the following I have yet to find int he ckit, how are you handling them? is it a quest event? If so, can I please bug you for the name? i assume they are the repair scripts whne fixing equipment.
degrepairbench degrepairmarteau degrepairwheel
My notes on the found scripts are below, can you please tell me if they sound correct or if I missed a major function?:
Quest: Add_Player_deg has quest aliases Ajout_anneau (adding ring) attached to player In turn has a alias inventory object DEGRADATION Open up Armor item id DEGRADATION has Script DegradtionSCript and Deg_PlyerEventScript and _DegActorEventscript
Degradationscript.psc controls the mod activcation an lets player select degradation speed
deg_PlayerEventScript.psc 1) handles recognition of unknown armor and weapons Event OnObjectEqipped 2) Handles being hit, effect on armor or weapon Event OnHit
Then Two more scripts in the Scripts section of the same quest:
RepairScript 7 functions, including function that controls resistance to damage, iron versus dadric, etc, more of a reference library
SaveScript determines if weapon breaks or not determines if armor breaks or not destroys! item if totally broken (0)
DEGBoucleDectectionScript - every three seconds, stops and starts quest quete1, to fill aliases
DegPlayerFrappeAliasScript detection of ht eplayer blows on nearby npcs, and degradation thereof, started and ended every 3 seconds by above script.
marcousik: still deciphering your mod. Question please.
In the quest Add_Player_deg you have underquest aliases an alias Ajout_anneau. On that alias under alias invetory you added the ring with three scripts on it. One of the scripts seems to be missing from the BSA. I checked twice and extracted all, the script is not there. The script is _DegACTOREventScript . Is the script needed? Missing on purpose? CAn we just delete it from the Papyrus Scripts window?
___________________________________
Work done so far on alternate mod version:
update :
finished so far:
1) Added MCM menu to mod 2) First Toggle is an option for items not to be destroyed if broken but instead unequipped
okay: int poids1 = ceiling(armeDroite.Getweight() / 2) ; this line just catch the weight of a weapon and divided to 2.
; next step: int random = Utility.RandomInt(0, (rep.GetResist(armeDroite) + degMode + poids1) / index) ; a chance on the weight that the weapon degrade ; this just randomizes a number where: the most heavy is the weapon, the bigger is "poids1", the bigger is the interval to generate a random number. ; next comes something like:
If random == 1 degrade_arme() else ; do nothing endif
; next step armeDROITE.SetBaseDamage(armeDROITE.getbasedamage() - 1) (pasted below) ; very easy ! that's the most important function for degradation: this IS the degradation it just means : set the weapon damage value to the getting-this-value minus one point . THAT'S degradation: on the damage value each time the function is called costs one damage point ! armeDROITE.setgoldvalue(armeDROITE.getgoldvalue() - (armeDROITE.getgoldvalue() / armeDROITE.Getbasedamage())) ; that's the same for the gold value it degrades just like a damaged weapon does have less value to be sold
marcousik: did you want to start a new topic area for programming questions? I have spent a few hours trying to learn you rmod. I understand the quest with the aliases, which are filled by nearby npcs. I get the line calling the function degrade_arme in savescript.psc. I understatnd it handles weapon degradation and breakage. But I would beg for some clarification on some of the code below from that function:
what does line 356 do (pasted below) ?
int poids1 = ceiling(armeDroite.Getweight() / 2)
On line 357, how does weight of a weapon relate to degradation? (pasted below)
int random = Utility.RandomInt(0, (rep.GetResist(armeDroite) + degMode + poids1) / index) ; a chance on the weight that the weapon degrade
and last, the lines 361 and 362 are not clear to me. What does each do?
Some suggestions, just off the top of my head, going by your description (I'm not currently able to actually play Skyrim), just to fine tune what you've already done (and, again, great work);
- I think, to repair weapons, a whetstone would be more appropriate. You'd craft these the same way as hammers. This is just more realistic - you wan't repair a sword by smashing it with a hammer. - I'm not sure about using ingots to repair stuff at benches. Maybe leather strips for armour, and a whetstone for weapons. Again, it just seems more realistic. - I think ALL repairing should increase your Smithing skill. After all, you're going to learn stuff out in the wilderness about keeping equipment maintained, and that's going to factor into your skill as a blacksmith. - It would be cool if you could expand the tags. So when you pick up a weapon, you get the standard [Unknown] tag. Then, when you inspect it, it is one of these; [Perfect] (for shop-new or well-maintained kit), [Worn], [Rusty] and [Broken]. This just gives more of a clue about the quality of the equipment rather having to rely on stats. Obviously, these effect the damage/protection given, broken kit can't be used. All Draugr weapons come [Rusty] as standard. Also, you should only be able to enchant [Perfect] armour and weapons.
These are just my suggestions. Once again, fantastic work! A mod like this has been a long time coming!
1. Have items remain unrevealed until either the player is high enough level or pays a blacksmith to identify them 2. Toggle armor degrading by wearing it. I can't see magical metals degrading just by having it on. But the player can toggle on or ff. I remarked the function in your mod that seemed to cause this but not sure if that is enough or if it was the best way... 3. Have items eventually break if they degrade too much. Or is this already done?
Continuing this mod (7 comments)
I have accounted for the following scripts:
savescrpt.psc
repairscript.psc
degradationscript.psc
deg_PlayerEventScript.psc
DEGBoucleDectectionScript
DegPlayerFrappeAliasScript
the following I have yet to find int he ckit, how are you handling them? is it a quest event? If so, can I please bug you for the name? i assume they are the repair scripts whne fixing equipment.
degrepairbench
degrepairmarteau
degrepairwheel
My notes on the found scripts are below, can you please tell me if they sound correct or if I missed a major function?:
Quest: Add_Player_deg
has quest aliases Ajout_anneau (adding ring) attached to player
In turn has a alias inventory object DEGRADATION
Open up Armor item id DEGRADATION
has Script DegradtionSCript and Deg_PlyerEventScript
and _DegActorEventscript
Degradationscript.psc controls the mod activcation an lets player select degradation
speed
deg_PlayerEventScript.psc
1) handles recognition of unknown armor and weapons
Event OnObjectEqipped
2) Handles being hit, effect on armor or weapon
Event OnHit
Then Two more scripts in the Scripts section of the same quest:
RepairScript
7 functions, including function that controls resistance to damage, iron versus
dadric, etc, more of a reference library
SaveScript
determines if weapon breaks or not
determines if armor breaks or not
destroys! item if totally broken (0)
DEGBoucleDectectionScript
- every three seconds, stops and starts quest quete1, to fill aliases
DegPlayerFrappeAliasScript
detection of ht eplayer blows on nearby npcs, and degradation thereof, started and ended every 3 seconds by above script.
In the quest Add_Player_deg you have underquest aliases an alias Ajout_anneau. On that alias under alias invetory you added the ring with three scripts on it. One of the scripts seems to be missing from the BSA. I checked twice and extracted all, the script is not there. The script is _DegACTOREventScript . Is the script needed? Missing on purpose? CAn we just delete it from the Papyrus Scripts window?
___________________________________
Work done so far on alternate mod version:
update :
finished so far:
1) Added MCM menu to mod
2) First Toggle is an option for items not to be destroyed if broken but instead unequipped
int poids1 = ceiling(armeDroite.Getweight() / 2)
; this line just catch the weight of a weapon and divided to 2.
; next step:
int random = Utility.RandomInt(0, (rep.GetResist(armeDroite) + degMode + poids1) / index) ; a chance on the weight that the weapon degrade
; this just randomizes a number where: the most heavy is the weapon, the bigger is "poids1", the bigger is the interval to generate a random number.
; next comes something like:
If random == 1
degrade_arme()
else
; do nothing
endif
; next step
armeDROITE.SetBaseDamage(armeDROITE.getbasedamage() - 1) (pasted below)
; very easy ! that's the most important function for degradation: this IS the degradation
it just means : set the weapon damage value to the getting-this-value minus one point .
THAT'S degradation: on the damage value each time the function is called costs one damage point !
armeDROITE.setgoldvalue(armeDROITE.getgoldvalue() - (armeDROITE.getgoldvalue() / armeDROITE.Getbasedamage()))
; that's the same for the gold value it degrades just like a damaged weapon does have less value to be sold
Enjoy understanding, ask if not
marcousik: did you want to start a new topic area for programming questions? I have spent a few hours trying to learn you rmod. I understand the quest with the aliases, which are filled by nearby npcs. I get the line calling the function degrade_arme in savescript.psc. I understatnd it handles weapon degradation and breakage. But I would beg for some clarification on some of the code below from that function:
what does line 356 do (pasted below) ?
int poids1 = ceiling(armeDroite.Getweight() / 2)
On line 357, how does weight of a weapon relate to degradation? (pasted below)
int random = Utility.RandomInt(0, (rep.GetResist(armeDroite) + degMode + poids1) / index) ; a chance on the weight that the weapon degrade
and last, the lines 361 and 362 are not clear to me. What does each do?
armeDROITE.SetBaseDamage(armeDROITE.getbasedamage() - 1) (pasted below)
armeDROITE.setgoldvalue(armeDROITE.getgoldvalue() - (armeDROITE.getgoldvalue() / armeDROITE.Getbasedamage()))
You are thinking of sharpening and maintenance, which can also be added.
- I think, to repair weapons, a whetstone would be more appropriate. You'd craft these the same way as hammers. This is just more realistic - you wan't repair a sword by smashing it with a hammer.
- I'm not sure about using ingots to repair stuff at benches. Maybe leather strips for armour, and a whetstone for weapons. Again, it just seems more realistic.
- I think ALL repairing should increase your Smithing skill. After all, you're going to learn stuff out in the wilderness about keeping equipment maintained, and that's going to factor into your skill as a blacksmith.
- It would be cool if you could expand the tags. So when you pick up a weapon, you get the standard [Unknown] tag. Then, when you inspect it, it is one of these; [Perfect] (for shop-new or well-maintained kit), [Worn], [Rusty] and [Broken]. This just gives more of a clue about the quality of the equipment rather having to rely on stats. Obviously, these effect the damage/protection given, broken kit can't be used. All Draugr weapons come [Rusty] as standard. Also, you should only be able to enchant [Perfect] armour and weapons.
These are just my suggestions. Once again, fantastic work! A mod like this has been a long time coming!
my ideas are:
1. Have items remain unrevealed until either the player is high enough level or pays a blacksmith to identify them
2. Toggle armor degrading by wearing it. I can't see magical metals degrading just by having it on. But the player can toggle on or ff. I remarked the function in your mod that seemed to cause this but not sure if that is enough or if it was the best way...
3. Have items eventually break if they degrade too much. Or is this already done?