Using Alt Fyr 2 version which makes Divayth Fyr wear daedric robe. His unarmored skill is increased to 199 and i am using Nimble Armor which makes unarmored skill no longer contribute to your armor rating. Instead it will contribute to your "evasion" rating. With his unarmored skill at 199, his evasion is set to 79 which is REALLY high... Just a note to people who play with these 2 mods together... You gonna have a really hard time trying to hit him with melee weapons... Anyway, this mod is fantastic and it is a must have in my mod list :D
Thanks for the mod, suberb. I was wonder, this mod make bound weapons less powerful than daedric counterparts for to prevent the player from getting stronger early. Will this change also affect your mod's constant bound items for Dremora/Golden Saint ? Less damaging Dremora/Golden Saint wouldn't be nice actually.
Having good fun searching for weapons in this mod.. I was wondering if this mod effects daedric weapon spawns in Tamriel Rebuilt, and if not, could you maybe create a patch that edits leveled lists in TR to not spawn those weapons?
This mod doesn't touch TR, so any daedric item spawns in TR should still be there (except to the extent TR uses vanilla leveled lists or Golden Saints/Dremora). It would be possible to create a TR addon, but I don't use TR, so somebody else will probably need to do that.
That new Fyr robe turned out even better than I thought! Well done. Looks much more appropriate for an ancient Telvanni scientist in the comfort of his own home -- stylish, flexible and waterproofed against random chemical spills. Now he just needs a dwelling that looks more like a busy laboratory (for any readers who are willing to make an interior mod).
i'm glad to see you kept the placement of the claymore in the skulls, its maybe the coolest vanilla placement in the game
also if you want to fix pantsless divayth I think under the OnDeath script function you can explicitly call Equip "common_pants_01" or whatever the id is
I dislike how you gimped Divayth Fyr, he is 4k years old and can fight daedric princes in their own realms for a brief time. If he wanted to get daedric armor for himself, it would be completely easy for him to jump to other realm like Mehrunes Dagon Deadlands and then proceed to obliterate some Dremora Lords for their armor.
Divayth Fyr is definitely the trickiest thing to deal with. My thinking is that he actually *prefers* Dwemer equipment, even though he could obviously get Daedric if he wanted.
In vanilla, his armor rating with all the Daedric stuff is 221, with his skills (heavy armor 99, unarmored 90). I increased his heavy armor skill to 255 (it can't be increased any higher in the CS), which definitely helps, but even with that change his AR isn't as high as it was before, at least in vanilla.
I *could* increase his unarmored skill to further compensate, since he has two unarmored slots, but if I increase it too high, he won't wear the armor at all because he's better off unarmored. I was able to increase it to 161 (IIRC) before he stopped wearing the armor. But the problem with that is (1) it still doesn't increase his AR to what it was in vanilla, and (2) if anyone's playing a mod that increases the effectiveness of the unarmored skill, he wouldn't wear the armor. So I decided to leave his unarmored alone (at 90).
I personally play with BTB's Game Improvements, which both increases the effectiveness of unarmored *and* increases the AR of Dwemer armor. With BTBGI his AR is actually higher with this change than it is with Daedric armor, because of the heavy armor skill increase.
So yeah, it's tricky. Alternatives would be Ebony (which I thought was less lore-friendly), or constant effect bound armor abilities (which would be even more of a gimp, plus it doesn't cover greaves and pauldrons). Or his *armor* could be scripted to disappear upon death, but not his corpse (but that would look funny, and there'd be no explanation for it in-game).
So I just took the easiest path. I think it makes sense lore-wise, and he's still very hard to kill. (I guess I could increase his health to further compensate..)
You could make a copy of the daedric armour set in the cs and script it to not be taken off their body, or a script that disables activating his corpse (or something like when his health hits zero). Perhaps might not make any sense as well, but it could work.
It just occured to me that the script solution (as in Mort's mod, or a script that removes the armor on death) still allows for the Disintegrate Armor tactic. Maybe clothing items that just *look* like Daedric armor (along with an increased unarmored skill) would do it? Or just increasing his health.
Actually I was wrong about Mort's mod. Mort gives him 100% constant reflect to prevent disintegrate armor.
Anyway, I uploaded 1.1, which includes an alternate version that handles him differently. It gives him clothing items that only look like Daedric armor, jacks up his unarmored skill, and scripts the fake armor to disappear when he dies. More info in description.
Could always just give him a wizard robe instead of armor -- perhaps a unique enchanted robe using Daedric Armor textures like this mod. I think that would make more sense than clothing that looks like armor.
I considered giving him an exquisite robe or a vanilla enchanted robe. I'd like to avoid creating non-vanilla content for this one. With the fake armor at least the player isn't supposed to acquire it.
I personally like the main version with the Dwemer armor better, but I know some people won't like that.
I revised the description to remove the details about how the alternate plugin works. From the player's perspective, Fyr just has Daedric armor like normal, that disappears when he dies, and Disintegrate Armor doesn't work. The player isn't really supposed to know more than that.
I think what people might dislike about the Dwemer method is that it takes away from Fyr's uniqueness, since at least a few other NPCs are also decked out in full Dwemer, while Fyr's the only non-Dremora wearing full Daedric. That's why a Daedric wizard robe would be the best of both worlds: it doesn't contradict the mod's goal while preserving Fyr's unique style in a sensible way, especially as a wizard. Doesn't have to be an enchanted robe, either, so it'd be just as useless to the player as the fake armor, and it wouldn't have to disappear upon death since it's just a single item of clothing that's supposed to be clothing. You could also give Fyr permanent Bound Armor abilities to give him an actual Daedric Cuirass, Boots and Gauntlets under his robe that increase his Armor Rating while being impossible to loot.
I see your point. The robes in that mod looked pretty sweet from the screenshots. I might make a version where he has a robe, but I don't want to get sucked down that rabbit hole too far. Otherwise I could easily end up with like six different versions of the mod, all of which only differ in how they handle Fyr.
It would definitely be unenchanted. And I wouldn't give him bound armor abilities. Bound armor pretends your armor skill is 30 even if it's higher (according to UESP, and that seems right based on my very brief testing), so it couldn't be anything other than a massive gimp for Fyr, especially with boosted unarmored skill.
Also this new mod by OperatorJack would affect Fyr and make him impossible to kill..
Well that's a dumb mechanic, then, assuming it was intentional on Bethesda's part. I guess it was their way of making Bound Armor useful to all armor skills, but a better mechanic would be to base its Armor Rating on your highest armor skill. Would make for a good MCP addition or MWSE mod.
But yeah, a Daedric robe with high Unarmored skill would be the most balanced yet vanilla-friendly solution -- perhaps with vanilla black gloves and bare feet for more of a crazy scientist look. No real need to make him any stronger with ability buffs since he no longer carries anything that valuable.
I'm familiar with the new NPC mod, but I think immortal NPCs are an abomination against RPGs (although I did suggest to Jack a more palatable Lite alternative).
Yeah it's pretty stupid. It doesn't seem to be an issue for bound weapons, thankfully.
The new alternate version is basically what we were talking about, with the exquisite robe from Dremora Overhaul. (I was surprised to see that those new robes use vanilla texture paths so will be affected by replacers. The screenshots are with Darknut's Armor Textures.)
I did go ahead and give him bound boots and gloves, for appearances, but no other bound armor. Unarmored was increased even further to compensate (to 199, which should give him the same AR as vanilla).
I'm not creating any more versions of this mod, though. Three are enough. If anybody really doesn't like how any of them handle Fyr they can use Enchanted Editor to delete the reference to him.
31 comments
Anyway, this mod is fantastic and it is a must have in my mod list :D
also if you want to fix pantsless divayth I think under the OnDeath script function you can explicitly call Equip "common_pants_01" or whatever the id is
In vanilla, his armor rating with all the Daedric stuff is 221, with his skills (heavy armor 99, unarmored 90). I increased his heavy armor skill to 255 (it can't be increased any higher in the CS), which definitely helps, but even with that change his AR isn't as high as it was before, at least in vanilla.
I *could* increase his unarmored skill to further compensate, since he has two unarmored slots, but if I increase it too high, he won't wear the armor at all because he's better off unarmored. I was able to increase it to 161 (IIRC) before he stopped wearing the armor. But the problem with that is (1) it still doesn't increase his AR to what it was in vanilla, and (2) if anyone's playing a mod that increases the effectiveness of the unarmored skill, he wouldn't wear the armor. So I decided to leave his unarmored alone (at 90).
I personally play with BTB's Game Improvements, which both increases the effectiveness of unarmored *and* increases the AR of Dwemer armor. With BTBGI his AR is actually higher with this change than it is with Daedric armor, because of the heavy armor skill increase.
So yeah, it's tricky. Alternatives would be Ebony (which I thought was less lore-friendly), or constant effect bound armor abilities (which would be even more of a gimp, plus it doesn't cover greaves and pauldrons). Or his *armor* could be scripted to disappear upon death, but not his corpse (but that would look funny, and there'd be no explanation for it in-game).
So I just took the easiest path. I think it makes sense lore-wise, and he's still very hard to kill. (I guess I could increase his health to further compensate..)
Anyway, I uploaded 1.1, which includes an alternate version that handles him differently. It gives him clothing items that only look like Daedric armor, jacks up his unarmored skill, and scripts the fake armor to disappear when he dies. More info in description.
I personally like the main version with the Dwemer armor better, but I know some people won't like that.
It would definitely be unenchanted. And I wouldn't give him bound armor abilities. Bound armor pretends your armor skill is 30 even if it's higher (according to UESP, and that seems right based on my very brief testing), so it couldn't be anything other than a massive gimp for Fyr, especially with boosted unarmored skill.
Also this new mod by OperatorJack would affect Fyr and make him impossible to kill..
https://www.nexusmods.com/morrowind/mods/47719
But yeah, a Daedric robe with high Unarmored skill would be the most balanced yet vanilla-friendly solution -- perhaps with vanilla black gloves and bare feet for more of a crazy scientist look. No real need to make him any stronger with ability buffs since he no longer carries anything that valuable.
I'm familiar with the new NPC mod, but I think immortal NPCs are an abomination against RPGs (although I did suggest to Jack a more palatable Lite alternative).
The new alternate version is basically what we were talking about, with the exquisite robe from Dremora Overhaul. (I was surprised to see that those new robes use vanilla texture paths so will be affected by replacers. The screenshots are with Darknut's Armor Textures.)
I did go ahead and give him bound boots and gloves, for appearances, but no other bound armor. Unarmored was increased even further to compensate (to 199, which should give him the same AR as vanilla).
I'm not creating any more versions of this mod, though. Three are enough. If anybody really doesn't like how any of them handle Fyr they can use Enchanted Editor to delete the reference to him.
https://www.nexusmods.com/morrowind/mods/44264
And actually the Telvanni architecture is from Telvanni Arkitektora also by Tyddy.
https://www.nexusmods.com/morrowind/mods/43530