"[REL] Loot and Degradation

Post » Mon Jul 07, 2014 2:33 pm

Overview:

NPCs now have access to tempered/enchanted items that were previously only available to you. Tempered items no longer retain their tempered state forever. All features can be adjusted using http://www.nexusmods.com/skyrim/mods/3863/?'s MCM.

Loot:

  • NPCs can now be found equipped with tempered/enchanted weapons and armor from any mod as long as they have been added to the leveled lists.
  • Temper chance/quality and enchantment chance increases with NPC level. For a level 1 NPC, enchanted items will be very rare and untempered items will be most common followed by "Fine", "Superior", "Exquisite", "Flawless", "Epic" then "Legendary".
  • NPCs will now also automatically obtain the loot of their dead targets if they are killed within melee range.

Degradation:

  • Tempered weapons and armor will now eventually degrade back to their original, untempered states upon use/hit. Continuously blocking with a weapon will significantly increase the rate at which the weapon degrades.
  • If a hit is blocked with a shield, your armor will be protected from degradation for that hit and instead, your shield may degrade. Getting hit by power attacks can significantly degrade armor.
  • This feature can also be enabled for followers.

Services:

  • To help with the degradation aspect, blacksmiths and fletchers will now temper your (non-artifact) items for a price. Blacksmiths are more expensive but can temper everything. Fletchers are cheaper but are limited to light armor, bows and one-handed weapons.
  • All will be randomly sorted into Apprentices or Journeymen and will only able to temper items into (Fine) and (Superior) respectively except Eorlund Gray-Mane who begins the game as an Adept. Their skill levels will progress through Journeyman (Superior), Adept (Exquisite), Expert (Flawless), Artisan (Epic) and then Master (Legendary) as they temper items. Although more expensive tempering will result in faster progression, experience is calculated before discounts via Speech, fletcher, etc. are applied so you aren't penalized for looking for cheaper options.
  • In addition, blacksmiths and fletchers will gain two skill levels (i.e. Adept to Artisan) over the course of about 6 in-game months without your aid. This experience over time feature will automatically adjust to your game if this mod is installed during a mid-playthrough.
  • You can also enable an option to have blacksmiths/fletchers take X hours to temper items instead of immediate repairs. After the X hours, a courier will deliver your improved items to you.

More info and download at the link: http://www.nexusmods.com/skyrim/mods/55677/?

User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Mon Jul 07, 2014 1:06 pm

I just popped a Skygasm!

User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Mon Jul 07, 2014 9:39 am

This sounds great. I have two questions.

I take it the damage done by weapons and the damage blocked by armor does not decrease permanently as weapon and armor degrades? From your description it sounds as though the effects last only for a few seconds. Is this correct?

Also, what happens when degradation reaches 0? Does the equipment become non-functional?

This is going to be a real must-have for a lot of players, I predict. Congratulations on getting this idea to work. :tops:

User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Mon Jul 07, 2014 8:24 am

I would like this to be configurable. My main wish would be that armor (not boots or gloves) taken from dead enemies would reflect some level of damage until repaired. :)

User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Mon Jul 07, 2014 7:24 am

As of 1.10, weapon base damage and armor rating will now scale with the percentages. Once degradation reaches 0, weapons do no damage and armor has no armor rating. There's also an option to have them break permanently.

I'll see about that. At the moment, you find all pieces of armor in a degraded state on enemies.

User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Mon Jul 07, 2014 2:13 am

I downloaded with the nexus mod manager and activated it,went in game and threw all my weapon,armor and clothes down and picked em back up and equipped em but how do you know what the degrade value is?

Im using this on an existing game and when i go into the inventory theres no degrade numbers....shouldnt it say 100%

*****

I started a new game and it all worked like its suppossed to.

*****

User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Mon Jul 07, 2014 2:32 pm


With the way the SKSE scripts and various game load events work, did you try loading your existing save for the first time with the mod active, saving, and then loading the game again?
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Mon Jul 07, 2014 2:29 am

Why file disappeared from Nexus?

Also could you please add option in MCM to remove percentages and make items loose their dmg/armor values by degrade stages?

User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Mon Jul 07, 2014 2:12 am

I'm reworking the mod to simply use the tempering states so improved items will degrade from legendary to epic to flawless, etc.. Should be less of a headache for me and less problems for you.

Didn't want people downloading the current version and didn't want to take up a slot as a hot file when it was hidden.

@qwert

You should probably just wait for me to reupload.

User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Sun Jul 06, 2014 11:16 pm


I definitely like the idea of using the tempering states, but I'm guessing once you get to normal, the only way you can go from there is broken?
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Mon Jul 07, 2014 2:15 am

Bah. I really liked the idea of items needing repairing or eventually breaking :(

User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Mon Jul 07, 2014 2:40 pm

I'm still ironing out the details but I'd like to combine the two systems if possible.

User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Mon Jul 07, 2014 12:40 am

ok thanks for the info....yes i saved and then loaded that save.

User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Mon Jul 07, 2014 10:16 am

EDIT: I should learn to read before asking

User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Mon Jul 07, 2014 12:05 pm

I don't know if it is already implemented but it would be great if degradation rate depended on material rather than heavy or light armor. Same for weapons.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Mon Jul 07, 2014 7:37 am

Two questions;

Would it at all be possible to have NCP weapons degrade as well?

And would it also be possible that then you find weapons in the world they are already in a degraded state?

Think I can imagine what the answers are going to be but thought I'd ask anyway. :)

User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Mon Jul 07, 2014 11:26 am

It would be great if you could find weapons in a tempered state in enemies, I would like to get rid of some outdated mod that was covering that subject, but Iknow that I am asking too much and maybe a little out of the scope of the OP.

User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Mon Jul 07, 2014 1:12 am

Followers, maybe. We'll see. Finding weapons in various tempered states is what I'm currently working on. The method to do so should be much easier with SKSE 1.7.0.

User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Mon Jul 07, 2014 2:02 am

If your going to use a system that works with the tempering system then why not have something like:

A = Armor W = Weapon

Broken (Item is now unusable)

Damaged A-10 / W-7

Worn A-5 / W-3

[Base] A+0 / W+0

Fine A+2 / W+1
Superior A+6 / W+3
Exquisite A+10 / W+5
Flawless A+13 / W+7
Epic A+17 / W+8 1.8
Legendary A+20 / W+10

Also I think it would be nice to be able to fix a broken item. But it would require a Blacksmith and a fee. If your item had enchantments then only highly skilled blacksmiths should be able to fix the weapon and at a extra fee. Or if it is broken and enchanted have the enchantment lost.

User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Mon Jul 07, 2014 12:30 pm

Sweet :)

Couple more ideas I just wanna throw out there;

Would you consider adding an option that when and if a weapon state reaches zero or in charon711's case broken (now unstable), that the weapon or armor actually breaks and simply becomes unrepairable. If a sword shatters you can't just go repair it, you have to reforged the whole thing.

And if it came to a unique weapon, having broken pieces of it in your inventory then having to take those along with some kinda topup to whoever the best blacksmith is in hopes they can fix it. Maybe adding a timescale to it as well, just simply fix as quick as possible (worn state) take something like two days but if ya got the time and septims let them do the job properly (fix to legendary status) could take a week to ten days.

ANy of this sound good at all?

User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Mon Jul 07, 2014 3:19 am

I like it! I would choose degradation through several simple stages over percentage degradation any day. It frees player from "omg my weapon is 98%, its dmg value lowered. Need repair now!!" mentality. And I also like stages you listed.

Some more ideas:

-Enemy power attacks degrade armor much faster.

-Small chance that weapon or shield will break from enemy's powerattack when you succesfully parry. Only happens to weapons with less then Flawless tempering. Could be also the case with armor. This will make player pay more attention to powerattacks.

-Visual representation of damaged equipment. Cracks, dents, etc. Should work with any modded items.

User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Mon Jul 07, 2014 2:38 am

with all the changes i dont know if im gonna use this....any way to make most of it optional?

User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sun Jul 06, 2014 11:11 pm

Just found out about this, but I can't wait! Let us know if you hit any snags, we might be able to think of something, and Skyrim really needs a solid degradation mod so don't give up!

User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Mon Jul 07, 2014 8:10 am

Looking forward to this. It'd be neat if there was a bar asside each item that showed how degraded each weapon was like Fallout (for example) or number like (oblivion). I don't however know if the engine supports it. I personally want the repair prices to be very high (though I don't mind a MCM optional pricing). I don't love the idea of items going from (legendary -> epic) and the like. I personally don't mind it alongside the bar however.

User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Mon Jul 07, 2014 12:58 am

If done the way I suggested above only three new improvement levels would have to be created and you would just read it like you would it's improvement quality. (Broken, Damaged, Worn, [Base], Fine, Superior, Exquisite, Flawless, Epic, Legendary)

User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Next

Return to V - Skyrim