i use this Mod for a while now and can't play without it. I plan to install "Immersive Armors" and "Immersive Weapon integration" now and i would be interested to know if Durability is compatible with such mods?
You can enable RepairableNormal and RepairableEnchanted settings in DurabilityVR.ini. This would make broken items not get destroyed and instead get broken. Broken stuff can be found in the inventory with "(Broken)" added to their name. You can improve to fix them afterwards. Note that improving is only possible for temperable items.
Yes, I'm experiencing the same "issue." I would prefer not to see my enemies' clothing shatter and have them fight me nude, lol. Is there a way to prevent this ?
Edit : My bad you already answered it, I'm blind sorry !
So I have a suggestion or I need help... I am wanting wanting enemy armour and weapons to break into the (Broken) Status during combat and be in their inventory. I noticed there was an option for Weapons to degrade to zero in the DurabilityVR_Loot.ini file but I didnt see any for armour? Any help would be appreciated!
DegradeNPCArmorsToZeroPercentage. It's the first setting in DurabilityVR_Loot.ini. If you don't want them to be destroyed completely, you need to reduce Enemy armor degradation multipliers from DurabilityVR.ini as well, so that they don't lose them and instead have them zero percentage durability instead.
This mod is awesome and I think im gonna make it a default in my modlist. I do have a few questions, Im in need of help when it comes to balancing. I like the idea of high level armor degrading faster if youre at a low level, however this mechanic can seem confusing to many which is why Id want the reverse option.
Thing is, what are the level requirements? If I find Orcish armor? At what level will I be able to use it efficiently? Thanks a lot for this mod, I will most likely make a custom preset for it to include in my modlist just for maximum balance. :D
You can check DurabilityVR.ini for the settings that has their name start with "Level". The names and comments should be explanatory. Let me know if you have further questions after checking it.
Damn I love the formulas, good work on the mod. Crazy how well it works. I think I might tweak some values, for now Ill set the damage reduction based on degradation to 0.5. So that items dont feel useless when theyre close to breaking.
Great mod, but I have a problem in my environment with version 1.1 and above VIGILANT MOD armor is destroyed after a few attacks from 100%, the TemperReduceInsteadofBreaking setting does not seem to work either. Armor in vanilla and other mods works fine. Version 1.02 works fine.
TemperReduceInsteadofBreaking setting removes improvement level instead of breaking it when it reaches 0%. That would only work if the item has an improvement level.
Regarding your VIGILANT MOD armor getting destroyed with a few attacks, this mod comes with a feature to make high quality material degrade faster to prevent cheating at earlier levels. Check DurabilityVR ini for settings that start with LevelWeapon* and LevelArmor*. Those settings set the level requirements to use weapons and armors. If used before that level, degradation is increased according to a formula. You can adjust those settings according to your preferences.
Thanks for the reply. English is not my first language, so I am writing in translation. Even though I have the improvement level up to the maximum, it still breaks down without any steps. The level is 53, so I don't think it is a level limit issue, but I changed all LevelArmor settings to 1 in DurabilityVR ini to try it out. However, it breaks after a few attacks. Another puzzling phenomenon occurred. Only the Body Armor did not break, but it seemed to regain durability every time it was attacked.
Yes, sir. This is occurring only in VIGILANT armor. It is not occurring with weapons. When it is destroyed, the durability does not decrease at all even if it is attacked several times, and it is suddenly destroyed by the next attack. The durability calculation is broken. The problem has not occurred in version 1.02, so I will keep an eye on it for a while.
I haven't been able to play SKYRIM due to my busy schedule, but I noticed something when I compared VIGILANT to other mods and vanilla armor. The Weight Slider item in VIGILANT's ArmorAddon was not set. When I checked the nif file references, normally there should be two files nif_0 nif_1, but there was only one (e.g. xx.nif) I have not had time to play with it, so I have not been able to verify this, but I wonder if it has anything to do with it?
Yes. I suggest backing up your ini files in another folder and comparing them with a compare utility (I use beyond compare) and keeping them up to date in each version. That's what I do with other mods with ini files.
Awesome! Thx for your fast answer and tip with this ini. tool!
So if I understood correctly, I don't have to change every single setting again with such a tool? Great, that's exactly what I'm going to try! Thank you again for the great mod!
Hi, can you add an option so that when an enemy's armor is set to 0% on dealth it completely breaks the armor, as if it broke while they were alive? Would be really funny to watch somebody's clothes shatter into pieces as I kill them. This could also help fix a compatibility issue with LOTD the curator's companion, as looting the useless armor that doesn't go into your inventory still ends up getting marked as in possession for that mod.
0% degraded armor is for loot system. Not really meant like actual breaking armor. Actually it's because I didn't want npcs to be naked but still wanted to reduce loot. Technically it's possible to add an option for it though. But I'm not sure if I'll ever add it. I'm not aware of any compatibility issue like that, but if you want to exclude some mod item to be degraded, you can do it by adding the formid under [Excluded] category in DurabilityVR_Exclusions.ini. If you have suggestions like adding specific formids there, let me know, I'll include them by default in the ini.
I should elaborate, it's an incompatibility I discovered. I guess Curator's Companion just watches when you loot an item and marks it in possession until it's dropped or displayed in museum. It's not only a problem for modded items, it's a problem for all items that can degrade.
Oh, I see. Then I suggest setting ZeroDegradedArmorsNotRepairable = 1 and ZeroDegradedWeaponsNotRepairable = 1 in DurabilityVR_Loot.ini. That is the same as the not repairable option of the fomod. Any item that's zero degraded gets destroyed when looted automatically if it's not repairable. Does that also fix the incompatibility?
I'm already using the not repairable option of the fomod, so I assume not. I assume when picking up an item the CC script is run to add it to owned items, so if durability is still picking it up AND THEN instantly trashing it, it would make sense why that's happening
Heya, I really like this mod. I got one gripe with it though. Some of the items, mainly enchanted robes, backpacks, and cloaks, take durability damage with no way to repair them. I tried adding the Crafting Recipe Distributor (I am already using CCOR, so that cluttered the lists), but that didn't add any temper recipes for clothing so I removed it. I edited the ini (I use high-reverse) to not have durability on clothing anymore so it wont happen anymore. I think the best way around this issue would be to have an ini option to not use durability on anything that doesn't have a temper recipe.
Yeah, that's a problem if you play with repairing on. I suggest disabling clothing degradation if you want everything to be repairable. There is also a mod called ClothingCraft Redux which adds recipes for vanilla clothing that may add that functionality. I haven't tried it myself though.
Just a question about DamageReductionMultiplierWeapons (and the armor equivalent). As far as I understand it, it should scale down the damage/armor rating as the "health" of the weapon/armor approaches 0. But if I have TemperReduceInsteadofBreaking = 1 does it means that with stock settings the level of an iron sword (superior) 1% health is roughly 1% of it's original attack, only to switch to iron sword (fine) 100% and thus 100% of the attack value when it's degraded a little more?
In short, if by having TemperReduceInsteadofBreaking = 1 the armor/attack value fluctuates up and down as it degrades trough the various stages of tempering?
No, it doesn't fluctuate. Reduction is calculated according to item improvement level. A Fine item is reduced at most to an unimproved version, so the damage/armor rating has a smooth reduction from X to 0 through different levels instead of X to 0 to 100 when it loses a level.
346 comments
If you don't tell me when something is wrong or comment about your requests, I won't know about them and can't fix/add stuff (Naturally!).
If you like the mod, consider clicking the "Endorse" button to make it visible for more people :)
If you don't have it, you'll get CTD.
Make sure you update Spell Wheel VR to the latest version!
i use this Mod for a while now and can't play without it.
I plan to install "Immersive Armors" and "Immersive Weapon integration" now
and i would be interested to know if Durability is compatible with such mods?
I try it tomorrow.
Thanks! Cool Mod!
Yes, I'm experiencing the same "issue." I would prefer not to see my enemies' clothing shatter and have them fight me nude, lol.Is there a way to prevent this ?
Edit : My bad you already answered it, I'm blind sorry !
Any help would be appreciated!
I do have a few questions, Im in need of help when it comes to balancing. I like the idea of high level armor degrading faster if youre at a low level, however this mechanic can seem confusing to many which is why Id want the reverse option.
Thing is, what are the level requirements? If I find Orcish armor? At what level will I be able to use it efficiently?
Thanks a lot for this mod, I will most likely make a custom preset for it to include in my modlist just for maximum balance. :D
Thanks for this mod dude its amazing!
VIGILANT MOD armor is destroyed after a few attacks from 100%, the TemperReduceInsteadofBreaking setting does not seem to work either.
Armor in vanilla and other mods works fine.
Version 1.02 works fine.
Regarding your VIGILANT MOD armor getting destroyed with a few attacks, this mod comes with a feature to make high quality material degrade faster to prevent cheating at earlier levels. Check DurabilityVR ini for settings that start with LevelWeapon* and LevelArmor*. Those settings set the level requirements to use weapons and armors. If used before that level, degradation is increased according to a formula.
You can adjust those settings according to your preferences.
English is not my first language, so I am writing in translation.
Even though I have the improvement level up to the maximum, it still breaks down without any steps.
The level is 53, so I don't think it is a level limit issue, but I changed all LevelArmor settings to 1 in DurabilityVR ini to try it out. However, it breaks after a few attacks. Another puzzling phenomenon occurred. Only the Body Armor did not break, but it seemed to regain durability every time it was attacked.
This is occurring only in VIGILANT armor. It is not occurring with weapons.
When it is destroyed, the durability does not decrease at all even if it is attacked several times, and it is suddenly destroyed by the next attack. The durability calculation is broken.
The problem has not occurred in version 1.02, so I will keep an eye on it for a while.
The Weight Slider item in VIGILANT's ArmorAddon was not set.
When I checked the nif file references, normally there should be two files nif_0 nif_1, but there was only one (e.g. xx.nif)
I have not had time to play with it, so I have not been able to verify this, but I wonder if it has anything to do with it?
one Question.
if I update to the latest version, I have to change all my ini. settings again that I have added , right?
Thx for your fast answer and tip with this ini. tool!
So if I understood correctly, I don't have to change every single setting again with such a tool? Great, that's exactly what I'm going to try! Thank you again for the great mod!
I'm not aware of any compatibility issue like that, but if you want to exclude some mod item to be degraded, you can do it by adding the formid under [Excluded] category in DurabilityVR_Exclusions.ini. If you have suggestions like adding specific formids there, let me know, I'll include them by default in the ini.
I think the best way around this issue would be to have an ini option to not use durability on anything that doesn't have a temper recipe.
In short, if by having TemperReduceInsteadofBreaking = 1 the armor/attack value fluctuates up and down as it degrades trough the various stages of tempering?