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Arms and Armor Realism Mod


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#51
TheWabbit

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If you get around to it:



Archers shoot too fast. Historically, they could release 6-10 arrows a minute. Crossbows are even slower.



This is where some issues might occur. Against plate, the longbow arrow is, for the most part, useless. The longbowman might get lucky and hit an exposed area but it was rare. The longbow was very effective against the knight's mount (French know this well).



In the game, they appear to be using the stirrup style light crossbows. Although these weren't as powerful as the cranked heavy crossbows that could punch through any armor, they still will do a lot of damage.

#52
Smakit

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Ambaryerno wrote...

Could be done by having a swordsmith "merchant" in the Party camp. Anyone know if "leveled" weapons like this would be possible? I suppose I could "fake" it by having multiple versions of the sword available for sale, but it would still require some sort of script to prevent you from having more than one at a time, and only be available if you aquired the sword in the first place.


First off, cool looking stuff - I'll be keeping an eye on it. Personally, I haven't been working much with the toolset yet (first stuff popped up, then all the troubles with it and workarounds required), but if it is as 'easy' as the NWN 2 toolset in scripting and the like, I imagine you could do it a number of ways...

If there is any kind of "On Level Up" script, it could be edited to remove the old gear and add new in (though if it  is an item that allows runes, you might need to check on that first before replacing the item - could cause lost runes?).

I imagine you could also make a simple conversation with a smith or whoever and have its conditions set to "If Player Level is (whatever) AND Player has item (the family sword, shield, or whatever else you want)", then it might display an option to 'forge' or work the item in some way to get it powered up. Could also require other ingredients if you wished, or nothing else at all. In that way, say the player hit level 7, you could have an option show up "You know, I could beat the dents out of that thing for you if you wish." Have it remove the items from the player, then add in pre-created versions of the sword for higher levels.

I have absolutely no idea (and can't check atm) if they added the ability to altar weapon stats on the fly - if they did, you could also go that route and likely avoid any rune issues. Otherwise, you might be able to do a check for what runes are in there, or have a warning - "If I throw this in the forge, any runes will be destroyed, so be sure to remove them first."

Anyhow, I suppose there are several other ways, it just depends how you want to go about doing it. When you get to that point, I am sure someone who has got their feet a bit wet with the toolset can answer you more firmly than I. In the mean time, good luck, and I'll keep checking out your progress! =)

#53
Ambaryerno

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I was already considering some sort of item-based upgrade, possibly as a quest. However while a quest would work if the Cousland sword followed a, "the one weapon that could harm the Arch Demon" sort of thing, it's really rather out of place otherwise. The attachment to the sword is really more of a sentimental one than practical. This obviously only applies to Role Players who think "I'm a Cousland! This is my family's sword, the one relic I have left. It is precious to me beyond gold!" as opposed to your typical gamer who go "Oooh! Shiny!" the moment they see the latest weapon in the hoard and ditch their old gear as fast as they can get it.



While the quest might be "fun" for some people, I'm sure most players wouldn't bother if it just meant your sword got a little bit better, especially if the quest was insanely difficult.



One option to encourage the player to hold onto it and go through those quests might be to give the sword even more of a stat boost if it's being used by the player's character. Say, if Alistair wields it the stats are whatever the default are. However if it's used by the player character there's a massive boost, say, to the Attack rating because of your personal connection to the sword acting as something of a morale booster. If the bonus just for USING the sword is high enough it would be much easier to convince the player to go through the effort of upgrading it.



The problem is at what point does the bonus become unbalancing....

#54
adembroski11

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The problem is at what point does the bonus become unbalancing....


It doesn't have to be light years ahead of everything else, just slightly better than the best weapons available at a given point. Basically, make it useful for the role player type to hang onto that sword.

#55
adembroski11

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Double Post

Modifié par adembroski11, 13 novembre 2009 - 06:10 .


#56
Ambaryerno

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One option I was considering is having the player be able to choose what type of sword the Family Sword is. Some sort of script when you open the chest that would allow you to choose if you want it to be an arming sword, longsword, or greatsword. That might generate further interest in keeping it if you can tailor it to your character.

#57
adembroski11

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Ambaryerno wrote...

One option I was considering is having the player be able to choose what type of sword the Family Sword is. Some sort of script when you open the chest that would allow you to choose if you want it to be an arming sword, longsword, or greatsword. That might generate further interest in keeping it if you can tailor it to your character.


Great idea, so long as we still get the shield (while I realize, in truth, considering the level of armor technology available shields are somewhat archaic).

This does seem like a ton of work for only one of 6 storyllines, sorry I brought it up:P

#58
Ambaryerno

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Heh...I just thought of another idea...



Tie the Cousland sword in with a "Party Expansion" mod. If the player equips the Cousland sword on his character (rather than a party member) it opens up the party to allow you to take more than just the three companions.



Maybe a special Talent tree. Described something like, "As a child of the noble house of Cousland, your family sword stands as a symbol of your innate leadership abilities." Depending on your level you then gain 1-2 extra party slots (I think Baldur's Gate had it right that 6 is the ideal max party size for flexibility without being too much of a burden to manage) and your party gains additional bonuses when you equip the sword.



Say: Talent level 1 you get small small party bonuses. Level 2 you gain 1 extra party member. Level 3 you get higher bonuses. Level 4 you gain a 2nd party slot.

#59
adembroski11

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Wow... interesting idea, but I don't see how it makes sense. First off, that's EXTREMELY unbalancing and would make it so nobody plays anything BUT the human noble warrior, secondly, why does a sword make it possible for more people to walk next to you? I would LOVE to be able to have 6 in my party, but that would require an extensive reworking of enemy spawns throughout the game, and I'd rather it not be tied to my equipment.

#60
Ambaryerno

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Mostly throwing out ideas. Party-wide stat bonuses would still be workable.

#61
adembroski11

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Has anybody put together a spreadsheet with the stats for existing weapons in the game by chance? If I could take a look at that, I'm pretty sure I could better contribute to the brainstorm, so to speak.

#62
LokiHades

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I think it could go up in tier, from iron to dragonbone [think reforging], as well as slots for enchantments, and some unique abilities of it's own. Also love the idea of choosing what kind of weapon it was. But if you do that, you might as well add unique heirloom weapons to all origins.

Possible spoiler for those who've yet to do the Dwarf Noble Origin [my personal favorite one].
What I mean by that is, something like a Maul/Hand Axe/Mace/Sword  for Dwarf Noble [keepsake from a friend after being exiled], a Sword/Hand Axe/Mace/Dagger for the Dwarf Commoner, Something similar for the City Elf, as well as Daelish, but possibly include bows, and unique staffs for mages that can be leveled up.
End Possible spoiler

Of course, in return for all of this, there has to be a catch. a universal quest to seek out a person who can reforge, then coin and specific items to upgrade the weapons [scaling up, iron, grey iron, and steel being easy to find as compare to say Silverite and Dragonbone].

Modifié par LokiHades, 14 novembre 2009 - 11:26 .


#63
Mjelnir

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This is looking awesome keep it up :D

#64
Ambaryerno

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Loki,



While not a bad idea, adding heirloom weapons to the other origins requires directly modifying the main quest in a way I'm not sure is actually possible.

#65
Ambaryerno

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Quick little update for you all to drool over:

Family Sword (longsword) mesh is (tentatively) finished, and I've begun texturing:

Posted Image

I'll post closeups of the details once it's nearer to completion, but the symbol on the pommel is the Cousland coat of arms (if I have the blazon right: per cross or and argent, a bear passant natural).

Modifié par Ambaryerno, 15 novembre 2009 - 08:02 .


#66
Allen63

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 I really, really, really look forward to your mod :o

Please don't overdo the Dexterity thing. Strength was a big factor too. But, I presume, given your experience, you know that and will provide a realistically balanced use of Strength + Dexterity depending on the weapon -- that will be superb.

Will you be rebalancing enemy stats to reflect the new equipment. Or, will the moded stuff only apply to humans, elves, dwarfs in the Party?

Modifié par Allen63, 15 novembre 2009 - 03:38 .


#67
Ambaryerno

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Ideally it will be applied universally. It would have to be to avoiding completely unbalancing the game in favor of the player.

#68
stevej713

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Ambaryerno wrote...

The mauls as they exist are are going away. I hate that RPGs always imply that war hammers were massive blocks of steel on a stick. Expect them to look more like this:

Posted Image

Both 1H and 2H variants.

Thank you!  There is nothing I hate more than those "bricks-on-sticks" , as I call them.  War hammers are so much better looking, I wonder why they change that?

#69
Ambaryerno

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It's what happens when the general public takes its queue from D&D.

#70
Mjelnir

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Any updates holding of on playing till the first release :D

#71
Ambaryerno

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I have the stock "longswords" recategorized as appropriate (Arming Swords and Falchions) and have a few longswords created. Also have the Base Item types set up, I'm just working on figuring out how to make sure that the game uses the correct updated weapon types both by NPCs and your party members.

#72
Mjelnir

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Awesome keep it up.

#73
Ambaryerno

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Quick update.



After some initial testing, I've successfully got the true Longsword class working as a 2H sword. I still need to make some other adjustments (damage didn't update correctly, but I think I know what to do there) but that part is working.



I did run into a particularly glaring bug: My party members equipped with the new Arming Sword class are now equipped with nothing.... I tried renaming the Item types back to their original names (so gen_mel_lsw_) but this didn't work. Obviously there's something with the change to the Base Type or what Item folder it's under in the Toolset that's removing it from the party members' inventory (disabling the add-in corrects the issue). I don't know if this is going to be a problem for NPCs yet, but it DEFINITELY will for your party if you're in the middle of an existing game.



My first thought is that I'll need a script to replace the "old" longswords with the arming swords and falchions as appropriate, but someone suggested this might not be the most efficient way to do this. Does anyone have any suggestions or recommendations for this?



I'd LIKE to release a beta with just this much, but obviously this is a major flaw that needs fixing before I can do that.

#74
Nithrakis Arcanius

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Looking good. I'm really looking forward to what you will have to offer with regards to armor changes. (Please -- I'm begging -- no huge shoulder pads with massive clipping problems in default poses)

#75
Ambaryerno

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The armor models themselves may be redone eventually (I HATE the way Heavy Mail looks on the female human body, not to mention the afore-mentioned problems with the bizarre designs) but at least initially it will just be stat and name changes.



Now, does anyone have any thoughts on why weapons with changed Base Types are vanishing from inventory?