Im tracking future additions as well as known issues here:
Potential Future Additions:
Dynamic Enchanted items.
Adding a sound when an item breaks
Adding the ability to set degradation rates based on material types
Changing Icons in the Widget
Add alpha based durability to the widget
Possibly make broken items show (Broken) and unusable until tempered
Change/Add more settings to widget visibility to be more clearer and concise
Known Issues:
Swiping at the air causes your weapon to degrade
Will need to verify that Break Forms is working properly and that items with the keyword MagicDisallowEnchanting can't be broken
Mouse disappearing in menus
Widget stays visible in menus
Key press for widget has to be held down for visibility
Potential CTD on load (Need more info to investigate this)
Vendor Chance not working correclty
Issue with the enchantment ini files
To add modded enchantments to the Dynamic Enchant system you will need to create an ini file in: SKSE\Plugins\EquipmentDurability. This file cant be called whatever you want it to be, but must end in _ENCH. The format of the file is the following [ModFileName.esp] (FormID) = (TypesToEnchant)|(Suffix added to item) 0x000000 = weapon,body,head,hand,foot,shield|Of Wealth
You can see examples in the two included files for Skyrim.esm and Thaumaturgy.esp. Some other mods like Summermyst will probably need a file if you want to see their enchantments randomly show up.
Can we use decimals for the dynamic enchant feature? Even when EnchantChance=1 just about every enemy seems to have at least one piece of enchanted gear
Hello, There must be a conflict on my side : with this mod installed, according to the widget, only the very first weapon hit degrade the weapon (from 100 to 99 + loose "Fine" temper). Then, the weapon won't degrade anymore, no matter what. I also have a strange and quite similar problem with another degradation mod (Simple degradation). If someone has an idea about the culprit, or how I can manage to find it, please help :-) I'm using the Simonrim suite (Adamant) and they are the only mods I can think of that can interfere with this one.
Thank you so much for creating this mod. However, it seems that XXX_ENCH files are not read property, including Thaumaturgy_ENCH.ini, except for Base_ENCH.ini. AFAIK, current dll may use the plugin list retrieved from NoBreakForms.ini to recognize the FormID written in XXX_ENCH.ini. So, we must add section to NoBreak~ for adding random enchanted items from plugins but Skyrim.esm. I have confirmed that Thaumaturgy_ENCH.ini is successfully loaded by following the steps below.
Add [Thaumaturgy.esp] section to NoBreakForms.ini.
Modify the line 105 of Thaumaturgy_ENCH.ini from 051BDE~~ to 0x1BDE~~.
I have followed your recommendation, as the second point looks like a real typo when creating the file. Just one comment here, to be on the safe side I also added the summermyst section to the file but since I am not using it, it triggers a CTD, so while it may force the mod load it will also trigger a crash in case that the mod is not present.
Yea. I was copy/pasting a lot of form IDs. Looks like that one was missed. I'll take a look at the file as a whole. To be honest I really didn't test the Thaumaturgy file... I just created it.
; Fortify Destruction Power 0x0BBD6B = head,hand|of Minor Destruction Power 0x0BBD6F = head,hand|of Destruction Power 0x0BBD71 = head,hand|of Major Destruction Power 0x0BBD73 = head,hand|of Peerless Destruction Power
; Fortify Illusion Power 0x0BBD95 = head,hand|of Minor Illusion Power 0x0BBD97 = head,hand|of Illusion Power 0x0BBD98 = head,hand|of Major Illusion Power 0x0BBD99 = head,hand|of Peerless Illusion Power
; Fortify Restoration Power 0x0BBD9C = head,hand|of Minor Restoration Power 0x0BBD9E = head,hand|of Restoration Power 0x0BBD9F = head,hand|of Major Restoration Power 0x0BBDA0 = head,hand|of Peerless Restoration Power
[DynamicTemper] VendorTemperChance, is this the chance tempered item appear in merchant container? set value 100, but no any tempered item, anything wrong?
The light, heavy and cloth option all require armor to have the appropriate keywords. Default armor would cover everything else that doesnt have these keywords. So its just fail safe more than anything.
164 comments
Potential Future Additions:
Dynamic Enchanted items.Adding a sound when an item breaksKnown Issues:
Swiping at the air causes your weapon to degradeWill need to verify that Break Forms is working properly and that items with the keyword MagicDisallowEnchanting can't be brokenMouse disappearing in menusWidget stays visible in menusKey press for widget has to be held down for visibilityTo add modded enchantments to the Dynamic Enchant system you will need to create an ini file in: SKSE\Plugins\EquipmentDurability. This file cant be called whatever you want it to be, but must end in _ENCH. The format of the file is the following
[ModFileName.esp]
(FormID) = (TypesToEnchant)|(Suffix added to item)
0x000000 = weapon,body,head,hand,foot,shield|Of Wealth
You can see examples in the two included files for Skyrim.esm and Thaumaturgy.esp. Some other mods like Summermyst will probably need a file if you want to see their enchantments randomly show up.
There must be a conflict on my side : with this mod installed, according to the widget, only the very first weapon hit degrade the weapon (from 100 to 99 + loose "Fine" temper). Then, the weapon won't degrade anymore, no matter what.
I also have a strange and quite similar problem with another degradation mod (Simple degradation).
If someone has an idea about the culprit, or how I can manage to find it, please help :-) I'm using the Simonrim suite (Adamant) and they are the only mods I can think of that can interfere with this one.
However, it seems that XXX_ENCH files are not read property, including Thaumaturgy_ENCH.ini, except for Base_ENCH.ini.
AFAIK, current dll may use the plugin list retrieved from NoBreakForms.ini to recognize the FormID written in XXX_ENCH.ini. So, we must add section to NoBreak~ for adding random enchanted items from plugins but Skyrim.esm.
I have confirmed that Thaumaturgy_ENCH.ini is successfully loaded by following the steps below.
; Fortify Alteration Duration
0x0BBD87 = head,hand|of Minor Alteration Duration
0x0BBD8A = head,hand|of Alteration Duration
0x0BBD8B = head,hand|of Major Alteration Duration
0x0BBD8C = head,hand|of Peerless Alteration Duration
; Fortify Conjuration Duration
0x0BBD8E = head,hand|of Minor Conjuration Duration
0x0BBD90 = head,hand|of Conjuration Duration
0x0BBD91 = head,hand|of Major Conjuration Duration
0x0BBD92 = head,hand|of Peerless Conjuration Duration
; Fortify Destruction Power
0x0BBD6B = head,hand|of Minor Destruction Power
0x0BBD6F = head,hand|of Destruction Power
0x0BBD71 = head,hand|of Major Destruction Power
0x0BBD73 = head,hand|of Peerless Destruction Power
; Fortify Illusion Power
0x0BBD95 = head,hand|of Minor Illusion Power
0x0BBD97 = head,hand|of Illusion Power
0x0BBD98 = head,hand|of Major Illusion Power
0x0BBD99 = head,hand|of Peerless Illusion Power
; Fortify Illusion Duration
0x2141AF = head,hand|of Minor Illusion Duration
0x2141B1 = head,hand|of Illusion Duration
0x2141B3 = head,hand|of Major Illusion Duration
0x2141B5 = head,hand|of Peerless Illusion Duration
; Fortify Restoration Power
0x0BBD9C = head,hand|of Minor Restoration Power
0x0BBD9E = head,hand|of Restoration Power
0x0BBD9F = head,hand|of Major Restoration Power
0x0BBDA0 = head,hand|of Peerless Restoration Power
; Fortify Restoration Duration
0x2141A4 = head,hand|of Minor Restoration Duration
0x2141A6 = head,hand|of Restoration Duration
0x2141A8 = head,hand|of Major Restoration Duration
0x2141AA = head,hand|of Peerless Restoration Duration
Add to Thaumaturgy.ini so npcs can have these enhanced.
[DynamicTemper] VendorTemperChance, is this the chance tempered item appear in merchant container? set value 100, but no any tempered item, anything wrong?