Hello, i just wanted to know if we are going to be able to put robes and skirts on top of all the armour, as well as wearing shirts and pants at the same time we wear the armour, also i wanted to know if acrobatics and athletics are gonna be reimplemented into the game (these two are my favorites skills, it's trully a shame that they took it out of skyrim for no reason whatsoever...)
Thu, 09/20/2012 - 18:17
#1
about morrowind armour styles.
Edited by: grumpycat on 12/09/2013 - 00:26

My vision on this is that by default, skills, perks etc will be the same as in Skyrim.
Now, that doesn't mean that additional optional esps and scripts can't be created to restore Morrowind's attributes and behavior. But that shouldn't be in the main download, in my humble opinion.
I agree with Digital. I've always viewed Skywind to be mainly for those who couldn't get into Morrowind BECAUSE of Morrowind's game engine and who are used to playing with the newer games, i.e. Oblivion and Skyrim. However, as a mod, that's perfectly fine, and I'm sure a lot of hardcore Morrowind players would love to play with that mod.
Well we could maybe give players a choice? Personally I like the perks a lot, espicially when SkyRE made them actually do shit. But I also liked the stats and skills.
http://skyrim.nexusmods.com/mods/13968
Also here is a mod that brings back the old skill stat system, I always figured it'd be something like this.
I think the only way to give player a choice is to make the stats and skills optional (since the default Skyrim behavior is, well, default), so at the end of the day we are on the same page, aren't we ? ;)
For the armors and cloths, in order to meet morrowind style there might be an workaround imo.
Skyrim uses 4 slots for amors + 2 for jewels which are indexed but besides those there a lot of free spaces where we can put other stuff. Already another 5 or 6 are used by the cape mods and bandoliers. So my suggestion is:
Helmet.skyrim=helmet.skywind
boots.skyrim=boots.skywind
gauntlets.skyrim=right_gauntlet.skywind
armor.skyrim=cuirass.skywind
id[n]=graves.skywind
id[n+1]=right_pauldron.skywind
id[n+2]=left_pauldron.skywin
id[n+3]=left_gauntlet.skywind
The only concern would be not to take the ids tht some popular mods use atm like capes and bandoliers. Cloths above armors morrowind style are a bit tricky. Although one can use the same method as above by giving cloths some free equip slot (so that it doesn't unequip other things) visually there is a problem since skyrim handles differently this process. Basically you will have a clipping issue as both items ocuppy same space on the skeleton. Imagine puting a robe on a deadric armor in skyrim. The spikes would get through the robe. I don't know how Morrowing handled this issue, but if a script could just visually unequip: pauldrons, cuiras, graves it might work. But again they should pe special robes, different from the skyrim ones.
Ps: another issue with the extra 4 armor pieces + cloth should be enchanting. The strength of a full enchantment on a skyrim armor should be devided into 5 skywind pieces: cuirass + graves + 2x pauldrons + special robe; and gauntlets into 2 pieces. In the end you can rework all Skyrim armors + the Morrowind ones (pain in the ass and we will still use a lot of custom ones that will be vanilla ones) or you can just add the Morrowind armors that are not present in the game with extended parts (easier task i'd say).
Regarding specific skills from Morrowind that do not exist in Skyrim my oppinion is to abandon them. At the moment it is impossible to add a new skill tree to the selection pallete. I mean you can modify an existing one but if you want a new one the ony solution is what the guy with the monk mode has done, which is fully through script interface (SKSE) (ref - http://skyrim.nexusmods.com/mods/15725).
It would be great both for this mod or for the cummunity if you find a wayaround or create a framework that can add a skill tree in the vanilla skill pallete (the level up screen).
Another thought is that the gameplay should be 100% vanilla style from crafting, potion making (ofc new ingredients), enchantments, fighting style, economy, skills (perks). I am saying this not that i didn't like Morrowind style or that i am very keen on Skyrim, but of compatibility issues. The moment you change general things it will make it incompatible with 10 mods that i already use. So make it vanilla so that i want skyRE i can play Skywin SkyRE style with no compatibility issues. If your team has the time you can always make different mod that converts Skyrim play style into Morrowind one.