Jump to content

Recommended Posts

Posted

I think what impresses me the most about his mods is how he is able to accomplish them in such unique ways. With ineeds he managed to avoid the need for several patches and preserve vanilla aspects of food, then with this mod he simply uses a system already in place (tempering) to create a degradation system all the while making it include those of mod added weapons and armor. It's like he just says "screw engine limitations" and does what he wants ::P:

Posted

This sounds great, I'm looking forward to trying it out. Re- iNeeds and the like, I prefer to leave hardcore survival in the Fallout Wasteland myself, but having weapon condition return and giving me an excuse for practical smithing - sign me up! I do love Wet & Cold (without the burden of Frostfall's scripting), and the Holidays are fun & immersive - a must have.

Posted

I missed that in the description. Have you noticed if the loot and merchant available items come with varying degrees of tempering? According to the description they should. If so, I guess the vanilla baseline is the new dull & worn and properly maintained gear will be some degree of tempered.

Posted

I'm fine that degradation only applies to tempering. I think it is more realistic that way. A steel sword isn't going to break but it will lose it's edge quite significantly in battle I would expect. I always imagine a warrior would sharpen their weapon when relaxing around the fire. But there is only so much you can do with a whet stone in the wild.

 

Axes with wooden handles would be a different story and I guess they could break in combat. At the default non-tempered level I personally think it should be an all or nothing affair if a weapon breaks . i.e. one hit it's fine, the next it breaks and is useless.

Posted

I would suppose the best that could be done to make a weapon broken and non functional would be to have a script that adds a flag to the item causing it to not be usable in any of the player's gear slots (if such a thing is possible) but it would likely just be ham fisted and certainly not as elegant as Isoku's implementation.

Posted

I've run into an issue with this mod. I'm not sure how, but it's preventing Hadvar from arriving in Helgen with the rest of the Imperials during the opening scene. This results, naturally, in his lines not being spoken. If that were the extent of the issue, I could live though it, but in addition the game freezes when I walk towards the block after the first execution. I've checked this using just the STEP lineup, and as far as I can tell, this mod is what is causing it.

 

Using it on an old save doesn't seem to cause issues, but I'm not risking it at this point. Pity too, cause what this does makes a LOT of sence.

Posted (edited)

Looks like. I'll test it out and report here and to Isoku on the thread. Good to see he's on top of things... as usual. :)

 

Verified. And lookin' gooooooood.

Edited by Shadriss
Posted

I would suppose the best that could be done to make a weapon broken and non functional would be to...

Do whatever it is that Isoku just did in 1.04. WHich is moot, since it's now 1.06. Weapons will break now, so that should address the comments on that. Additionally, now altered to more accurately NOT give high powered stuff to low leveled mobs. Apparently, the difficulty curve got turned into a difficulty cliff, and he had to adjust it slightly. It's now merely a steep incline.

Posted

This is the update that will put this mod over the top:

Version 1.10Degradation rate and break chance now scales with material type. From least durable to most durable: Wood, Fur, Leather, Iron, Steel, Elven, Falmer, Glass, Orcish, Dwarven, Ebony, Daedric, Dragon. Items that break now break into "scraps" that can be sold or forged into materials at the smelter. Fixed an issue where a blacksmith/fletcher could fail to temper an item.

Scaled degradation rates, and weapons break into raw materials. Going to have some fun before bed I guess.

Posted (edited)

That is implying you can actually download the mod right now. Nexus has been blocking files for at least 10 hours now with their virus scan being broken.

 

EDIT: Scratch that, you can download the file by using the download with NMM button at the top of the page, but that only works with mods with a single main file.

Edited by CJ2311
  • 2 weeks later...
  • 1 month later...
Posted

This is now version 1.201, seems stable and offers weapon "field repair kits" (FNV flashback, anyone?). This might just be ready for STEP Extended consideration.

 

A note on compatibility from the author:

"Compatibility:

  Works with all mods that add new weapons/armor/NPCs without the need for patches.   If degradation is enabled, all tempered items will now be considered unique from each other even if they look identical in your inventory. Hotkeys to equip items may function differently now. To counteract this, this mod offers options to configure hotkeys to automatically equip a weapon of a certain type from your inventory.   This mod will automatically configure itself to Requiem 1.8+'s tempering system. An additional patch for Requiem is available"

 

Finally, if you weren't aware, this mod adds NPC looting of fallen targets, enemies may loot your kills.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.