Why485 Posted March 31, 2007 Share Posted March 31, 2007 I have been creating a personal mod in which weapons do much more damage, and blocking works much more effectively. To tweak weapon damage I have used the "fDamageWeaponMult" and similar settings found under the Gameplay -> Settings on the top. For blocking I used the "fBlockMax" and other similar settings. Here is my question. Raising the damage and raising the block effectiveness has created an interesting side effect in which the weapons and shields can only take a few hits before they lose their health and become unusable. I have been trying to find a global modifier that affects the health of all weapons/shields/armor just as the damage modifiers did, but cannot find one. Have I simply missed it? Or must this be done some other way? Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 31, 2007 Share Posted March 31, 2007 First, you probably shouldn't have damage turned up that much.. Instead of boosting damage, adjust pc/npc health so that fights last about the same, but you need to repair less, and magic still packs a punch. Anyway, I believe it can be adjusted with "fDamageToArmorPercentage" and "fDamageToWeaponPercentage". But it really makes more sense to find a happy medium between damage and npc/player health, the game just plays a bit better since things don't knock you back 5 feet every time they hit (or maybe that was another setting). Link to comment Share on other sites More sharing options...
Why485 Posted March 31, 2007 Author Share Posted March 31, 2007 First, you probably shouldn't have damage turned up that much.. Instead of boosting damage, adjust pc/npc health so that fights last about the same, but you need to repair less, and magic still packs a punch. Anyway, I believe it can be adjusted with "fDamageToArmorPercentage" and "fDamageToWeaponPercentage". But it really makes more sense to find a happy medium between damage and npc/player health, the game just plays a bit better since things don't knock you back 5 feet every time they hit (or maybe that was another setting). I like the way that magic and the wilderness has a bit of a nerf. That is actually one of the reasons I decided to adjust weapon damage. Those two modifiers both do not do what I am looking for. "fDamageToWeaponPercentage" is the value that tells the game how much of the damage dealt with your weapon goes toward lowering the health of said weapon. I am not quite sure what the damage to armor percentage does as you cannot really attack someone with armor. http://www.tessource.net/files/file.php?id=7915 This mod has the health values of all objects of armor and weapon raised. For example the Akaviri Katana has a health of 200 by default; in this mod it has a health of 800. I already sent a PM to the author and am waiting for a reply. Is it possible to change the values of all the weapons/armor at the same time, or did the author really have to go through every object individually and adjust their values? Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 31, 2007 Share Posted March 31, 2007 First, you probably shouldn't have damage turned up that much.. Instead of boosting damage, adjust pc/npc health so that fights last about the same, but you need to repair less, and magic still packs a punch. Anyway, I believe it can be adjusted with "fDamageToArmorPercentage" and "fDamageToWeaponPercentage". But it really makes more sense to find a happy medium between damage and npc/player health, the game just plays a bit better since things don't knock you back 5 feet every time they hit (or maybe that was another setting). I like the way that magic and the wilderness has a bit of a nerf. That is actually one of the reasons I decided to adjust weapon damage. Those two modifiers both do not do what I am looking for. "fDamageToWeaponPercentage" is the value that tells the game how much of the damage dealt with your weapon goes toward lowering the health of said weapon. I am not quite sure what the damage to armor percentage does as you cannot really attack someone with armor. http://www.tessource.net/files/file.php?id=7915 This mod has the health values of all objects of armor and weapon raised. For example the Akaviri Katana has a health of 200 by default; in this mod it has a health of 800. I already sent a PM to the author and am waiting for a reply. Is it possible to change the values of all the weapons/armor at the same time, or did the author really have to go through every object individually and adjust their values?Let me get this straight... You want weapons to degrade slower, not by halving the percentage of damage they take when attacking, being hit, but instead by changing each and every health value for each and every weapon? Ponder that for a moment... Link to comment Share on other sites More sharing options...
Why485 Posted March 31, 2007 Author Share Posted March 31, 2007 Let me get this straight... You want weapons to degrade slower, not by halving the percentage of damage they take when attacking, being hit, but instead by changing each and every health value for each and every weapon? Ponder that for a moment... This is a little tricky to describe. The problem with using that percentage modifier stated earlier is that it does not quite do what you would expect. Weapons lose their health over time for two reasons. They either are used for blocking, or attacking. When a sword is used to block an attack, it absorbs some of the damage that was meant for you and subtracts that damage from its own health. When you swing a sword and attack somebody, the sword for example deals 20 damage. When it does 20 damage to an npc, it also subtracts 0.06% (by default) of that 20 from its own health to simulate the wear of smacking a piece of metal against something. The "fDamagetoWeaponPercentage" value is that 0.06%. Adjusting that value does not affect how much damage the sword absorbs from a block, but rather the damage it absorbs from its own attack. If I set this value to 100, a weapon will self-destruct on its first hit. I am not quite sure what the armor equivalent does, but after some testing it has no relevance to the effect I am trying to achieve. Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 31, 2007 Share Posted March 31, 2007 fblockamountweaponmulti?iarmordamageshieldchance?Lower damage and NPC health so that the problem is less?Change the health of all armors/shields/weapons individually? If none of those work for, it can't be done. Link to comment Share on other sites More sharing options...
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