So is the top of the picture showing a Damage Feature where the Upgrades go down "Flawless > Exquisite" and continues to "Superior > etc > No Tag for No Upgrade > Tattered > Damaged > Broken" so you added 2-3 downgrades to Weapons & Armor and bottom is for an optional "Damaged/Broken"? or Is the bottom not optional option for "Damaged" Tag to be added to name?
Please make it so if armor is broken, we cannot where it, and if a weapon is broken, it can not be wielded. Much more realistic. Just saying so you can think about it when you are doing any final adjustments in the future :-)
If my helmet has a hole in it the size of a watermelon, it does offer protection on a small area. Likewise, if my sword is duller than a speech about the economic feasibility of fish oil production, i can still bash someone's head in with it in a pinch. Even the most broken banged up of equipment is still better than nothing (with the exception of characters with unarmed combat overhauls like way of the monk or skyre, in that case you can probably punch a hole in space-time). I say let people use them... with a massive damage/armor-rating penalty. Does 95% sound reasonably garbage? Besides, breaking an item doesn't break the enchantment (as seen with the galdur amulet) so a heavily enchanted sword, even if its broken, is still useful for the enchantment which seems perfectly reasonable.
Possibly create a model change for the type of weapon to a broken entity, then that entity scales down in models until its just a hilt, this means maybe bows could turn to melee weapons/ staves could break in sharp areas. This could be a potential gameplay mechanic ((breaking sticks to sharpen them, making swords do blunt damage [ thus doing additional damage to armor] s#*!, man the balls of maces could fall off to reveal points for stabbing. I think I need a redbull.
This looks really cool, but I hope you add a clear state change for *all* drops in effectiveness. I should be able to tell how damaged my armor is just by looking at it, so having to guess when I am playing the game is kind of immersion braking for me. Just a thought from a random person.
Just found this one - your vision for this mod is like EXACTLY what I'm looking for. I liked the Weapon+Armor Degradation mod but I am in love with the idea of the new degradation system fitting seamlessly into the existing quality system.
So the current version isn't quite stable, I take it? If so, I hope you take another look at it - I will absolutely DL this one.
EDIT
Some thoughts.
I see that a lot of the trouble you're having is with some non-standard weapons (player enchanted / modded etc) falling below baseline quality, right?
The main thing I was looking for, TBH, was a gradual reduction in tempering as weapons/armor are used... so nothing would actually be breakable, but you'd still have to do upkeep on weapons/armor to maintain their tempering.
My question is, how much easier would this be on you?
I saw your work on ASIS, and decided to check out what else you've done. This one looks promising. I'm wary of installing anything with, 'known bugs,' but I'm looking forward to any future updates.
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Is the bottom not optional option for "Damaged" Tag to be added to name?
So the current version isn't quite stable, I take it? If so, I hope you take another look at it - I will absolutely DL this one.
EDIT
Some thoughts.
I see that a lot of the trouble you're having is with some non-standard weapons (player enchanted / modded etc) falling below baseline quality, right?
The main thing I was looking for, TBH, was a gradual reduction in tempering as weapons/armor are used... so nothing would actually be breakable, but you'd still have to do upkeep on weapons/armor to maintain their tempering.
My question is, how much easier would this be on you?
also what do you guys do to prevent NPCs from losing their items (damaged items don't register even after patcher has been run)