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Mortal Weapons & Armors


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3 hours ago, Monoman1 said:

"The mod would be capable of this and probably daedric stuff breaking too but what would be the point? 

Why the hell would you want to do that? ?"

 

"Nope. Never did try DM at all in the end and I remember why now. Skeletons. It replaces a lot of skeletons. Messy combination with SL mods I feel."

I would like for jewelry and stuff to break.. I know it can't be tempered. To compensate, you could treat them the way clothing is treated. 

 

And I'm not sure but I think the latest xpmse skeletons include Deadly Mutilation support

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On 10/21/2018 at 6:29 PM, Monoman1 said:

The mod would be capable of this and probably daedric stuff breaking too but what would be the point? 

Why the hell would you want to do that? ?

Seems like it would be a pretty good way to break your game.

To complete my survival experience. The great thing about getting stuff broken is that you can enjoy the loot again. "Cool, it's an ancient nord honed greataxe, I'm fresh out of two-handed weapons! Nice, a second orcish bow in case my first one breaks!" And so on. Certainly not enjoyable for everyone, but I'm surprised I have to explain it to the mod author or a weapon/armor breakage mod. ?

The trouble is, once you have your full set of unbreakable daedric or quest armor and weapons you can essentially uninstall your mod, because it has no effect anymore. Circlet/rings have the same problem that I have them forever, with very little incentive to loot, buy, or steal new ones.

Quest item breakage certainly should be optional and off by default.

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2 hours ago, Siudhne said:

To complete my survival experience. The great thing about getting stuff broken is that you can enjoy the loot again. "Cool, it's an ancient nord honed greataxe, I'm fresh out of two-handed weapons! Nice, a second orcish bow in case my first one breaks!" And so on. Certainly not enjoyable for everyone, but I'm surprised I have to explain it to the mod author or a weapon/armor breakage mod. ?

The trouble is, once you have your full set of unbreakable daedric or quest armor and weapons you can essentially uninstall your mod, because it has no effect anymore. Circlet/rings have the same problem that I have them forever, with very little incentive to loot, buy, or steal new ones.

Quest item breakage certainly should be optional and off by default.

That's a fair point. I often get bored mid-game and restart so I never really get much daedric stuff. I'll see if I can add an option for jewelry and daedric artifacts. With regards to jewelry; keep in mind that the more items you have equipped the more the damage is distributed around and the longer things take to break. I know I added that 'number of strikes per hit' option but it's still something to keep in mind.

 

You know, now that I think about it I'm not sure quest items are blocked. Can you give me an example of an equip-able quest item?

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In case this idea interests you, have you thought about adding armor fit incompatibility between beast races and other races? Like, helmets wouldn't fit because of different shaped heads, and body armor wouldn't fit because of tails (although that may not be a good enough reason for it to fit). Or for different races in general. I'm not really asking for it. It just occurred to me and I thought it may interest you.

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1 hour ago, letterman said:

In case this idea interests you, have you thought about adding armor fit incompatibility between beast races and other races? Like, helmets wouldn't fit because of different shaped heads, and body armor wouldn't fit because of tails (although that may not be a good enough reason for it to fit). Or for different races in general. I'm not really asking for it. It just occurred to me and I thought it may interest you.

Hmm. I kind of think that's getting into simulation terrority. I feel that the weight/gender restriction is already enough. Thanks for posting the idea though. Keep em coming!

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Really like this mod but running into a couple of issues.

 

Unable to rename items, i.e. I make some Alchemy enhancing bracers and name them as such, next time I go to equip them they are name back as Leather Braces.

 

Weapons will drop off of Fave list when unequipped or have their hot key designation removed.. Which can be a little annoying in a fight.

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49 minutes ago, Mez558 said:

Really like this mod but running into a couple of issues.

 

Unable to rename items, i.e. I make some Alchemy enhancing bracers and name them as such, next time I go to equip them they are name back as Leather Braces.

 

Weapons will drop off of Fave list when unequipped or have their hot key designation removed.. Which can be a little annoying in a fight.

Yup, I'm aware of those problems and I hope to get time to look into them soon. I really hope that I can fix them but you need to understand that there are technical limitations to what I can achieve. For example: Items need to be dropped to get an object reference. If they are dropped then they automatically become unfavorited and there are no ways for me to re-add an item as a favorite. You can blame Bethesda for this half-assedness. I have noticed however that items are wrongly being replaced in the tracking quest which causes the mod to lose the object reference which causes the item to be dropped again to get the object reference. I'm hoping I can fix this bug which should at least mean that item you use very often won't lose their favorite status. But it's very very tricky work. 

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1 hour ago, Monoman1 said:

Yup, I'm aware of those problems and I hope to get time to look into them soon. I really hope that I can fix them but you need to understand that there are technical limitations to what I can achieve. For example: Items need to be dropped to get an object reference. If they are dropped then they automatically become unfavorited and there are no ways for me to re-add an item as a favorite. You can blame Bethesda for this half-assedness. I have noticed however that items are wrongly being replaced in the tracking quest which causes the mod to lose the object reference which causes the item to be dropped again to get the object reference. I'm hoping I can fix this bug which should at least mean that item you use very often won't lose their favorite status. But it's very very tricky work. 

 

I understand, be good if you can but if not I will probably just learn to live with it.

Maybe an option to remove weapons from the degradation, not exactly realistic I know but I am sure half the reason we like the mod is having our female PC stripping mid fight ;)

 

Also, some mad shit happens when paired with TAWOBA after you leave a work bench :D

 

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8 hours ago, Mez558 said:

I understand, be good if you can but if not I will probably just learn to live with it.

Try to program yourself to open the inventory instead. Favorites become far less useful when the list becomes long anyway :)

 

8 hours ago, Mez558 said:

Also, some mad shit happens when paired with TAWOBA after you leave a work bench

Ah yes. I'm afraid that's necessary. Can you guess why?

 

Bethesda :(

It seems GetItemHealthPercent() doesn't return an updated value after you temper an item unless it's dropped. So for me to figure out which item you've tempered and restore the items durability I need to drop everything.... It sucks and I hope to find some other way of getting an updated value but I'm skeptical. 

 

You can try this yourself in game without MWA installed. Drop an item. Open the console and click on it. Type 'GetItemHealthPercent'. Should read 1.0 for an untempered item. Go temper it at a workbench. Open the console again and type GetItemHealthPercent. Still 1.0 right? Now drop it and type GetItemHealthPercent again. Should be > 1.0 now. 

 

As well as that there's an Event that would have been lovely for this:

Event OnStoryCraftItem(ObjectReference akBench, Location akLocation, Form akCreatedItem)

Which would have allowed me to figure out what you tempered and drop only that item BUT the mere inclusion of this line in a script crashes the fuckin game before even the main menu....

So you can see the kind of problems I'm up against.

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" Items dropped by dead NPCs must match your gender and/or weight for it to fit you. Smiths/Tailors can refit armor/clothing for you.  "

 

Been looking for something like this pretty much since Skyrim came out. This is definitely going to be on my modlist for my next playthrough.

 

Thank you so much for your great work, keep at it! :D

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2 hours ago, Corsayr said:

I have to try this

Like I said in the other thread it's in need of some love.

It's pretty functional but there's some weirdness that creeps into it after a while. This is the first thing I need to look at. 

But sure, try it out. I still like it despite the weirdness. It places greater importance on smithing I find. For example if i find a shiny set of ebony armor i might still be better off sticking with my steel armor because i can temper it but cant temper the ebony armor yet as I don't have the perk. (The perk restriction is from requiem I think)

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3 hours ago, Monoman1 said:

For example if i find a shiny set of ebony armor i might still be better off sticking with my steel armor because i can temper it but cant temper the ebony armor yet as I don't have the perk. (The perk restriction is from requiem I think)

This is totally how my game is.

 

Currently, I am using Loot and degradation (with BakaFactory's patch to add slots 42, 52, and 56). This handles me and my follower.

 

Plus I run  Equipment Durability System by Felisky to track all NPCs. EDS is pretty cool its really lightweight (no ESP at all! weird huh?) but the author just isn't interested in tracking more than Helm, Body, Gloves, and Boots (plus weapon and shield of course). So because I use mostly circlets it only tracks 75% of my armor slots (even when doing a minimalist outfit set up which I prefer not to do. ) But it is great for doing *NPCs :)

 

Usually, I run outfits that use Circlet, Gloves, Boots, Top, Skirt or pants, and undies. I like all those to be breakable and I can do it with L&D (BFs patch) but I have to alter the undies (slot 49 to slot 56) so they are tracked. 

 

If you like a challenge one feature I always thought would be really cool would be to have Devious Device items tracked if they were marked at cuttable for escape purposes. 

 

You know how for escaping things you can sometimes struggle/pick the lock/or cut them off? I feel like things that "could be" cut off should be destructible via a combat durability system (but that is pie in the sky stuff) ?

 

 

 

*I have to track NPCs because I use a mod that changes the damage mitigation of armor values to a steeper curve. Basically, in my game, the damage mitigation goes up fast with ANY armor at all and caps out fairly quickly. So being armored is good and not being armored is very very bad. So if it doesn't degrade it would be too hard to kill some baddies. But you needn't worry about NPCs like I said EDS tracks em and it is light as heck so I can run it on top of a more robust system. :)

 

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  • 3 weeks later...

Am I overlooking something? In spite of the degradation begin set to fractional values (the defaults, in fact), 1 durability gets taken off my weapon on a normal hit, and 4 with every power attack. The same for my armor getting hit. My gear hardly ever survives a single combat.

 

Attached screenshots of my settings, and the gear status list after every attack.

 

It's just the hits that matter, right? Not the actual damage as regulated by combat mods? (Advanced Adversary Encounters, Know Your Enemy, Vigor, Wildcat, Athletik Combat, Combat Evolved, True Armor)

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4 minutes ago, orgs1n said:

Am I overlooking something? In spite of the degradation begin set to fractional values (the defaults, in fact), 1 durability gets taken off my weapon on a normal hit, and 4 with every power attack. The same for my armor getting hit. My gear hardly ever survives a single combat.

 

Attached screenshots of my settings, and the gear status list after every attack.

 

It's just the hits that matter, right? Not the actual damage as regulated by combat mods? (Advanced Adversary Encounters, Know Your Enemy, Vigor, Wildcat, Athletik Combat, Combat Evolved, True Armor)

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The fractional values only apply to tempering degradation. If an object isn't tempered it will always degrade by 1 per hit. 

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19 hours ago, Monoman1 said:

The fractional values only apply to tempering degradation. If an object isn't tempered it will always degrade by 1 per hit. 

Ah, that clears things up, thanks. It's a bit harsh on untempered armor, but tempering isn't a biggie.

 

The Magic Armor settings make more sense now, given that clothes can't be tempered but can get protection from spells. Otherwise, repairing those archmage robes after every combat would get costly.

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8 minutes ago, orgs1n said:

Ah, that clears things up, thanks. It's a bit harsh on untempered armor, but tempering isn't a biggie.

 

The Magic Armor settings make more sense now, given that clothes can't be tempered but can get protection from spells. Otherwise, repairing those archmage robes after every combat would get costly.

If you feel it's too harsh you can always increase the durability in the MCM.

Also don't forget to patch up your clothes with a tailor when in town. Some of the repair dialog is still just a placeholder but "patch up everything I'm wearing" works ok.

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Hello,

 

I really like your mod. I have a two things to mention.

 

Default settings are really harsh. Your equipment is destroyed after one or two battles (maybe this is because I use requiem). 

 

I would recommend separate sliders for cloths, heavy and light armor. In my opinion clothes does not have that good fit, taking into consideration that majority of them are robes, as an iron armor. I realized it when I got strange error when I was not able to wear same clothes after bathing( but I think it is problem with my load order)

 

 

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8 hours ago, ignazflam said:

Default settings are really harsh. Your equipment is destroyed after one or two battles (maybe this is because I use requiem). 

I use requiem too.

So first things first. This is a new mod and the Mcm settings may not be finely balanced, so feel free to change them. Don't feel that they are the settings you SHOULD use. I picked them while writing the mod, not while playing the game. In my own game I have set weapon tempering degradation to nearly half of what the default is. 

8 hours ago, ignazflam said:

I would recommend separate sliders for cloths, heavy and light armor. In my opinion clothes does not have that good fit, taking into consideration that majority of them are robes, as an iron armor.

You mean there should be separate sliders for the suitability option? So clothes would more easily fit than light armor. And light armor would fit more easily than heavy armor? That might be doable. 

8 hours ago, ignazflam said:

I realized it when I got strange error when I was not able to wear same clothes after bathing( but I think it is problem with my load order)

No you are right. I've had that bug too. Not sure if it's from bathing but it's annoying and I'll be looking into it. 

 

Thanks for the feedback :)

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I have noticed that my shield gets un-favorited a lot. Forcing me to re-assign the hot key.

 

Also 

 

On the degrade settings

 

X number of hits to degrade 1level means to lose 1 from the 40/40 stat, correct? So it would go to 39/40 after said X number of hits?

 

So far so good, I love the drop mechanic. But is there a setting to turn off auto pickup? Also it would be neat if the broken item could be salvaged instead of repaired. (Kind of like L&D's mechanic)

 

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2 hours ago, Corsayr said:

X number of hits to degrade 1level means to lose 1 from the 40/40 stat, correct? So it would go to 39/40 after said X number of hits?

No you will always lose one from the durability if the object is untempered. The option you're talking about is for tempering degradation. 

2 hours ago, Corsayr said:

have noticed that my shield gets un-favorited a lot.

Yes, I've noticed. I think it's a problem with the alias recycling algorithm. It's big on my list of fixes. 

 

2 hours ago, Corsayr said:

But is there a setting to turn off auto pickup? 

Not really. It's purpose is mainly to stop skyrim dropping your shit through the floor which is super annoying. 

 

2 hours ago, Corsayr said:

Also it would be neat if the broken item could be salvaged

You mean like break the item into scrap? That should be doable. 

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12 minutes ago, Monoman1 said:

Not really. It's purpose is mainly to stop skyrim dropping your shit through the floor which is super annoying

What if I am cool with the occasional item disappearing into the void? My immersion scientists using lab experiments tell me sometimes even in real life when you drop something it just disappears. ? So while annoying it is... immersive!

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19 minutes ago, Corsayr said:

But for tempered items that is how it works, correct?

Yes. It should be x number of hits from say superior to fine. 

16 minutes ago, Corsayr said:

What if I am cool with the occasional item disappearing into the void? My immersion scientists using lab experiments tell me sometimes even in real life when you drop something it just disappears. ? So while annoying it is... immersive!

A key or a coin I could understand. A pair of boots, not so much ?

there is already an option to just destroy the item when it's broken if you like. But I will see about an option to disable the pick up.

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