TemperingSharpening effectiveness.

Post » Mon Jun 18, 2012 4:03 am

Has anyone come across a way to change how much benefit you get from improving a weapon? The default values are, quite frankly, horribly imbalancing and I'd like to know if they can be changed. I've been browsing the Nexus pretty regularly looking for mods to take apart to get a better understanding of how stuff works but I have yet to see anything that directly changes how much armor/damage increase you get with a given smithing skill. Thanks in advance on the off chance someone sees this before it gets punted to later pages.
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Phillip Hamilton
 
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Post » Sun Jun 17, 2012 6:28 pm

I'm fairly confident I found some gamesettings that looked like they controlled this the other day. Something to do with "health" and "weapon" or "temper", I think. Also, I'm fairly certain they were floats. Hopefully you'll be able to find them.

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le GraiN
 
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Post » Mon Jun 18, 2012 3:35 am

Thanks for the reply. Do you know if there are there any collaborative efforts underway to find and document stuff like this? I know it's really early in the life cycle of this game to expect every question I have to be easily answerable but there are surely more people interested in knowing this kind of thing.
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stevie trent
 
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Post » Mon Jun 18, 2012 2:38 am

Some http://www.creationkit.com/Category:Settings are already documented on the wiki. If you make any findings about GameSettings that aren't documented, or aren't fully documented, then the wiki would be a great place to add information about them.

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Jesus Sanchez
 
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Post » Mon Jun 18, 2012 4:30 am

I've found fSmithingConditionFactor, fSmthingArmorMax, fSmthingWaponMax, and fTemperingSkillUseMult. A quick and dirty test did not show any changes from fTemperingSkillUseMult, so I'm not sure what that modifies. You can change the perk bonus by adjusting the modify tempering health multiplier in each individual perk.

The most influential increases for tempering are from enchants and potions as these can increase the bonus more than the double from having the associated perk.
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Justin
 
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Post » Sun Jun 17, 2012 10:38 pm

Just look at the perks and the perk entry points.
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Dan Wright
 
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Post » Sun Jun 17, 2012 7:45 pm

Been doing a little experimenting. I found the perk PerkSkillBoosts and it has a number of entries. The entry that caught my eye was as follows:

Rank | Priority | Type | Data 1 | Data 2 | Data 3 | Data 4

1 | 7 | Entry Point | Modify Tempering Health | Multiply 1 + Actor Value Mult | SmithingMod | 0.01


This struck me as very promising. It would seem to me to suggest that for every point of the smithing skill it would increase the item's AC/damage by 1%, which would be very much in line with what I have observed as the actual behavior of the smithing skill in game. Unfortunately, changing the multiplier had no effect in game. Very disappointing as I was almost certain I had found what I was seeking.
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Erin S
 
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Post » Sun Jun 17, 2012 8:05 pm

I changed PerkSkillBoosts for tempering to 0.5 instead of 0.01 and tempering didn't change. I put on my smithing gear and it changed a ton. Changing it for onehanded caused my weapons to do absurd damage when I had my enchanted gear on. It seems to work with enchanted gear, but not perks or potions. I don't think this would be a good place to make changes as it looks like it changes values on gear to percentages, but still an option if there isn't a better way. I don't understand the heavy and light armor in the list as armor enchants (besides block) add to the skill and not heavyarmormod/lightarmormod values.
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lisa nuttall
 
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Post » Sun Jun 17, 2012 6:55 pm

I've found fSmithingConditionFactor, fSmthingArmorMax, fSmthingWaponMax ...

I've played around with these a fair bit. You might have noticed that steel smithing at anything below smithing level 22, with the steel smithing perk, will not allow you to upgrade steel to anything better than fine, which you can do without the perk. I'd call that a bug. I was trying to fix it.

fSmithingConditionFactor - default value 0.5825

This will modify the "spread" and for the skill values that determine the next upgrade level. Setting it to 0.8 will bring the minimum required smithing level with the required perk down to 20 but the level required for the first legendary also drops, down to 70 IIRC. Mixed with giving steel smithing a skill requirement of 20, this works well, but it's a bit overpowered. And you'll hit legendary without the required perk at 127 instead of 168.

Going the other way extends the required smithing level for the different improvement levels considerably, but makes the problem outlined above even worse. Set to 0.28, you will not be able to upgrade a steel weapon to superior until smithing level 30, with the perk. There appears to be no offset to reduce the base alone.

fSmthingWeaponMax

This will modify the damage increase an upgrade gives to weapons. There's some problems if you want to reduce it to tone things down a bit as setting it below about 6 will actually stop you from being able to do some upgrades without the relevant perk, depending on level. Increase it and your legendary upgrades become truely legendary.

fSmthingArmorMax

I assume it's the equivalent for armor as above for weapons, but I've never tested it.

I changed PerkSkillBoosts for tempering to 0.5 instead of 0.01 ... I put on my smithing gear and it changed a ton ...

http://www.gamesas.com/topic/1345143-scaling-from-skill-value/page__view__findpost__p__20294119

Multiplying your smithing skill 26 times tends to do that.
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Blackdrak
 
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Post » Sun Jun 17, 2012 5:12 pm

I've played around with these a fair bit. You might have noticed that steel smithing at anything below smithing level 22, with the steel smithing perk, will not allow you to upgrade steel to anything better than fine, which you can do without the perk. I'd call that a bug. I was trying to fix it.

fSmithingConditionFactor - default value 0.5825

This will modify the "spread" and for the skill values that determine the next upgrade level. Setting it to 0.8 will bring the minimum required smithing level with the required perk down to 20 but the level required for the first legendary also drops, down to 70 IIRC. Mixed with giving steel smithing a skill requirement of 20, this works well, but it's a bit overpowered. And you'll hit legendary without the required perk at 127 instead of 168.

Going the other way extends the required smithing level for the different improvement levels considerably, but makes the problem outlined above even worse. Set to 0.28, you will not be able to upgrade a steel weapon to superior until smithing level 30, with the perk. There appears to be no offset to reduce the base alone.

fSmthingWeaponMax

This will modify the damage increase an upgrade gives to weapons. There's some problems if you want to reduce it to tone things down a bit as setting it below about 6 will actually stop you from being able to do some upgrades without the relevant perk, depending on level. Increase it and your legendary upgrades become truely legendary.

fSmthingArmorMax

I assume it's the equivalent for armor as above for weapons, but I've never tested it.



http://www.gamesas.com/topic/1345143-scaling-from-skill-value/page__view__findpost__p__20294119

Multiplying your smithing skill 26 times tends to do that.

Thanks for the useful information. Everything we have discussed so far seems to be a modification to the effective value of the Smithing skill for a given task. The game then seems to use the effective smithing skill value for said task to go and calculate the number that is added to the item's armor or damage value. What I need, then, is access to the table or the calculation that the game uses when it determines this value. In other words, we can increase the smithing skill necessary to reach a certain quality, but we haven't yet figured out how to change what each quality level does. Hopefully that is something that we will eventually figure out and not something hard coded.
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Mashystar
 
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