[REQ] Item degrade mechanic

Post » Fri May 25, 2012 6:26 am

This is a weapon and armor based RPG. Is anyone working on bringing back durability and repairs?!?

And pants for that matter?

It would be cool too, but a bit extreme for most players, if we could have a Daggerfall repair system. That is, where the player entrusts his items to the NPC in question (blacksmith) to repair, and it either takes 1 day or longer, depending on the percentage of wear on the item.

Either way... infinite durability on everything is a sin in an RPG... just sayin'.
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Juliet
 
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Post » Fri May 25, 2012 1:57 am

infinite durability on everything is a sin in an RPG... just sayin'.
That's your opinion...just sayin'.
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Lauren Dale
 
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Post » Fri May 25, 2012 4:53 pm

+1
I'd even settle for improvement degradation.
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michael danso
 
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Post » Fri May 25, 2012 7:58 am

That's your opinion...just sayin'.

Be that as it may... mods are founded upon opinions, and it is a well-founded opinion, in that there is a hugely loyal RPG base who, like me, cling to what is still kept sacred in worthy circles.
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Reven Lord
 
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Post » Fri May 25, 2012 2:11 pm

I'd be happy if weapons and armor just degraded back to unimproved state with use.

Should be possible with a script. Would be quite a heavy script if it has to count every hit with a weapon and every hit taken by an armor.
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Nicole Coucopoulos
 
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Post » Fri May 25, 2012 5:11 pm

I've been wanting to do this as well. It can probably be done through clever use of scripting, although that would prove to be rather messy if it also allowed NPCs' weapons to break. The real issue is how one goes about displaying the weapon's durability onscreen - at worst, intermittent messages in the top left corner of the screen could be used upon passing certain lump-sum percentages.
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sam
 
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Post » Fri May 25, 2012 5:10 am

Even if the items couldn't break, and wore back down to basic quality like some of you mentioned that would be awesome. It would be great to have a percentage of wear, and even better for the items to show wear, though that could probably never happen due to so many other mods. I would be fine if there were very little indication as long as the mod were to be balanced.
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Sammi Jones
 
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Post » Fri May 25, 2012 1:12 pm

...at worst, intermittent messages in the top left corner of the screen could be used upon passing certain lump-sum percentages.
Or it could just not say anything and make a breaking sound.

I'd be nice to have degradation and repairing under smithing. It'd help slow down the game a bit and make things a little more realistic and/or difficult.
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Chelsea Head
 
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Post » Fri May 25, 2012 5:06 am

At the very least... items should have to be improved multiple times to reach your current improvement potential. I'm surprised I haven't seen any complaints on that alone.
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Sxc-Mary
 
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Post » Fri May 25, 2012 3:31 am

I'd be happy if weapons and armor just degraded back to unimproved state with use.

Should be possible with a script. Would be quite a heavy script if it has to count every hit with a weapon and every hit taken by an armor.
I could deal with this, but without a re-balance of smithing as well, that skill would more unbalanced than it already is.
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David John Hunter
 
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Post » Fri May 25, 2012 2:02 pm

For one, improving items probably shouldn't improve your skill. It's more of a privilege for having skill in the first place.
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Susan
 
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Post » Fri May 25, 2012 3:41 pm

I'd be happy if weapons and armor just degraded back to unimproved state with use.

Should be possible with a script. Would be quite a heavy script if it has to count every hit with a weapon and every hit taken by an armor.

Not without SKSE, I'm sorry to report. Papyrus has no capability of modifying weapon condition as-is. The only thing remotely close is the console function "GetItemHealthPercent," but there's no way of setting the value to something else outside of the hardcoded Crafting mechanic.

I know how the upgrades are being applied, but until I can manipulate that value, this mod is pretty much a pipe dream.
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how solid
 
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Post » Fri May 25, 2012 10:25 am

Not without SKSE, I'm sorry to report. Papyrus has no capability of modifying weapon condition as-is.

What if it wasn't weapon condition but weapon damage and, in a similar vein, armor rating?
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Carlitos Avila
 
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Post » Fri May 25, 2012 4:29 am

What if it wasn't weapon condition but weapon damage and, in a similar vein, armor rating?

Because it would also cause something of a disconnect when the player notices his Legendary Glass sword is doing less damage than a normal Glass sword, for example, with no given explanation for why. It's not something I would do as it would feel very hackish. Plus, as the crafting system works right now, any damage you apply to weapons and armor can't be repaired via Smithing, you have to script the repairs yourself, and likely use a message box to ask the player if he wants to make repairs, interrupting the player who was going to use another menu at the time anyway.

But if someone else wants to try, don't let my pessimism stop you. I just feel that such implementation now would be very clunky to manage.
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Sabrina Steige
 
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Post » Fri May 25, 2012 12:59 pm

I knew it was an issue, as it would have been done already as far as I could figure. I just didn't know how much of an issue it was, since it didn't seem very cut and dry as far as how limited the actual designs could be, as we have discussed so far. But yeah, damn. lol
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liz barnes
 
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Post » Fri May 25, 2012 4:07 am

Not without SKSE, I'm sorry to report. Papyrus has no capability of modifying weapon condition as-is. The only thing remotely close is the console function "GetItemHealthPercent," but there's no way of setting the value to something else outside of the hardcoded Crafting mechanic.

I was thinking of the clumsy, old-fashioned "remove Steel Sword (Superior), add Steel Sword (Fine)" method :hehe:
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Je suis
 
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Post » Fri May 25, 2012 10:08 am

I was thinking of the clumsy, old-fashioned "remove Steel Sword (Superior), add Steel Sword (Fine)" method :hehe:
Can you get/set the quality in a papyrus script right now?
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Blackdrak
 
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Post » Fri May 25, 2012 2:16 am

I was thinking of the clumsy, old-fashioned "remove Steel Sword (Superior), add Steel Sword (Fine)" method :hehe:

This is impossible. Upgraded weapons/armor are not separate items from the base.

Can you get/set the quality in a papyrus script right now?

No.

Here's how the upgrade system works:

When you enter a Smithing menu at either the Workbench or the Grindstone (which have specific Keywords to tell the game to use special functionality on them), and select an upgrade, the upgrade is applied as a direct modification of your current item's Health Percent value.

Currently, the Crafting menus are the only method possible of modifying that value. The Console has a getter for it, but no setter, and Papyrus has no functionality for it at all.
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Rik Douglas
 
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Post » Fri May 25, 2012 5:43 am

I have it planned in my mod here:

http://skyrim.nexusmods.com/downloads/file.php?id=12506

But no full implementation yet. Weapons will just be old, worn or new with different models based on the current status of the weapon.
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Auguste Bartholdi
 
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Post » Fri May 25, 2012 4:11 pm

Here was my suggestion to ScarabMonkey: http://www.gamesas.com/topic/1357897-getting-an-objectreference-for-an-equipped-item/
It's a bit abstract because we can't access properties of individual items without attaching a script (or putting it in an alias that has a script) to everything - which we do not want to do.
Am unsure of his progress.
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Adrian Morales
 
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Post » Fri May 25, 2012 5:22 pm

For one, improving items probably shouldn't improve your skill. It's more of a privilege for having skill in the first place.
with that logic, someone who fixes cars can't gain any skill, only car makers can. Granted sharpening a sword isn't much like making the sword, but improving armor would probably be more difficult than making the armor in the first place. The new build seems to have nerfed how much skill you gain upgrading gear anyway.

I wouldn't mind some kind of weapon/armor downgrade over time, but really it would get expensive buying ebony to repair each piece constantly so it would have to be very slow, like a full month of combat = one degrade. Unless of course someone made it like fallout where you can repair armor with junk armor, then it would be fine.
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Nicole Elocin
 
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Post » Fri May 25, 2012 10:45 am

Ideally, I'd say, it'd be based around values for each material type for the hardness and durability of the materials. And as a point there, if you have ebony, it's probably not expensive to repair (of course, depending on the mod in question).

I've wanted to explore this option, but as TK said it'll need SKSE functions. I haven't checked myself, but how do the mechanics work for the current system? Is it all hard-coded, then?
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James Hate
 
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