Useful Houses 2.0 is now available :foodndrink:
From the changelog* Rewrote repair feature to be much more accurate.By using OBSEv19's inventory ref feature, I am now able to know exactly how many health points each item needs.
* Made hammer destruction deterministic instead of random.When I played Oblivion, I hated how I sometimes broke several of my precious repair hammers on consecutive repair attempts, so when getting short on repair hammers I sometimes saved before repairing, and reloaded if I broke the hammmers. No more! With Useful Houses, the destruction of repair hammers is deterministic. If a repair hammer has 20% chance of breaking (according to vanilla rules), it will always last for 5 repair swings and then break, and reloading doesn't matter.
* Added a general hammer breakdown modifier, allowing you to make all hammers last a little longer/shorter - or never break!If you generally think hammers last too short, set hammer_breakdown_rate to a number below 1. Set it to 0.5 and hammers will last twice as long. Set it to 0, and no hammer will break!
* Added "Repair All" button.The "Repair All" button is enabled whenever you have enough hammers to repair all equipment up to repair health limit. Click it, and all items will be repaired up to their current repair health limit. This will cost you the same number of hammers, and giving you the same Armorer skill experience as if you had clicked enough times to repair the items normally.
* Added repair info text to repair menu.See image here. If using Darn or DarkUId Darn, it will list current repair health limit for normal and enchanted weapons, and the hammer durability (the number of swings before breaking a hammer). If using other UI mods, only the hammer durability is displayed due to space.
* Made alchemy penalty propotional to Alchemy skill, so being at home is more important when creating the really effective potions.As requested. So an experienced alchemist is more in need of a good house to brew his advanced potions, but also normally has much easier access to safe houses. This is mostly a way to not completely nerf the alchemy of new characters that doesn't have access to owned houses.
* Added support for the Battlehorm Dwemer Forge. Using it is treated as being in an owned house when doing repairs (in addition to the skill increase using it gives you).This is untested since I don't own the DLC, so please report back.
* Added a "Useful Houses - Locations.ini" file, where (vanilla or mod-added) cells that should be treated as player-owned can be added.So now it is easy to make mod-added houses being treated as owned, if the modder forgot to set cell ownership properly.
A final note: This mod is made with relatively hardcoe immersionist players in mind, but can also be used simply as a mod to improve the repair functionality. By setting all penalty settings to 0, you get a mod with no penalties, but where you can repair enchanted weapons (a bit) when i a player-owned house, has a "Repair All" button and deterministic repair hammer durability.
Enjoy