BFG99 Posted July 13, 2010 Share Posted July 13, 2010 I wanted to announce the posting of a new mod called "BFG's Enhanced Armory". It's designed to improve the impact that weapon and armor health has on the game experience. For example, if your armor breaks, your "best" (highest value) clothing will equip to replace it. If you break a weapon in the middle of combat, you'll auto-equip the next best weapon.Magic enchantments are scaled according to weapon or armor health - for example, a Cuirass enchanted with Resist Magic 20% might only have Resist Magic 4% when it's about to break. Or, if you repair it to 125%, you'll even get a boost - Resist Magic 24%! Additionally, it'll be tougher to keep your weapons & armor in good repair in the field. You'll only be able to repair to 50% (75% if you're an Expert or Master) if you're not near an anvil or forge. Meanwhile, if you're using the Dwemer Forge you'll be able to repair to 150%! Anyway, a fair amount of the mod is still in progress. For example, these changes haven't been applied to NPC's yet but that is planned in order to maintain game balance. Any suggestions or bug reports are appreciated! Link to comment Share on other sites More sharing options...
BFG99 Posted July 14, 2010 Author Share Posted July 14, 2010 Update posted (Version Alpha-4). Please send me any feedback or bug reports you might have. Even if you decide not to download/try the mod, I'd like to know why so that I can tweak it to make it more appealing. New in Alpha-4:*Scales the enchantment charge cost on magic weapons. The charge cost ranges from 500%(!) at 0 health to 83% at 125% health. (You really get punished for trying to use damaged weapons. ) In other words, a weapon that normally takes 40 charges per hit will need anywhere between 33 and 200.*Dramatically improved efficiency of all the scripts; scripts now run once per second with no ill effects (at least on my machine).*Numerous bug fixes. Link to comment Share on other sites More sharing options...
BFG99 Posted July 18, 2010 Author Share Posted July 18, 2010 New version posted. The enchantment scaling now applies to NPCs and creatures as well as the player. And I completely rewrote all the scripts to further improve efficiency. A lot of people have viewed the mod but very few have downloaded it. If you're one of those people, I'd appreciate your feedback on what I could do to make the mod more interesting to you! Link to comment Share on other sites More sharing options...
BFG99 Posted July 19, 2010 Author Share Posted July 19, 2010 New version posted, Beta-2, which fixes 4 nasty bugs introduced when I cut a few too many corners rewriting the scripts :). In other news, any feedback you can give me on why this mod seems relatively unpopular would be helpful. This mod has been posted for one week, and to date has only generated 58 downloads, 2 comments and no endorsements. Meanwhile, a similar mod - which only replaces broken armor with clothing - has been posted for 1 month, and it has 800 downloads, 37 comments and 12 endorsements. What am I missing? Link to comment Share on other sites More sharing options...
BFG99 Posted July 20, 2010 Author Share Posted July 20, 2010 At the suggestion of other players I have renamed the mod. It is now called "BFG's Magic Armor and Weapon Condition Matter; Can't Wear Broken Equipment". Unwieldy name to be sure, but at least it's descriptive! I was concerned because "Enhanced Armory" really does nothing to describe what the mod does, and too many people thought it was related to Armamentium. If others have a better name suggestion, I'm listening! Moderators - is it possible to rename this thread to reflect the mod's name change? If not I'll just start a new one. Link to comment Share on other sites More sharing options...
BFG99 Posted July 21, 2010 Author Share Posted July 21, 2010 New version Beta-3 posted. All major bugs (that I'm aware of!) have been fixed. As usual, please notify me if you have any suggestions or bug reports! And note that the mod's name has changed. It is now the much less elegant but more descriptive "Armor and Weapon Health Affect Enchantments". Link to comment Share on other sites More sharing options...
BFG99 Posted July 24, 2010 Author Share Posted July 24, 2010 Hmm...so I've received basically zero feedback on this mod. Is there just no interest in this? To reiterate:--The strength of armor and weapon enchantments scales with their health.--Broken armor automatically unequips and is replaced with clothing in inventory.--Broken weapons automatically are replaced with the best "similar" weapon in inventory.--Applies to NPCs and players. I really thought I'd have at least some feedback by now, positive or negative....http://www.tesnexus.com/downloads/file.php?id=32914 Link to comment Share on other sites More sharing options...
BFG99 Posted July 25, 2010 Author Share Posted July 25, 2010 New version posted - 1.0 (first full release)! All settings are now fully customizable! You can turn on/off mod settings as you see fit, and also control the strength of the armor or weapon enchantment scaling. Link to comment Share on other sites More sharing options...
BFG99 Posted July 26, 2010 Author Share Posted July 26, 2010 New version released! Fixed a couple more minor bugs. (Now the Known Issues list is down to 4, and 3 of them are minor...making progress!) Anyway, you can get it here:http://www.tesnexus....le.php?id=32914 Link to comment Share on other sites More sharing options...
McMutton Posted July 26, 2010 Share Posted July 26, 2010 I'm unable to test it out, but this sounds quite good. It'll enhance the realism a good deal. Link to comment Share on other sites More sharing options...
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