I am working on a new version of BEAR (BFG's Enhanced Armory Realism - see links in my signature). While this isn't a very popular mod, those who do use it seem to REALLY like it...so I figure it's worth the effort
Here's a brief description of the mod, so that my questions make more sense:
Spoiler
This mod aims to improve the way weapon and armor condition (health) impacts your game, increasing immersion and making the game more difficult.
- All settings are customizable! All mod features as described below can be toggled on or off, and the strength of enchantment scaling on armor and weapons can be tailored to your tastes.
- Broken armor and weapons can have a chance of completely disintegrating. The likelihood is dependent on the character Armorer and Heavy, Light, Blade, Blunt, or Marksman skill (whichever is applicable to that equipment), Luck, and the setting in the INI file. This is turned off by default.
- Clothing can give a small armor bonus while it is being worn. The armor bonus given depends on how heavy it is, and what part of the body it covers.
- Broken armor can no longer be worn. It is replaced with the highest value clothing in inventory, giving the impression that that clothing was being worn underneath.
- Magical enchantments on armor and weapons scale according to the armor or weapon health.
- A new weapon will automatically equip if the current one just broke, or was disarmed. Preference will be given to a high-value weapon of similar type.
- Broken armor or weapons fall to the ground during combat.
- All of the above applies to the player and NPCs.
Here's where I'm having trouble with the mod rewrite:
1. Applying new armor enchantments. As armor takes damage in battle, BEAR weakens its enchantments. For example, a piece of armor that gives Resist Magic 20 at 100% health might only give Resist Magic 5 when it's about to break. The problem is, I can't just change the size of the enchantment - the new size won't take effect unless the armor is unequipped and reequipped.. This always triggers the armor unequip/equip sound, as well as enchantment animations. Does anyone know any way to prevent those sounds and animations, or to get around the requirement to unequip/reequip armor?
2. Repairing to 150% health. The original design for BEAR called for allowing Master Armorers, under certain circumstances, to repair armor to 150% health. (For example, by using the Dwemer Forge in Battlehorn Castle.) Conversely, repairing to 100% or 125% health would not be possible anywhere that didn't have a forge/anvil--i.e. in the middle of a cave or Ayleid ruin. I was hoping to copy functionality in TheNiceOne's "Better Houses" mod, since it does something similar - but his scripts are too complex for me to understand, and they also require MenuQue. Does anyone have an idea of how to do something like this without using MenuQue?
3. Cleaning up old items. It's necessary to use PlaceAtMe or similar commands to create the "broken armor or weapons fall to the ground" effect. The unfortunate side effect of this is that it can contribute to savegame bloat, since those references don't get deleted when a cell resets. Does anyone have an idea of how to control this? Perhaps I could use an array to record when a given reference was created, then delete the reference after a certain time elapses if it's not in someone's inventory?
I have several other issues to work through as well, but these are the 3 biggest ones.