Oblivion
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Zeus9001

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theCamper6

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About this mod

Adds spells/lesser powers that repair/recharge equipment, armors and weapons in inventory using Magicka. Effectiveness scales with your available magicka and appropriate skill.

Included touch spells to help repair and recharge your followers equipment and their armors and weapons in their inventory.

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Tired of seeing NPCs strip teasing in front of you. Frustrated at the fact your companions armor gets shredded late-game? Want to recharge your follower's weapons or your own without dealing with soul gems. Well here's the solutions for you!

REQUIRES OBSE TO WORK!

Adds spells/lesser powers that repair/recharge equipment, armors and weapons in inventory using Magicka. Effectiveness scales with your available magicka and appropriate skill.

Included touch spells to help repair and recharge your followers equipment and their armors and weapons in their inventory.


Zeus9001 attempted at creating immersive standalone spells that scale in effectiveness with your character's skill and growth, without feeling overpowered early on.

The spells/powers will be added to your list after finishing the intro sequence, regardless of your class choice.


"Repair Equipment"

Depending if you're using the spell/power on yourself or on your follower or whoever you touch, will use varying amounts of Magicka to repair currently equipped gear first, then it repairs other equipment you or your target are wearing that OBSE can find, then it checks what's inside the inventory. How much is needed and used depends on the damaged state of the equipment and your Alteration skill.

Equipment health restored will correspond to your current Magicka * (Alteration skill / 10), so the higher your skill, the more efficient your magicka use is.

Equipment will be prioritized in a specific order: (weapon > shield > cuirass > greaves > helmet > gauntlets > boots) then everything else. The script will try to repair items to full one after the other until your magicka runs out or everything is fixed.

From Alteration Lv75 on, gear will be repaired to 125%, similar to the Expert Armorer perk. Enchanted gear can be repaired at any level.

Can be implemented as a Lesser Power (no skill exp gain) or an Alteration spell that grants skill exp.



"Recharge Weapon"

Depending if you're using the spell/power on yourself or on your follower or whoever you touch, will use varying amounts of Magicka to recharge currently equipped weapon first, then it recharges other equipment you or your target wearing that OBSE can find, then it checks what's inside the inventory. How much is needed and used depends on the depleted charge of your weapon and your Mysticism skill.

Weapon charge replenished will correspond to your current Magicka * (Mysticism skill / 10), so the higher your skill, the more efficient your magicka use is.

Can be implemented as a Lesser Power (no skill exp gain) or a Mysticism spell that grants skill exp.

Technical Details/Changes Made

I've made the script to deal with a target that's not the player that way it can support Touch spells, and added support for other equipment in case its doesn't fit in any of weapon, shield, cuirass, greaves, helmet, gauntlets, boots slots. Included an optimised loop to repair/recharge any armors/weapons in the inventory. This way if a NPC has unequipped an armor because its health point has been reduced to 0, the spell should be able to repair what's in their inventory, and hopefully the NPC will equip it again. (I've not added any script logic to make the NPC equip their now fixed armor, I think Oblivion does it by itself).

Zeus9001 scripts had the right idea, but a minor issue came up when you try to repair armors or weapons to full health, it would sometime be missing by one point from its maximum health points. This is because some OBSE functions that modify the current health of the armor/weapon only supports whole numbers. So if the maximum health of the armor/weapon has decimal points in them, you will never be able to repair the armor to its maximum health points due to OBSE function trimming the decimals off the number that is pass into it.

I've switch those functions to those that does support decimal points to make calculation/modification more accurate.

The functions to recharge weapons/items also has this issue but it's less notable as the charge points of weapon or item should always be dealing with whole numbers unless you have modded it otherwise. It does not have this issue if you have it equipped since the function for this supports decimal points.

Until OBSE makes their functions consistent by supporting floats/numbers with decimals in their parameters, you might see inaccuracy in the recharge side.

I've also added a safety check to see if there is an armor/weapon equipped before the repair and recharge is done to it. One of the issue I had to deal with when my player was bare-handed (no weapon or shield equipped), my magicka gets depleted as if I have repaired something. So this check has been included to deal with this case.

Credit goes to:


The original idea and core structure for this came from hitoo's mod Recharge Spell OBSE.

Zeus9001 expanded on it by adding skill-based scaling, skill exp gain and the Repair variant.

I just tweaked it to support it as Touch spell and fixed issues with the original script.

If Zeus9001 happens to see this, I'm happy to pass this mod back to them with this script change included.

Please let me know if you encounter any bugs/inconsistencies.

Enjoy!