Skyrim Special Edition

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Shizof

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Shizof

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About this mod

Made for VR, SKSE plugin only Health based degradation mod for Weapons, Armor for Player, Followers and Enemies with Explosion effects. Optional for all and highly configurable. Supports Weapon Throw VR. Wrist bars support with Spell Wheel VR.

Requirements
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Changelogs
WHY?

  • I made this mod because I didn't want to install any loot or scarcity mods or their patches this time. IMO they just take the fun away from the game. Finding loot is part of any rpg game's fun. But finding an ebony sword early spoils the whole game as well. This mod fixes that problem without having to remove them. (Note that you can still use this mod if you do have mods like that).
  • Also I was searching for a degradation mod and found out that every one of them are random or script-heavy. No health based degradation mods that can be used in vr without scripts.
  • I wanted Weapon Throw VR to be supported so that thrown weapons can also degrade.
  • I wanted to see current degradation amount on my wrists. That's why the mod requires new Spell Wheel VR version 1.3.0+ for wrist bars and explosion effects.


REQUIREMENTS

  • SKYRIMVR



FEATURES

This is an SKSE plugin only mod. No esps. No scripts. You can take it in and out of your save without issues.


1- DEGRADATION

  • Health based degradation system for weapons and armors (No random destruction like some other mods). Tempering an item will restore all durability.
  • Equipped weapons, shields, helmets, gauntlets, cuirass and boots start at 100 health and degrade on successful use(hit on actors even blocked for weapons, hit on player for armors, blocking with weapons/shield is supported as well of course).
  • Degradation amount is calculated according to material, player level, improvement level, attack type etc. All completely configurable from the ini. Use GlobalDegradeMultiplier to easily change the difficulty.
  • Player equipment degradation is chance or percentage(by default) based. No locational hit detection is implemented for player. I decided it is unnecessary because the point is to actually degrade all the equipped armor and enemies hit you the same way all the time.
  • If TemperReduceInsteadofBreaking setting is turned on in the ini, when health reaches 0 on a tempered item, it loses its improvement level (one level) instead of getting destroyed. Turning this feature off would destroy them regardless. 
  • High quality material weapons and armor degrade a lot faster when player isn't at required level to use those materials. So for example, an ebony sword would get destroyed on two hits at player level 1. This prevents finding a high quality weapon/armor spoiling all your game. No need to install any loot mods any more. Use those weapons at your own peril or just save them for later. (This is configurable in the config).
  • Actor's skill affects the degradation amount. For example if One handed skill is high, degradation of one handed weapons will be lower. Adjustable from SkillCoefficientWeapons and SkillCoefficientArmors settings.



2- REDUCTION SYSTEM

  • Items have their price reduced according to their degradation amount. Adjustable from ValueReductionMultiplier setting. 
  • Weapons have their damage amount reduced for Player based on their degradation amount. Adjustable from DamageReductionMultiplierWeapons setting.
  • Armors have their protection value reduced according to their degradation amount. Adjustable from ProtectionReductionMultiplierArmors setting.


3- REPAIR SYSTEM

  • Includes Repair systemRepairableNormalRepairableEnchantedRepairableUnique settings can be found in DurabilityVR.ini. When it's enabled, Weapons/Armor will not get destroyed and will get broken instead. Broken stuff can be found in the inventory with "(Broken)" added to their name. Improve to fix them. Note that improving is only possible for temperable items. The mod automatically creates temper recipes for unique items if they don't exist. You can also use Crafting Recipe Distributor VR to have it generated for all equipment. 
  • Broken items cannot be equipped. If an alternative same item exists, that item is equipped instead. This should be compatible with all mods. Broken items also support mods like Honed Metal.



4- LOOT

  • Loot reduction system can be used to degrade npc equipped armors on death to 0% with a percentage probability (0-100). This is adjustable from DurabilityVR_Loot.ini file with DegradeNPCArmorsToZeroPercentageNotWornArmorsAreProcessed settings. ZeroDegradedArmorsNotRepairable setting determines if the zero degraded armor will be allowed to be repaired or simply be unusable. 
  • It can remove npc weapons on death with a percentage probability (0-100). This is adjustable from DurabilityVR_Loot.ini file with DestroyNPCWeaponsPercentageDestroyNPCWeaponsExplodeNotEquippedWeaponsAreProcessed. Alternatively, you can also choose to degrade npc weapons on death with DegradeNPCWeaponsToZero setting. ZeroDegradedWeaponsNotRepairable setting determines if the zero degraded will be allowed to be repaired or simply be unusable.
  • It can also remove npc ammos on death with a percentage probabilty (0-100. You can set DestroyNPCAmmoPercentage to adjust it.
  • Specific mod armor or weapons can be set to be automatically degraded to 0 as well. You can define the mods by their esp names under [SpecificModsArmorsPercentage] and [SpecificModsWeaponsPercentage] categories in DurabilityVR_Loot.ini file.

5- EFFECTS AND VISUALS

  • Using Spell Wheel VR's wrist bars, you can watch the current durability level of your equipped items. Enchantment bars are now used for Durability as well if this is installed.
  • Current durability of weapons and armors can be seen in the inventory menu as well with a percentage added to the end of the name. It's enabled by default. You can disable it by setting EnableInventoryPerc = 0 in the ini.
  • Destroyed weapons and armor have a cool explosion effect and sound showing the destroyed parts.



6- FOLLOWERS

  • Follower equipment is supported (Turned off by default in the ini).
  • Broken follower equipment is automatically transferred to Player's inventory.


7- ENEMIES

  • Player, Follower and Enemy degradation are all configurable in the ini. You can even disable Player degradation and use it only for Enemy armor explosions.
  • Enemy armor degradation is supported. Locational hit is taken into account. If you have PLANCK installed, it's very accurate. There are multipliers in the ini for enemy armor degradation. They are adjusted to have a few armor explosions in each fight. You can increase or decrease GlobalEnemyDegradeMultiplier to change that easily.


8- CONFIGURATION

  • The mod comes with highly configurable ini files to adjust everything and a FOMOD installer to give you a few presets to choose from. You can further configure it from the config after installation.
  • Exclusions ini file includes races and items to exclude from degradation.

You can also check out another ini file from bongodoctor here: High-Reverse Settings (now included in the fomod) and another from Lovyxia here: Reverse Settings for OWL.



8- INTEGRATIONS

  • Thrown weapons with Weapon Throw VR will degrade as well if Auto Return mode is turned on for them. Others can already be lost easily, so no degradation for classic mode. Requires Weapon Throw VR 1.3.14+.
  • Immersive Smithing supports Durability VR for repairing broken or degraded items immersively.
  • Honed Metal supports Durability VR automatically for repairing broken items or improving items. So you can pay blacksmiths to repair/improve your items for you.



COMPATIBILITY

OBody NG and AutoBody NG is now compatible in version 1.1.0+.

Signature Equipment is not compatible because it's using the same record on the weapon as DurabilityVR uses for degradation to keep the progress of the weapon.

Other degradation mods are not compatible, but it can be used alongside other features of those mods if degradation parts are disabled in them.



FUTURE

  • If you have any suggestions, or requests, let me know and I'll add them to the mod if they are plausible.



CREDITS

  • FlyingParticle for brainstorming and coding help.
  • CylonSurfer, TheRetroCarrot, Cangar, Wolfman, Crit, blazeyboyyy, Jayombie for testing and ideas.
  • Thanks to Wolfman for his reverse durability settings ini file.
  • D-Won for letting me use his explosion mesh.