By default, in the .ini of this mod, the breakage percent of all items is zero. To allow items to break, change the percentage. Probably set to zero for convenience, as I only want the durability part of this mod but not the breakage.
Is there a number that would be decent to set up including with breaking? new to modding skyrim and dont have a clue on what to edit without breaking the game
are there exceptions for some armor so they don't degrade? my aetherial armor from the "tool of kagrenac" mod only has a limited temper item so it can't be tempered once it runs out
Thanks for the mod. Really appreciate your effort.
Just to have things clear: - Equipment got different health value given by temper level. - Equipment degrade rate is a discrete value between X and (X+1)^2. Ex: if 3 then can be a value between 3 and 16, means per hit, equipment health value degrade by that random number. - Break chance is a percentage. Means you can set up 50 for a 50% of break when Equipment Health Threshold reach the level you assign (default threshold is 0, means when Equipment health is 0, therefore is a discrete value not a percentage, right? Or is a percentage of the health value?) So, every hit you made, when threshold is reached, have a 50% of break? Am I right with all my assumptions?
toggle key code doesn't seem to work, already tried keyboard key code still nothing. Help pls
EDIT/FIXED: to those who are still wondering how to tweak the Toggle Keycode use this as refference to the keys you want to bind as toggle: https://www.creationkit.com/index.php?title=Input_Script#DXScanCodes
Fantastic mod! It's nearly perfect the way it is, and in conjunction with Honed Metal is a perfect open source replacement for Loot and Degradation (losing only the NPC corpse-stripping behaviour, which is generally undesirable anyway because they have no concept of value-to-weight and usually strip them naked).
If I wanted to make any changes, here they are: 1) An alpha parameter for the widget, and/or a Player.GetLightLevel sensitivity. It's a bit bright, especially in the dark, but toning down the colours can make it unreadable in neutral coloured areas. Keeping it white and using an alpha fade instead would make it readable under most conditions. I prefer to keep it active even when weapons are sheathed because it's a convenient on-screen reminder of the currently equipped weapon when using Immersive HUD, but being uncertain what your currently equipped weapon is is something that even the base HUD suffers.
2) The ability to choose Loot and Degradation-style break-chances on power attacks and/or weapon bashes, even when the item is above the EquipmentHealthThreshold, to avoid abusing your weapons except when absolutely necessary. This might come in the form of:
3) Matching one last feature from Loot and Degradation, a context-sensitive display of the widget would also be excellent. If the player is in combat, show the widget after combat ends, for a specified duration, and then hide the widget again.
4) Finally, related to the above, having an optional setting that would automatically hide the widget after you press a hotkey would also be fantastic: if the specified AutoHideWidgetAfter setting is above zero, then pressing the hotkey would show the widget for that amount of time before automatically hiding it again. (Pressing the hotkey while the widget is on a timer would either reset the time remaining or hide it immediately, at your option. Either one would make sense and be intuitive, although resetting the time remaining might be the most preferable (so if you need a few extra seconds to read it, just tap the key again).)
[Widget] DisableWidget=false ; Set PositionX and PositionY to values between 0 and 100 PositionX=3 PositionY=73 Scale=100 UnbreakableColor=0xFFFFFF BreakableColor=0xFFD700 HidePoisonName=false HideWithWeaponsSheathed=false ToggleKeyCode=0 ShowWidgetAfterCombat=5.0 AutoHideWidgetAfterDuration=5.0
that in your legendary papyrus engine and we must choose quit wetandcold, wereable latern, all gear up, frostfall, immersive citizens, immersive patrols...immersive....immersive...
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And what happens if I temper? Its temper goes back into non-tempered?
And what happens if I temper? Its temper goes back into non-tempered?
Just to have things clear:
- Equipment got different health value given by temper level.
- Equipment degrade rate is a discrete value between X and (X+1)^2. Ex: if 3 then can be a value between 3 and 16, means per hit, equipment health value degrade by that random number.
- Break chance is a percentage. Means you can set up 50 for a 50% of break when Equipment Health Threshold reach the level you assign (default threshold is 0, means when Equipment health is 0, therefore is a discrete value not a percentage, right? Or is a percentage of the health value?)
So, every hit you made, when threshold is reached, have a 50% of break?
Am I right with all my assumptions?
Thanks in advance.
Cheers.
EDIT/FIXED: to those who are still wondering how to tweak the Toggle Keycode use this as refference to the keys you want to bind as toggle: https://www.creationkit.com/index.php?title=Input_Script#DXScanCodes
hope this helps anyone
If I wanted to make any changes, here they are:
1) An alpha parameter for the widget, and/or a Player.GetLightLevel sensitivity. It's a bit bright, especially in the dark, but toning down the colours can make it unreadable in neutral coloured areas. Keeping it white and using an alpha fade instead would make it readable under most conditions. I prefer to keep it active even when weapons are sheathed because it's a convenient on-screen reminder of the currently equipped weapon when using Immersive HUD, but being uncertain what your currently equipped weapon is is something that even the base HUD suffers.
2) The ability to choose Loot and Degradation-style break-chances on power attacks and/or weapon bashes, even when the item is above the EquipmentHealthThreshold, to avoid abusing your weapons except when absolutely necessary. This might come in the form of:
[BreakChance]
WeaponSword=0.25
WeaponDagger=0.25
WeaponWarAxe=0.25
WeaponMace=0.1
WeaponGreatSword=0.25
WeaponHammer=0.1
WeaponBattleAxe=0.25
WeaponBow=0.25
WeaponCrossbow=0.1
LightArmor=0.0
HeavyArmor=0.0
Clothing=0.0
DefaultArmor=0.0
PowerAttackMultiplier=5.0
BashAttackMultiplier=5.0
FollowerMultiplier=0.25
NPCMultiplier=1.0
UseIndependentPowerAttackBreakChances=0
PowerAttackSword=0.25
PowerAttackDagger=0.25
PowerAttackWarAxe=0.25
PowerAttackMace=0.1
PowerAttackGreatSword=0.25
PowerAttackHammer=0.1
PowerAttackBattleAxe=0.25
UseIndependentBashBreakChances=0
BashAttackSword=0.25
BashAttackDagger=0.25
BashAttackWarAxe=0.25
BashAttackMace=0.1
BashAttackGreatSword=0.25
BashAttackHammer=0.1
BashAttackBattleAxe=0.25
BashAttackBow=0.25
BashAttackCrossbow=0.25
3) Matching one last feature from Loot and Degradation, a context-sensitive display of the widget would also be excellent. If the player is in combat, show the widget after combat ends, for a specified duration, and then hide the widget again.
4) Finally, related to the above, having an optional setting that would automatically hide the widget after you press a hotkey would also be fantastic: if the specified AutoHideWidgetAfter setting is above zero, then pressing the hotkey would show the widget for that amount of time before automatically hiding it again. (Pressing the hotkey while the widget is on a timer would either reset the time remaining or hide it immediately, at your option. Either one would make sense and be intuitive, although resetting the time remaining might be the most preferable (so if you need a few extra seconds to read it, just tap the key again).)
[Widget]
DisableWidget=false
; Set PositionX and PositionY to values between 0 and 100
PositionX=3
PositionY=73
Scale=100
UnbreakableColor=0xFFFFFF
BreakableColor=0xFFD700
HidePoisonName=false
HideWithWeaponsSheathed=false
ToggleKeyCode=0
ShowWidgetAfterCombat=5.0
AutoHideWidgetAfterDuration=5.0