just an idea

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just an idea

Post by Anonymous »

Well, it sounds kinda stupid, don't know if it's already mentioned but, u know, there's a class called bards right?, shouldn't there be like a weapon lute?
a lute they can use as a blunt weapon? Of course, it would have a terribly low resistance against other weapons, and a fully destroyed lute is beyond repair.
If it's already mentioned, pardon me, it just passed my mind.

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Post by DMKW »

there are a few mods that add wieldable lutes. the one in carnithus' lates armaterium addon has wieldable lutes that play music. don't think TR needs them.
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Post by DarkEclipse »

Yeah, We are going for Realism, but not quite like that.
And besides, who would use it?
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Post by Vernon »

Hum
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Post by Eraser »

Why'd you lock this?

granted it was an old topic being brought back from the dead, but that doesn't warrant a lock.
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Post by Vernon »

...

...because we don't need wieldable lutes.
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Post by Sload »

But we wants them!
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Post by Vernon »

Tell you what, I'll make them just for you guys - expect them tomorrow. I had the urge to do this, because all of a sudden I think they are such a good idea! Do you want to come up with some stats so they don't un-balance the game by being too uber? Should I add particle effects? What about it playing a jig when you smack someone across the bonce with it? Maybe we could have it spawn other baby lutes that attack in triangle formation or even retexture it so it is Daedric and then we can have a 'bound lute' spell that would aid you in overcoming huge dremora lords and the like! We could make lute architecture and boats! What about a lute guild that dresses up as lutes and goes around bashing people with lutes and they have a giant lute statue they can pray to for guidance - pilgrims would come from far and wide and pray to the statue in the hope that they will be granted mercy in the world of:
lute-induced delirium!

omg!

I think it is a great idea.
Last edited by Vernon on Thu Jun 02, 2005 11:05 am, edited 1 time in total.
welp
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Post by Eraser »

Vernon, its not that much of a stretch to turn a random misc object thats roughly of a shape making it easy to be swung, to be turned into a weapon.
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Post by Vernon »

Oh no I agree completely! Its a great idea! Let's do the same with pianos and drums too! We could get all of the instruments to forget their differences and band together against the enemy of a greater good! Just picture the beauty of thousands of lutes and drums, in all shapes and sizes; valiantly marching across the plains towards the enemy, ready to throw themselves bravely at the many evil minions who oppose the proliferation of native musical instruments! They could wrap their strings around the necks of particularly nasty baddies and bang their drums in nightmarish, strange signatures and patterns to torture and interrogate the baddie leaders in a bout of mass morrowind musical torture! The bad men would flee in terror as they see their fellow warriors impaled upon various adamant instruments, running away with the sound of two thousand lutes and drums resonating in their feeble eardrums!

ITS GENIUS MON!
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Post by DarkEclipse »

Vernon wrote:Tell you what, I'll make them just for you guys - expect them tomorrow. I had the urge to do this, because all of a sudden I think they are such a good idea! Do you want to come up with some stats so they don't un-balance the game by being too uber? Should I add particle effects? What about it playing a jig when you smack someone across the bonce with it? Maybe we could have it spawn other baby lutes that attack in triangle formation or even retexture it so it is Daedric and then we can have a 'bound lute' spell that would aid you in overcoming huge dremora lords and the like! We could make lute architecture and boats! What about a lute guild that dresses up as lutes and goes around bashing people with lutes and they have a giant lute statue they can pray to for guidance - pilgrims would come from far and wide and pray to the statue in the hope that they will be granted mercy in the world of:
lute-induced delirium!

omg!

I think it is a great idea.


Eh, Vernon? Are you off your rocker again?
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Post by Massalinie »

perhaps...

*puts Vernon back on rocker*

Nah, this is how Vernon expresses his deep hatered for something. He doesn't like the idea. Apparantly. I fell off my chair laughing at it actually. Well said Vern!

I must say myself, I think the idea of attacking people with lutes is a bit silly. It sounds like the klind of thing that would happen in a bar when someone got a little too drunk.
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Post by Eraser »

its silly to intentionally go into a fight with a lute or similar improvised weapons, but in an emergency there might be nothing better.

Ever hear a strange noise in your house while home along and grabbed a frying pan, sports equipment or some other random object as a weapon while going to investigate?

If someone was to break into a home with an regular unarmed(non 100 in all weapon skills and supremely equiped) person in it, if they were to defend themselves against the theif, they might not have a better option than picking up their beloved musical instrument and bashing them over the head.
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Post by Dexter »

The problem with this idea, however, is that if we make lutes a weapon, we have to make everything a weapon. Logically, a person could use a rolling pin, shears, bottle, book, chair, plank, or anything else that they could lift as a weapon. But we clearly can't implement that. I say leave it as is.
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Post by Massalinie »

I agree with that notion
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Post by Uldar »

... and furthermore, any bard worth his or her salt would suffer the most hideous of deaths before allowing harm to befall their beloved instrument.

Using a lute as a weapon!?! The very notion of it turns my stomach all funny...
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Post by DarkEclipse »

Wow, a chair as a weapon...*Imagines fighting Dagoth Ur with a chair*

But anyways, it's silly. Yes in real life you can beat someone to death with a chair. Yes in real life you can smash a bottle over sonebody's head. Yes you can throw a rolling pin at somebody's stomach. But if anyone in Morrowind, or Tamriel for that matter wanted to kill someone, they would go out and get a weapon. There is, however a few mods out there that turns everyday items into something to kill scribs with. *Imagines fighting Dagoth Ur with a chair again*
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Post by Anonymous »

Massalinie said that the lute is something that would be used if someone is a little too drunk. Maybe there could be a mini-quest where you go to a tavern and talk to a drunkard who attacks you with a unique lute if you insult him. It could be called (insert name)'s Lute. That way, it could be a weak weapon and humorous detour, and the other lutes could remain the same.
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Post by Graff »

I actually like the idea of a drunkard attacking you with his instrument (?), as a departure from the norm, it's brilliant, but I get the feeling that people would complain that it isn't consistent with other random objects.
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Post by viKING »

if we should add this, it would have to be a bolt on, and a whole bolt on just for a lute-weapon would be rater silly, but it would might fit into this bolt on: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=505
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Post by Anonymous »

a lute? Come on, a frying pan if anything! Think of the "PANG!!" noise as it slaps off the back of Dagoth Ur's head. You needn't bother running around smashing the heart of lorkhan, he'd throw himself into the lava in embarrassment.
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Post by The_Warder »

I like the idea of chairs and other things. I know that would never happen though. what about a quest were a drunkin nord hit you with a bear bottle taking away fatige and then you have to pick up a lute next too you and knock him out.
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Post by DarkEclipse »

First of all...Typos in Unseen Eye's post! *Beer* *Fatigue* *to* Sorry, I'm a perfectionist. Anyhow, that's not a very good quest idea anyways. How would the player know that they were supposed to knock him out with a freakin' lute, and instead chop the drunk to pieces with their Daedric flameblade of all that is holy?
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Post by The_Warder »

they have they can either kill him and get in trouble for murder or beat the hell out of him with it.
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Post by Aaron »

In Dark Age of Camelot a bard needed certain instruments (lute, drum, flute) for playing songs that gave different benificial effects, however that would be too much trouble to code into the game, and it's not worth doing as part of TR in my opinion. I do however think that Vernon's reply was hillarious :)
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Post by DarkEclipse »

You wouldn't get in trouble for defending yourself against somebody who attacks you first.
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Post by Anonymous »

hmm, beneficial effects from instruments sound a bit dubious. Unless there was some kind of "happiness" or "funkiness" player stat implemented. But that would be silly
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Post by The_Warder »

what about if the bartender asked you to get him out of the inn without killing him/like in mornhold\ and he refuses an hits you with it . then you can hit him with you fists or pick up the lute as it is right on the tabletop or whatever it is that a bartender stands behind.
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Post by DarkEclipse »

mister_priscilla wrote:hmm, beneficial effects from instruments sound a bit dubious. Unless there was some kind of "happiness" or "funkiness" player stat implemented. But that would be silly
Haha, I could imagine beating a kwama upon it's head yelling that I need to get my "Funkiness" up.
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Post by Anonymous »

Well, like DarkEclipse said, how would the player know to use the lute itself? If this did actually become a mini-quest (which is doubtful) the drunkard would have to have a lute. The PC of course would use the most obvious object in the room.....the guarskin drum.
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Post by DarkEclipse »

I'm a Guar lover, and I'm going to ignore the Guarskin drum part of that post...

It would be so fun to see a drunkard swinging a lute at someone holding a sword-axe-whatever the player is holding.
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Post by Massalinie »

heres what i think,

I like the idea of the drunk in the bar attacking you with a lute, and the idea of the bartender asking you to get rid of him (like in mournehold). I think when the drunk attacks you with the lute, it should break. That way it wouldn't be something that the player could fight with, that would be silly, but its just funny.
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Post by Anonymous »

Well we could just give them really low damage points (ie the thing which determines when it breaks) and have it in that quest. That way people could use it but it would be a bit pointless. Sort of like that nordic leg from Bloodmoon...genius :D
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Post by Massalinie »

is there a way to make it irrepairable?
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Post by bas »

btw you must make it an bolton because your changing stuff from bethesda and thats against TR's stand...

edit: dont know if its mentioned before.. didnt read the whole post :P
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Post by Massalinie »

well i guess you should have read the whole thing then :P
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Post by Anonymous »

It wouldn't necessarily have be changing anything Bethesda did. If what was done was, say, a new weapon mesh was made and it was a unique lute like Hrolfgar the Drunk's Lute, or something like that, all the other lutes could remain the pretty little eye candy they were meant to be.
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Post by Dexter »

That still raises the question:
What makes this lute so special that it is the only one in the game that can be used as a weapon?
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Post by Uldar »

OK, I am not too sure on the details of this, and as I am currently at work (I'm a bad boy :oops: ) I cannot confirm anything. But...

There is a script command, OnRepair, that could be used to make sure that the lute once broken, stays broken. For instance, if the player attempted to repair it, a message box would appear saying "You cannot repair this item" or some such thing. Likewise, taking the item to a smith would result in a similar dialog box.

So, you can have the drunken bard attack the player with the loot, and if by some chance the player is to get a hold of this lute, it would be of little use having a low health rating, poor damage effect, and being irrepairable.

But, in all likelihood, if the player is not supposed to kill the bard, they will not get a hold of the lute and there is no real issue with the lute being in conflict with all the other lutes.

If this is a completely unique item and tied to this quest, I see no issues with it where it should be made as a bolt on or otherwise.

...back to work.
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Post by Starcrunch »

Alternatively you could pull a switch...
When the player gets the lute you switch it with a normal lute. Thatway the bard can use it as a weapon but then the player can't...

Also OoT has a lute broken in half IIRC. you could change the broken loot to these two pieces if the health of the item reached 0 (they would need icons I believe as the mesh is currently only a static, I think).

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