.) was effective even against arrows - though none was probably holding against a good axe blow...
As for your aesthetic decision - I only made a suggestion, based on lifelong gaming experience. However, I respect your choice and, of course, it is a good idea to keep a realism feeling to what you do.
Again, good luck!
#71
Posté 26 décembre 2009 - 02:58
The way I look at it, they're saying PIERCING, not STABBING. That's my out, the same way I see DEX meaning training and skill as much as it does physical agility.
Incidentally, the only place a dagger or sword would (reliably) penetrate plate armor is at the joints. Even purpose-built thrusting swords such as the Estoc, which had a very stiff, narrow blade, would have been hard-pressed to punch through later plate armor unless it caught the very edge of the piece (if you look at Ringeck's fechtbuch, when he discusses armored combat almost every attack is made to the joints in the armor).
Incidentally, the only place a dagger or sword would (reliably) penetrate plate armor is at the joints. Even purpose-built thrusting swords such as the Estoc, which had a very stiff, narrow blade, would have been hard-pressed to punch through later plate armor unless it caught the very edge of the piece (if you look at Ringeck's fechtbuch, when he discusses armored combat almost every attack is made to the joints in the armor).
#72
Posté 27 décembre 2009 - 05:32
I'm also looking at adding an additional "Hand to Hand" skill set for all characters. This would be a SUPPORTING skill set (so no, no massive attack bonuses or massive kill strikes):
Throat Strike - The character makes a strike to the opponent's throat. If successful the opponent is stunned unless he passes a physical resistance check.
Arm Bar - The character puts an opponent in an arm lock, imparting an attack penalty unless the target passes a physical resistance check.
Leg Lock - The character locks the opponent's leg joint, imparting a movement and defense penalty unless the target passes a physical resistance check.
Pin - The character wrestles the target to the ground, and "pins" him until he passes a physical resistance check. The attacker cannot take any other action for the duration of the pin--otherwise this will release the target--nor can the target take any action until a successful resistance check breaks the pin. Either the attacker must be stunned, knocked back, etc. or voluntarily take an action that releases the target, or the target must pass a resistance check. Essentially it will function similarly to Overwhelm but the target will NOT receive damage from the attacker during the pin.
Throat Strike - The character makes a strike to the opponent's throat. If successful the opponent is stunned unless he passes a physical resistance check.
Arm Bar - The character puts an opponent in an arm lock, imparting an attack penalty unless the target passes a physical resistance check.
Leg Lock - The character locks the opponent's leg joint, imparting a movement and defense penalty unless the target passes a physical resistance check.
Pin - The character wrestles the target to the ground, and "pins" him until he passes a physical resistance check. The attacker cannot take any other action for the duration of the pin--otherwise this will release the target--nor can the target take any action until a successful resistance check breaks the pin. Either the attacker must be stunned, knocked back, etc. or voluntarily take an action that releases the target, or the target must pass a resistance check. Essentially it will function similarly to Overwhelm but the target will NOT receive damage from the attacker during the pin.
Modifié par Ambaryerno, 27 décembre 2009 - 05:34 .
#73
Posté 29 décembre 2009 - 08:52

Thorval's Luck
This hammer is a type called the bec de corbin. It's similar in some respects to the Lucerne, but the primary striking surface is the spike opposing the hammer.
#74
Posté 29 décembre 2009 - 11:54

Trian's Hammer
#75
Posté 30 décembre 2009 - 05:20
The last two of the two-handed hammers:

The Forge Master's Hammer - This is the only one that's going to look like anything approaching the fantasy "maul," which I can find NO images of a historical example of such a weapon. Even then it's with a substantially reduced head.

Chasind Pick-Mattock - The historical mattock was basically a woodworking tool that was modified by peasants into a weapon. Given the "barbarian" type of culture implied of the Chasind, I figured such a rustic weapon would be ideal for them.

The Forge Master's Hammer - This is the only one that's going to look like anything approaching the fantasy "maul," which I can find NO images of a historical example of such a weapon. Even then it's with a substantially reduced head.

Chasind Pick-Mattock - The historical mattock was basically a woodworking tool that was modified by peasants into a weapon. Given the "barbarian" type of culture implied of the Chasind, I figured such a rustic weapon would be ideal for them.





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