I was looking for a tempering mod like in skyrim and this mod is exactly what ı wanted great work endorsed the mod.Also ı tempered daedric curiass and also other items with grandmaster repair kit but even with 100 armorer skill it only increas armor rate value by 10(daedric cuirass 80 ar with tempered it become 90 ar)ım planing to make even more broken of course with attribute skill enchanment and spells if its possible.What changes or edits should ı make in main.lua to add more temper bonus armor rate or even broken rates like bonus 100 or 200,300 etc Armor rate instead of 10 or 20 bonus armor rate just to make armorer skill work like vanilla enchanmentor alchemy skill
don't touch the second line. change the first for example this will increase the maximum improvement percentage from 20 to 50 (depending on the quality of the hammer and the player's stats)
I love it, but sadly this mod will overwrite the "no repair from inventory" functionality of Merlord's Realistic Repair. Is there any chance of getting a compatibility version?
I don't really understand the instructions you've posted here. If there is any way to make this mod play nicely with 'Realistic Repair' I'd use it in an instant -- it's such an outstanding idea! -- but I don't know how. Could you make this part of the Mod Config Menu instead, so there's a simple button to click to ensure that you can't repair from inventory?
They kind of work together for me: When I try to repair anything normally, I get the usual message that I need to use an anvil, workbench, etc. At one of these I can then repair my stuff, but only up to the regular max condition. But if I use the same tool again after activating an anvil, workbench, etc., I can then improve items. It's a bit inconvenient, but it appears to be working.
I'd love to see a configurable chance to destroy the armour or weapon, (which would be implemented as remove item from player), on an unsuccessful upgrade.
I realise that some players would cheat on this and have that chance at zero and that's OK. Some of us are more hardcore and relish the risk of losing an item.
Perhaps it could be implemented that the chance of being destroyed increases as the current weapon or armour improved amount deviates from it's vanilla values?
Thanks for the update, Archimag! This will be a great addition to any fan's experience, now that we can improve both weapons AND NOW armor! Love every one of your mods, terrific work! You really should have more than eight Endorsements (I just added mine) just for this mod alone.
16 comments
now the maximum bonus = 0.2, that is + 20% of the norm
Kmax = math.min(Qal/10, Skill/500)
do
Kmax = 1
this will give +100% durability
Kmax = math.min(Qal/10, Skill/500)
KF = math.min((Skill * Qal - math.min(ob.value,10000)^0.5)/100, 1)
if KF > 0 then
if its then should ı change 0.5 or 100 in the second line for much higher bonus armor rate
change the first
for example this will increase the maximum improvement percentage from 20 to 50 (depending on the quality of the hammer and the player's stats)
Kmax = math.min(Qal/4, Skill/200)
local mode = 0
to
local mode = 1
I realise that some players would cheat on this and have that chance at zero and that's OK. Some of us are more hardcore and relish the risk of losing an item.
Perhaps it could be implemented that the chance of being destroyed increases as the current weapon or armour improved amount deviates from it's vanilla values?
Gives the Armourer skill a better reason to level it up.
P.S. Love that name, legogymnast!