Skyrim Special Edition

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FarmingDarkness

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FarmingDarkness

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About this mod

An equipment degradation mod with enhanced fine-tuning of how your equipment degrades and breaks

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SUMMARY:
There are a few equipment degradation mods out there, each with their own strengths and weakness, but none of them had the options I was looking for. I built Service Your Gear (SYG) to provide you with a wide level of customization for how your equipment degrades.


FEATURES:
- General
- All slots considered and optional to disable
- Handles weapons & armor
- To service your gear back to health, just temper it as normal
- Does not change the vanilla tempering system

- Degradation
- Degradation supports PC and NPCs
- Options for base levels to degrade, and modifiers for:
- Weapons striking, blocking, and bow firing
- Power attacks, two-handed, bash, sneak, arrows, magic, and stamina
- Being hit in the chest, or periphery, while blocked or not
- Clothes, light armor, heavy armor
- Material tiers, so higher tiers are damaged less:
        - High: Daedric, Dragonplate, Dragonscale, Dragonbone, Ebony, Daedric, Ebony, Stalhrim
        - Medium: Dwarven, Elven, Elven Guilded, Glass, Orcish, Blades, Nordic
        - Low: everything else
        - Material keywords are in form lists, so you can edit them
- Sleep damage (because who sleeps in armor)
- Turning vampire / lycan while in your armor
- Low health and stamina
- And more (see screenshots)

- Breakage 
- Occurs when the equipment health bottoms out (i.e. it hits 0, works like player health).
        - Breakage can destroy, drop, and/or just prevent equipping
- Although armor health can reach 0, the armor will still retain it's basic armor protection, hence why we drop, destroy, or unequip
- Option to prevent destroying enchanted items added in v2.1
- Breakage affects PC only
- No breaking of NPC's items as this can cause issues, and after trying it in BES, I didn't like it
- NPCs can wear items that have degraded to the broken state, meaning you can pick up items with no health from NPCs that are too damaged to equip
- So launching an enemy off a cliff will result in a smaller chance of broken gear than hacking them to death
- Scraps when broken
- A convenience, but not a fully built up feature (I won't be building this up much because it gets messy
- Uses two form lists to pair material keyword with scrap, so you can edit it if you want (index offset is important!)

- No Breakage / Degradation Formlist
- As of v2.0, items on this formlist will be ignored from the breakage and degradation system
- Has a separate save system for bringing lists between saves
- Can be edited based on equipped items via the MCM
- Has premade dragon mask list for convenience
- A keyword has been added for those that prefer patches

UI:
- Version 2.0 adds iWantWidgets as a dependency and provides UI
- Notifications are still available in 2.0, but are redundant and should be kept off for performance
- Can customize the size and colours of the images and text
- Can alter their position on the screen
- The skulls are because there's limited images in the library and a skull seemed more applicable than an apple, moon, or sheep.
- UI does not appear for unequipped slots or disabled slots, keeping it clean
- If an item takes up multiple slots and both slots are enabled, the item may appear twice (i.e. your chest armor may take up 32 and 52)


COMBATABILITY:
- SYG should be compatible with other breakage mods, so you can pick and choose if you want degradation from this mod and breakage from another, etc. You might be asking for unpredictable behaviour if you go down this route, but the option is there.


NOTES:
- Adjusting the "levels to degrade" will alter the rate of degradation across the board. Adjusting the modifiers will impact specifics in how degradation is calculated.


DEBUGGING (v1.3 +):
- I've added a one-time debug option for both armor and weapons that only affect the player. These will disable after the debug message box appears with their relevant data.
- Do NOT turn them both on at the same time, you'll get weird values.
- If you see more than one armor or weapon listed in the debug box in brackets, i.e. (Iron Armor)(Iron Boots), it ran funny, and you should try again. The string assembly can take more time than other things and, yeah, we work with what we got.
- Test in a controlled environment where you're only hitting or getting hit once at a time.
- If the material tier doesn't work, check to see you're not using a mod that changes the keywords on the armor (unlikely, but possible). You can always patch these in yourself if you want.
- Abbreviations in the box will appear as: PowAtk (power attack), Bash, Block, Sneak, TwoHnd (two-handed), Mgc (magic), Arw (arrow), Stm (stamina), WeapDam (weapon damage), MTier HTier or LTier (Mid, High, Low tier), Chest, Hvy (Heavy), Lgt (Light), Clth (Cloth), Lev (Levels to degrade by).
- If you don't see a "Creating Armor / Weapon Debug" notification, the event didn't fire.