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BFG's Item Health Affects Enchantments, & Can't Wear Broke


BFG99

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Thanks McMutton! Yep, that was my primary goal - increase the realism, and the difficulty. (I always thought Elder Scrolls should scale how strong equipment enchantments are based on the condition of the weapon or armor - how the heck can a Cuirass that's one hit from breaking give the same magic protection as one that's in perfect condition?)
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I'd like to get some feedback on this mod, from you, the player :). Currently, I consider it incomplete, in that I was also planning to limit the amount of repairing you can do to your weapons or armor while out in the wilderness:

--Limited to 25% repair (50% if you're expert/master) if you're in the wilderness/a dungeon

--Bonus of 25% max if you're familiar with the armor/weapon (ie have repaired it a lot already)

--Bonus of 25% max if you're using the Dwemer Forge from Fighter's Stronghold (max repair at 150%)

--Repairing uses Fatigue, meaning you're limited in how many swings of the Repair Hammer you can make at once

--Vanilla limits apply if you're in town near an anvil or forge

--Customizable

 

 

Only a handful of people have expressed interest in this mod though so I'm thinking I should just move on to my next project. Thoughts?

Currently, the mod:

--Unequips broken armor and replaces it with the "best" clothing in inventory

--Automatically replaces a broken weapon while in combat, with the next best weapon in inventory

--Scales armor enchantment strength and weapon enchantment charge requirements according to that armor's/weapon's damage

--Applies to player and all NPCs, supports all armor types including multi-slotted armor/clothing such as robes

--Fully customizable

 

http://www.tesnexus.com/downloads/file.php?id=32914

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So you're able to choose which piece of equipment replaces the broken one?

 

Sadly, not at the moment...the mod chooses for you. For weapons, it'll try to equip the strongest weapon similar to the one you just broke (i.e. if you were using a bow it is more likely to equip another one). For armor, it'll equip the highest value clothing you have in inventory to replace that armor. The automatic re-equipping of weapons or clothing can be turned off though if the player doesn't like how it works.

 

If there's enough demand, in a future version I will make it so the player can choose which weapon or clothing to equip if their equipment breaks.

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There seemed to be some confusion on how to enable or disable the mod's primary three behaviors (unequip broken armor and replace it with clothing in inventory, automatically replace broken weapons in combat, scale armor or weapon enchantment strength according to their condition).

 

To help out, I've posted modified versions of the mod that only enable one of the three behaviors - see the descriptions with each file for details. The original version (which does all of the above by default, and can be customized as you see fit) is also still available.

 

Link to the mod:

http://www.tesnexus.com/downloads/file.php?id=32914

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