|
Post by zymurgy65 on Jun 14, 2016 10:18:09 GMT
I started work on my first "proper" mod, just to improve the equipment of the Fighters' Guild (it always bothered me that Cyrodiil's most seasoned warriors are often no better equipped than Level 1 Marauders), and it rapidly turned into an example of why people with OCD should not engage in modding! The UOP team have done an amazing job fixing thousand of bugs, but they've also missed some real howlers. Here are few examples:
Bandit Bowman - Specialisation is Combat. Why? The class has every Stealth skill except Speechcraft, ergo, it's a Stealth class. To make matters worse, the sole Combat skill is Blunt, when every Bandit Bowman in Cyrodiil carries a dagger! Only Boethia's chosen Dark Elf and Wood Elf carry blunt weapons.
Dremora Archer and Dremora Class - Both have Alteration as a Major skill, but use no spells from that school. It makes more sense for the archers to have Blade (the higher-level characters use longswords rather than maces) and the melee fighters to have Block.
The Arena classes have some very strange skill choices. The Arena Light Archer Class has Block as a Major skill, but the Light Combat class doesn't. Oh, and the Light Archer classes specialises in Combat rather than Stealth.
Boethia's chosen are under-equipped - the Argonian, Breton and Dark Elf are barefoot! The Breton and Imperial also have the wrong weaponry (blunts when they should have blades).
Many of the Necromancers encountered in the Mages' Guild quest line are armed with daggers when they should have maces. The UOP has actually made this worse by changing Falcar's stats and Mercator Hosidus' class.
The vanilla game gives to values for silver longswords, 80gp and 125gp. The UOP opted for 125gp, which is the same as a silver battle axe. Look at the resulting differences in price between maces and longswords: Iron 3gp Steel 5gp Silver 55gp Dwemer 20gp Elven 40gp That makes no sense. A progression of 3/5/10/20/40 is far more logical, since the difference is doubled at each level (assuming 3 is rounded up from 2.5).
Anyway, I'm ploughing manfully onwards. If I ever finish this mod I'd be grateful to anyone willing to Beta test it.
|
|
|
Post by Sniffles on Jun 14, 2016 11:46:28 GMT
We have some suggestions if you are interested. Essentially instilling reality. Some examples.
You get smacked upside the head with a 10 pound rock on a 2 foot stick it will feel exactly the same as getting smacked upside the head with a 10 pound iron ball on that stick, a steel ball, a magnesium ball and a ball of solid gold. Which is sharper; a finely honed iron sword, a honed steel sword or a honed glass sword? In other words, damage according to what material the weapon is made from is all the same if the weapons do not vary drastically in shape or design.
The deadliest weapons fielded, proven throughout history. By far the most dangerous, the arrow from a powerful bow. The drawback is the effectiveness of a bow is on a logarithmic scale dependent entirely on the skill of the marksman. At low levels the arrow simply doesn't hit the mark. At the opposite end of the scale, the correct point on the correct weight shaft fired by a powerful bow by an expert marksman will penetrate just about any armor and hit a vital spot. One shot kills. A 3 inch 140 gram field point arrow fired by a 100 lb bow at 50 yards will penetrate 1/8th inch steel by 6 inches.
A remote second is the spear. Mechanically it's blade can achieve about 5 times the speed of a sword due to leverage a sword doesn't offer, it has twice the range, delivers more kinetic energy during a thrust, and can deliver a slash and blunt blow in the same time it takes to make a roundhouse swing with a sword. Additionally, when fatigue starts taking your strength a sword becomes a very clumsy and rather ineffective shield. A spear can still deliver lethal thrusts by an exhausted combatant.
|
|
|
Post by dogonporch on Jun 14, 2016 13:18:56 GMT
|
|
|
Post by jgf on Jun 14, 2016 21:01:29 GMT
I started work on my first "proper" mod, ... I agree with your assessments. Odd, if not improbable, traits and skills also plagued Morrowind; I often felt the creators gave a handful of appropriate traits/skills to a class or NPC then left the rest random, assuming the community would take it from there. The vanilla game gives to values for silver longswords, 80gp and 125gp. The UOP opted for 125gp, which is the same as a silver battle axe. Look at the resulting differences in price between maces and longswords: Iron 3gp Steel 5gp Silver 55gp Dwemer 20gp Elven 40gp That makes no sense. A progression of 3/5/10/20/40 is far more logical, since the difference is doubled at each level (assuming 3 is rounded up from 2.5).
Anyway, I'm ploughing manfully onwards. If I ever finish this mod I'd be grateful to anyone willing to Beta test it. Before finalizing these values, there are factors to consider beyond mere weapon rating. Now I haven't checked any of this in the Oblivion CS so am merely speaking from Morrowind experience, where a silver sword is less powerful than a Dwemer sword but is more potent against the undead, and Dwemer weapons typically have less health than other weapons so their power is offset by need for frequent repair. So evaluate weapons' overall utility, not just hitting power.
|
|
|
Post by zymurgy65 on Jun 15, 2016 9:07:19 GMT
jgf: I see what you mean, but no other longsword is worth as much as a battle axe of the same quality. Things also get screwy with Daedric weapons, with maces and bows being worth more than longswords - again, that happens with no other weapons. I think I'll leave the latter alone, though. This was meant to be an NPC mod, and it's turning into something else entirely.
|
|