unknowngst Posted December 20, 2011 Share Posted December 20, 2011 (edited) To proof that I searched before asking, here's two topic I found which is somewhat relevant to what I am looking for:http://www.thenexusforums.com/index.php?/topic/313417-easily-broken-armorweapons/page__hl__durability__st__20http://www.thenexusforums.com/index.php?/topic/232706-weapon-durability-problem/page__p__2060317__hl__durability__fromsearch__1#entry2060317 But I can't find what I need in them. All I want, is to get rid of the armor/weapon durability reducing/repairing out of Oblivion.I don't like this system at all...There's totally no fun in repairing, and it gets repetitive very quickly.Yes, it's very unrealistic, but I feel this game is more enjoyable without it. This must be either too easy, or too hard! Because I searched tesnexus and its forum, but found nothing that can achieve this.I am NOT talking about increasing armor/weapon health to 12370189740782973482078935, because it will still eventually break, and it's gonna take you 82739487234 clicks to repair it... I am not talking about removing repair hammer from the game either...I just don't want the durability to decrease at all throughout the game. Anyone know of a way to achieve this? Thanks in advance! Edited December 20, 2011 by unknowngst Link to comment Share on other sites More sharing options...
Nephenee13 Posted December 20, 2011 Share Posted December 20, 2011 The only thing I've seen suggested, for armor at least, is to make them technically "clothes" with a shield enchantment. Otherwise, from what I've read, durability is hard-coded into the game and can't be disabled. Link to comment Share on other sites More sharing options...
PrettyMurky Posted December 20, 2011 Share Posted December 20, 2011 You could use OBSE event handlers: An 'OnHit' block, and an 'OnMagicEffect' for disintigrate weapons and armor effects block; checking all of the target's equipped weapons and armor, & setting back up to full health where neccessary. Link to comment Share on other sites More sharing options...
BeingShotAt Posted December 20, 2011 Share Posted December 20, 2011 Just set it up so that armor or weapons renew themselves Link to comment Share on other sites More sharing options...
PrettyMurky Posted December 21, 2011 Share Posted December 21, 2011 Actually, there do seem to be settings related to this. FDamageToArmorPercentage and FDamageToWeaponPercentage. Link to comment Share on other sites More sharing options...
unknowngst Posted December 21, 2011 Author Share Posted December 21, 2011 This is sad... Guess I'll have to start learning to make mods then. Thanks for the hints! I'll work in that direction. Link to comment Share on other sites More sharing options...
Striker879 Posted December 21, 2011 Share Posted December 21, 2011 If you enchant clothing with elemental shield sigil stones you can easily max your armor rating at the same time as giving you elemental (i.e. fire, frost or shock) shield. The other added benefit is because it's clothing it isn't damaged. As Nephenee13 has suggested if you want the look of armor but the benefits of enchanted clothing you'll need to change some armor into clothing and then enchant it. Nephenee probably has more knowledge on this than I do, but I think it's a simple change in NifSkope. Link to comment Share on other sites More sharing options...
Nephenee13 Posted December 21, 2011 Share Posted December 21, 2011 I think the armor/clothing distinction is made in the CS. And that is definitely where you'd put innate enchantments on them. Never done it though, haven't done much at all with the CS yet. Link to comment Share on other sites More sharing options...
Striker879 Posted December 21, 2011 Share Posted December 21, 2011 I've tried using the CS for that Nephenee and couldn't find a way (armor shows it's armor rating but there wasn't a way to change that to clothing that I could find, that's why I figured NifSkope and a material property change). Link to comment Share on other sites More sharing options...
PrettyMurky Posted December 21, 2011 Share Posted December 21, 2011 scn QuestScript Begin GameMode If GetGameReloaded con_SetGameSetting FDamageToArmorPercentage 0 con_SetGameSetting FDamageToWeaponPercentage 0 endif EndThat should do it. Link to comment Share on other sites More sharing options...
Recommended Posts