Thank you really great but its possible to to increase bonus armor raiting more than daedric armor level?Depending on armorer skill of course.I just want to make armorer skill to be broken or op just like vanilla enchantment or alchemy skill
Thank you for this mod! I just discovered it. Always wanted an armor tempering mod and here it is. And a lua-mod, too. I can immediately add it to my game.
If your work on this is not finished, AlandroSul, I also have some feature ideas that might or might-not be worth adding. How about adding a precondition to the tempering mechanic: it only works if an repair hammer/prong is in possession of the PC or PC stands near an anvil – like in Merlords "Realistic Repair". Maybe even adding some buffs if a Grandmasters Hammer is used or when tempering in the Forge of Hilbongard.
I didn't add a weapon tempering feature because there aren't consistent weapon "tiers" in Morrowind like there are for armor. Armor follows a pretty consistent upgrade for each material type, but weapons vary a lot sort of arbitrarily.
For example, Iron, Steel, Nordic, and Dwarven Battle-Axes all have almost identical damage output. Orcish Battle-axes deal less max damage than all of those, but higher minimum damage. Daedric Clubs deal almost no damage. Some weapon types, such as staves, deal very little damage no matter what the material is.
So I just wanna leave weapons out of it because idk to handle it
I understand that you need to cling to something. You can take the current vanilla damage of any weapon and, after hardening, add 15 points of damage to it. For example, if the damage of a glass dagger is 6-15, a master blacksmith will be able to harden it to 21-30. You can also increase the durability of an item by 2 or 3 times from 300 to 900. The enchantment capacity can also be doubled.
Hello. I checked your mod recently and I've got to say it works really nice. Got a few questions if you don't mind me asking:
1. I noticed there is the same amount of diffrent ingredients used to upgrade armor. Would it be possible to make an option to change the amount of ingredients based on the used ingredient? For example: scrap metal needed 10, ebony ore neede 8, raw glass needed 7 etc.
2. I assume it works based on vanilla AR armor types values, right? Would it be possible to detect whether or not there are any rebalance mods active and use their AR instead?
Sorry for the late reply, notifications always work correctly and I always remember I posted something somewhere :/
I was thinking about BTB necro edit mostly but there is also Hardcore Mod both of which changes a lot of things, included base AR of armors. I can always use Zilophos' Item Editor, but it's a bit tidious to change it manually for every found armor piece.
Curious thing happening with this mod—if I upgrade any pair of vanilla boots, the feet parts disappear. It just makes armor look like leg wraps with bare feet. A cool effect in some cases, but annoying in others.
Is this possibly an incompatibility with the Better Armor mod? Wondering if anyone else has noticed…
I can't replicate this on a vanilla game, so I'd guess it is some sort of conflict. But I don't see it happen when I'm using "Better Morrowind Armor" either, so it might be a conflict with something else.
Very cool mod and idea! This should really diversify the armour options in the game.
I'd love to see this added as an NPC service too, provided by NPCs with the repair service based on their armorer skill. Maybe the cost could be calculated based on how many armour rating points the item is improved by? That way tempering say, a piece of chitin up to daedric tier would end up costing somewhere around the actual cost of daedric (or some fraction of the cost), which would give players another large gold-sink other than enchanting.
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Hope you'll find some time to add new mechanics in the Future. It's really a great Mod.
Always wanted an armor tempering mod and here it is. And a lua-mod, too. I can immediately add it to my game.
If your work on this is not finished, AlandroSul, I also have some feature ideas that might or might-not be worth adding.
How about adding a precondition to the tempering mechanic: it only works if an repair hammer/prong is in possession of the PC or PC stands near an anvil – like in Merlords "Realistic Repair". Maybe even adding some buffs if a Grandmasters Hammer is used or when tempering in the Forge of Hilbongard.
It’s somehow strange that armor can be hardened, but weapons cannot..
For example, Iron, Steel, Nordic, and Dwarven Battle-Axes all have almost identical damage output. Orcish Battle-axes deal less max damage than all of those, but higher minimum damage. Daedric Clubs deal almost no damage. Some weapon types, such as staves, deal very little damage no matter what the material is.
So I just wanna leave weapons out of it because idk to handle it
You can take the current vanilla damage of any weapon and, after hardening, add 15 points of damage to it.
For example, if the damage of a glass dagger is 6-15, a master blacksmith will be able to harden it to 21-30.
You can also increase the durability of an item by 2 or 3 times from 300 to 900.
The enchantment capacity can also be doubled.
1. I noticed there is the same amount of diffrent ingredients used to upgrade armor. Would it be possible to make an option to change the amount of ingredients based on the used ingredient? For example: scrap metal needed 10, ebony ore neede 8, raw glass needed 7 etc.
2. I assume it works based on vanilla AR armor types values, right? Would it be possible to detect whether or not there are any rebalance mods active and use their AR instead?
I was thinking about BTB necro edit mostly but there is also Hardcore Mod both of which changes a lot of things, included base AR of armors.
I can always use Zilophos' Item Editor, but it's a bit tidious to change it manually for every found armor piece.
Is this possibly an incompatibility with the Better Armor mod? Wondering if anyone else has noticed…
I'd love to see this added as an NPC service too, provided by NPCs with the repair service based on their armorer skill. Maybe the cost could be calculated based on how many armour rating points the item is improved by? That way tempering say, a piece of chitin up to daedric tier would end up costing somewhere around the actual cost of daedric (or some fraction of the cost), which would give players another large gold-sink other than enchanting.
Will def. still try this out though!