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This page was last updated on 15 October 2017, 3:38PM
- Changelogs
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Version 1.304
- Fixed an issue where items tempered yourself would end up at 0% health.
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Version 1.302
- Fixed an issue where offhand weapons weren't showing up as a widget.
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Version 1.201
- Fixed an issue where enchanted item chances were extremely low.
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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.
- Fixed an issue where offhand weapons (while dual wielding) were immune to degradation/breakage.
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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.
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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.
- Added timed function to the widget hotkey.
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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.
- Widgets: icons that represent your equipment's health before degrading can now be configured to display anywhere on your screen. Requires SkyUI.
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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.
- 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.
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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.
- Re-balancing: overall degradation rates slightly increased, breakage chances decreased, cloth item break chance decreased since they cannot be tempered.
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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.
- Added dialogue option to have NPCs temper items to their max skill level instead of one temper level at a time.
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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.
- Eorlund Graymane can now temper artifacts and other unique items.
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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.
- Added options to configure hotkeys to automatically equip a weapon of a certain type from your inventory.
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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.
- 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.
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Version 1.072
- Removed debug notification.
Fixed some minor bugs/papyrus errors.
- Removed debug notification.
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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.
- Item breakage system now comes in 3 options: classic, default and progressive. See the MCM for more details.
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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.
- Reduced break chance at all levels.
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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.
- 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.
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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.
- 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.
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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.
- Fixed an issue where the Helgen intro scene could fail to progress.
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Version 1.031
- NPCs should now loot all instances of an item deemed lootable.
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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.
- NPCs now only loot items above a gold value of 15 (configurable). However, they will always loot potions, food, ammo and gold.
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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.
- Added option to randomize the tempering delay.
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Version 1.01
- MCM options should now work correctly.
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- Author's activity
- Load more items
- Mod page activity
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April 2024
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16 Apr 2024, 7:58PM | Action by: SpreadingSilence
Endorsed
'Loot and Degradation'
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15 Apr 2024, 5:09AM | Action by: AkangPazza
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14 Apr 2024, 5:32PM | Action by: KinkyLevk
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13 Apr 2024, 10:12PM | Action by: user54322
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11 Apr 2024, 8:50PM | Action by: Arpaleggia
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10 Apr 2024, 9:17PM | Action by: G3n3t1x
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10 Apr 2024, 3:23PM | Action by: maward00
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09 Apr 2024, 4:47AM | Action by: KingUnderTh3Mountain
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08 Apr 2024, 11:13PM | Action by: HIEDIAROBALX
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08 Apr 2024, 11:03AM | Action by: ViktorNjalLEloev
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06 Apr 2024, 11:36PM | Action by: primavilla
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04 Apr 2024, 4:56PM | Action by: BakArdan
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04 Apr 2024, 10:51AM | Action by: firebool
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02 Apr 2024, 5:16PM | Action by: HammerhansonV2
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02 Apr 2024, 4:28PM | Action by: Oleduhtay304
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March 2024
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31 Mar 2024, 9:39PM | Action by: heenock
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29 Mar 2024, 7:26AM | Action by: andoreneco1110
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26 Mar 2024, 10:24PM | Action by: jaketheartist
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25 Mar 2024, 10:15AM | Action by: ThomasMcCray
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18 Mar 2024, 12:49AM | Action by: Aelftyre
Untracked
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