I love the idea of this mod, but the fact there is no penalty/punishment for failing to upgrade an item makes it way too powerful. I'd love to see a mechanic where if you fail hard enough at the check it gives the weapon a -1, essentially undoing your work on it, or making it worse than the base weapon.
Great mod, thanks bunch for this. I am curious if there could be a version where it is considered stealing if you pick up an anvil that is used/near a Smith for further immersion. Not a big deal if not, I can always edit it myself.
Personally I think it would be a cool change to add that when you fail to improve a weapon, you would use up one use of any armorers hammer in your inventory so that way you have to have reagents to attempt to refine this as well as armorer skill and anvil to improve weapons. No idea how much work this would be to add just wanted to throw a suggestion out there :) Great mod! Endorsed!
When I made this mod, OpenMW's Lua implementation didn’t yet support the specific property that tracks how many uses a repair hammer has left. Since that value wasn't readable or writable, I couldn’t implement more advanced functionality tied to the Armorer skill. I might check if that support has been added since, or consider submitting a merge request to add that functionality to OpenMW’s source.
As of right now, this is 'functional' with Practical Repair in regards to that the Anvil behaviour in Weapon Refinement Lua supercedes that of Practical Repair ( Practical Repair uses this fancy approach where they add fake activators to the Anvils, while I swap out the static anvils with usable anvils so that you can move them around. ) I might be able to add some pseudo functionality though, where you can, if you have Practical Repair installed, use the Anvils to repair ala Practical Repair's approach if you activate them while holding shift or such.
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I'd love to see a mechanic where if you fail hard enough at the check it gives the weapon a -1, essentially undoing your work on it, or making it worse than the base weapon.
I might check if that support has been added since, or consider submitting a merge request to add that functionality to OpenMW’s source.
I might be able to add some pseudo functionality though, where you can, if you have Practical Repair installed, use the Anvils to repair ala Practical Repair's approach if you activate them while holding shift or such.
I'll include that for 1.2!