NPCs now have access to tempered/enchanted items that were previously only available to you. Tempered items no longer retain their tempered state forever.
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distribute any remixes, transformation, or builds upon the material under CC BY-NC-SA license
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Fixed an issue where items tempered yourself would end up at 0% health.
Version 1.302
Fixed an issue where offhand weapons weren't showing up as a widget.
Version 1.201
Fixed an issue where enchanted item chances were extremely low.
Version 1.132
Fixed an issue where offhand weapons (while dual wielding) were immune to degradation/breakage.
Fixed an issue where the Mixed item breakage system wasn't working properly.
Fixed a few other inconsistencies with weapon degradation.
Version 1.131
Fixed an issue where recently degraded items would not immediately reflect their updated damage/armor ratings.
Fixed an issue where summoned NPCs could loot dead bodies.
Version 1.31
Added timed function to the widget hotkey.
NPCs will now sometimes loot dead allies but will only loot potions, weapons and ammo. In previous versions this feature only applied to NPCs killed by the player but now applies to NPCs killed by anything.
Optimized and fixed a few issues related to the NPCs Loot feature.
Fixed a few minor MCM issues.
Fixed an issue where tempered equipment looted from NPCs were predominantly found at 100% health.
Version 1.30
Widgets: icons that represent your equipment's health before degrading can now be configured to display anywhere on your screen. Requires SkyUI.
Addtional options for Tempered Equipment Chance are now available. See the MCM for more information.
Overall enchanted equipment chance decreased.
Dense stone can now be used in lieu of quarried stone to craft repair kits if Frostfall is installed.
Equipment repair kits can now degrade items down one tempered tier at a time. Useful if you have an item at low health percentage but would like to temper it.
Fixed an issue where items would increase to above 100% if below 10% health.
Fixed a few issues with the tempering service not working correctly.
Version 1.20
Added option to enable Equipment Repair Kits. An Equipment Repair Kit is a portable item that will allow you to temper and examine weapons and armor anywhere. However, items improved using this kit will degrade faster than items improved at a grindstone, workbench or NPC. Once enabled, they can be crafted at a leather rack or purchased from blacksmiths.
Added option to bind an Examine Equipment key to display the health percentages of currently equipped items through notifications. Once an item reaches 0% it will degrade down to the next tempered state.
The differences between degradation rates 1 through 7 for the player/followers in the MCM is now much larger. These values have been reset to default if enabled.
Newly equipped weapons on NPCs who switch weapons mid-fight (i.e. bow to a melee weapon) are now also affected by enchantment/tempered chances.
Tempering costs have been reduced.
Since essential NPCs cannot be killed, the 'NPCs Loot' effects are no longer active on them. This should also alleviate potential issues with quest scenes.
When speaking to an NPC who can temper items for you, the gold costs to temper each equipped item is supposed to finish calculating before you select the dialogue option asking for your items to be tempered. Sometimes these calculations don't finish in time resulting in erroneous values in the dialogue options. To compensate for this, there is now a new dialogue option presented to you if calculations haven't finished bringing you back to the main dialogue option.
Fixed an issue where lower leveled NPCs were receiving higher quality enchants than intended.
This mod will now automatically configure itself to Requiem 1.8+'s tempering system. NPC tempered loot will be disabled in favor of Requiem's. Blacksmiths/fletchers can still temper in increments of 10%. Item health caps are as follows: Apprentice: 150%, Journeyman: 200%, Adept: 250%, Expert: 300%, Artisan 350%, Master: 410%. Caps may decrease depending on item type and material (i.e. daggers can only be raised to 1/4th of the quality of 2-handers). Blacksmiths who are proficient in specific materials have their caps raised by 10%. Please see Requiem's patch notes for more information on the new tempering system.
Version 1.14
Re-balancing: overall degradation rates slightly increased, breakage chances decreased, cloth item break chance decreased since they cannot be tempered.
Added additional settings for tempered/enchanted equipment chance, degradation and item break chances. Those settings have been reset to default values.
Added option to display text notifications once an item degrades in quality.
Being under the effects of a Mage Armor spell will now render armor/clothing immune to breaking.
Unnamed, dummy weapons will no longer be selected by the hotkeys.
Fixed an issue where leather-based items had an incorrect durability value and did not break into leather strips.
Fixed an issue where the Mixed item breakage system wasn't working properly again.
Version 1.13
Added dialogue option to have NPCs temper items to their max skill level instead of one temper level at a time.
Hostile NPCs will now sometimes loot your kills if they are nearby at the time of death but will only loots items that may help them at the moment (weapons, shields, potions, ammo).
Many unique items have been updated to not break. Added options to manually make any item you'd like immune to breaking.
Baldor Iron-Shaper from Dragonborn is now proficient in Stalhrim items (can temper +1 level than their current skill level).
Each type of metal scrap should now correctly match the relative texture color of the material.
Improved scripting performance of the NPCs Loot feature.
Fixed an issue where the mod was affecting mannequins.
Fixed an issue where Eorlund Graymane could not temper unique weapons.
Fixed an issue where the courier would fail to deliver tempered items.
Made many other minor fixes and tweaks.
Version 1.12
Eorlund Graymane can now temper artifacts and other unique items.
Orc blacksmiths can now temper Orcish items 1 level higher than their current skill level--even at master level (Legendary to Legendary + 1).
Fixed an issue where NPCs were looting enemies you had killed.
Version 1.11
Added options to configure hotkeys to automatically equip a weapon of a certain type from your inventory.
Decreased item break chance at all levels and added options to toggle off weapon or armor breakage individually.
NPCs can now be looted by any nearby NPC if the killer or killer's allies are not nearby at the time of death.
NPCs can no longer loot the Jagged Crown.
Several unique quest items can no longer break. Fist weapons can no longer degrade/break.
Armor and weapon material types now includes Dawnguard and Dragonborn materials. Durability reordered from least durable to most durable: Cloth, Wood, Fur, Leather, Iron, Steel, Elven, Bonemold, Falmer, Dwarven, Glass, Chitin, Orcish, Dragon, Ebony, Stalhrim, Daedric.
A patch for Requiem is now available here: http://www.nexusmods.com/skyrim/mods/54562/
Now available on Steam.
Version 1.10
Degradation rate and break chance now scales with material type. From least durable to most durable: Wood, Fur, Leather, Iron, Steel, Elven, Falmer, Glass, Orcish, Dwarven, Ebony, Daedric, Dragon.
Items that break now break into "scraps" that can be sold or forged into materials at the smelter.
Fixed an issue where a blacksmith/fletcher could fail to temper an item.
Version 1.072
Removed debug notification.
Fixed some minor bugs/papyrus errors.
Version 1.07
Item breakage system now comes in 3 options: classic, default and progressive. See the MCM for more details.
Using power attacks now increases weapon degradation.
Since spells bypass armor they also no longer affect armor degradation. This change was also made to avoid conflicts with mods that apply spells to the player and to increase performance.
Bound weapons and armor can no longer break and can no longer be tempered by a blacksmith/fletcher.
Fixed an issue where you could not temper an item yourself if the item was recently degraded.
Version 1.06
Reduced break chance at all levels.
NPCs killed at range can now be looted by a nearby NPC.
NPCs using a follow the player package will no longer loot.
Version 1.05
Added item breakage feature. Equipped gear has a chance to permanently break on use/hit. The chance to break increases if blocking with a weapon or getting hit with a power attack but decreases as temper quality improves. Artifacts cannot break.
Added option to adjust the tempering service prices.
Added option to have less leveled loot aka removing the quality restriction of tempered/enchanted items from low level NPCs (i.e. instead of a lvl 1 NPC only having access to Fine gear, it will now also have a very low chance at the higher tempered states).
Tempered equipment should now scale more consistently with NPC level.
Gunmar and Hestla from Dawnguard now offer tempering services and will begin the game as Journeymen.
Fixed an issue with fortify unarmed enchantments not applying correctly.
Version 1.04
NPC tempered chance at all levels reduced. Tempered quality is now capped based on NPC level. This means a lvl 1 NPC has no chance of receiving a anything higher than Superior while a lvl 50 NPC can receive Flawless or higher.
Enchantment quality is now taken into account and is also capped based on NPC level. Enchantment chance at all levels reduced and now scales exponentially with NPC level rather than linearly. This means that at lower levels, enchantment chance increases only slightly but will start increasing more significantly as NPC level gets closer to 50.
Item gold value minimum for the NPCs Loot feature has been extended in magnitude from 100 to 500 in the MCM.
Version 1.032
Fixed an issue where the Helgen intro scene could fail to progress.
Fixed an issue where blacksmiths/fletchers were gaining too much experience over time than intended.
Version 1.031
NPCs should now loot all instances of an item deemed lootable.
Version 1.03
NPCs now only loot items above a gold value of 15 (configurable). However, they will always loot potions, food, ammo and gold.
Reduced enchantment chance at all levels.
Fixed a hotkey issue with untempered weapons.
Version 1.02
Added option to randomize the tempering delay.
Fixed an issue where an armor/weapon would be improved upon getting equipped, which resulted in a higher than usual Smithing skill requirement to temper the item yourself. If you have experienced this bug, you'll have to degrade the item enough to be able to properly temper it to a regular state.
NPCs now have access to tempered/enchanted items that were previously only available to you. Tempered items no longer retain their tempered state forever. All features can be adjusted using SkyUI's MCM.
Loot
NPCs can now be found equipped with tempered/enchanted weapons and armor from any mod as long as they have been added to the leveled lists.
Temper and enchantment chance/quality increases with NPC level. For a level 1 NPC, enchanted items will be very rare and untempered items will be most common followed by "Fine", "Superior", "Exquisite", "Flawless", "Epic" then "Legendary".
NPCs will now also automatically obtain the loot of their dead targets if they are killed within melee range. NPCs will sometimes loot dead allies but will only loot items that may help them immediately.
Degradation
Tempered weapons and armor will now eventually degrade back to their original, untempered states upon use/hit. Continuously blocking with a weapon, using power attacks or bashing with a bow will significantly increase the rate at which the weapon degrades.
If a hit is blocked with a shield, your armor will be protected from degradation for that hit and instead, your shield may degrade. Getting hit by power attacks can significantly degrade armor.
The rate of degradation scales with material type. From least durable to most durable: Cloth, Wood, Fur, Leather, Iron, Steel, Elven, Bonemold, Falmer, Dwarven, Glass, Chitin, Orcish, Dragon, Ebony, Stalhrim, Daedric.
Widgets: icons that represent your equipment's health before degrading can be configured to display anywhere on your screen. Requires SkyUI.
Equipped gear has a chance to permanently break into pieces on use/hit. These pieces can be forged into materials at the smelter. The faster an item degrades, the more likely the item will break. The higher the temper quality, the less likely the item will break. Artifacts (unique items that already come enchanted) cannot break. Being under the effects of a Mage Armor spell will render armor/clothing immune to breaking. Disabled by default.
These features can also be enabled for followers.
Services
To help with the degradation aspect, blacksmiths and fletchers will now temper your (non-artifact) items for a price. Blacksmiths are more expensive but can temper everything. Fletchers are cheaper but are limited to light armor, bows and one-handed weapons. Eorlund Graymane is the only blacksmith who can temper artifacts or other unique equipment. Orc blacksmiths are proficient in Orcish items, Baldor Iron-Shaper from Dragonborn is proficient in Stalhrim items. Being proficient with certain items means they are able to temper those items 1 level higher than their current skill level.
All will be randomly sorted into Apprentices or Journeymen and will only able to temper items into (Fine) and (Superior) respectively except Eorlund Gray-Mane who begins the game as an Adept. Their skill levels will progress through Journeyman (Superior), Adept (Exquisite), Expert (Flawless), Artisan (Epic) and then Master (Legendary) as they temper items. Although more expensive tempering will result in faster progression, experience is calculated before discounts via Speech, fletcher, etc. are applied so you aren't penalized for looking for cheaper options.
In addition, blacksmiths and fletchers will gain two skill levels (i.e. Adept to Artisan) over the course of about 6 in-game months without your aid. This experience over time feature will automatically adjust to your game if this mod is installed during a mid-playthrough.
You can also enable an option to have blacksmiths/fletchers take X hours to temper items instead of immediate repairs. After the X hours, a courier will deliver your improved items to you.
An Equipment Repair Kit is a portable item that will allow you to temper or degrade weapons and armor anywhere. Items improved using this kit will degrade faster than items improved at a grindstone, workbench or NPC. Once enabled, they can be crafted at a leather rack or purchased from blacksmiths.
Compatibility
Works with all mods that add new weapons/armor/NPCs without the need for patches.
If degradation is enabled, all tempered items will now be considered unique from each other even if they look identical in your inventory. Hotkeys to equip items may function differently now. To counteract this, this mod offers options to configure hotkeys to automatically equip a weapon of a certain type from your inventory.
This mod will automatically configure itself to Requiem 1.8+'s tempering system. An additional patch for Requiem is available here.
Installation/Update/Remove
Manual: drop the files into your Data folder Mod Managers: download the main file and install as normal
To update, remove all files from the previous version and install the new version.
To remove, remove all installed files or use your mod manager to deactivate and/or remove.