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Some scripts reflect Morrowind-style weapon degradation...?

Submitted by JeffNo on

Hi all,


I have script lines that reflect Morrowind's weapons degradation. I was under the impression that Skywind would inherit the indestructible weapons of Skyrim. So should we modify this script? Here are the lines:

"Weapons are less effective as they wear out. Eventually they break, and are useless until you repair them. A worn weapon does only part of the damage it should do. Learn to repair your weapons, or pay a smith to do it."


thanks

-Jeff(No)

 

 

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M'aiq does not know why JeffNo would think swords and knives last forever. Do dragons fly through the skies? No, one day maybe, but not in the 3rd era...

 

(In case this isn't clear - the line still holds true in Skywind as it did in Morrowind)

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can't skywind users just download "loot and degradation" from the nexus? it is script infused, so no need to modify leveled lists.

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We looked at that and the way the script handles it isn't as elegant as we'd like. After studying it we think we have a better theoretical way.

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I'm a bit weary about adding too many Morrowind style gameplay elements. I think there is a good reason why many of them were dropped in Oblivion and Skyrim. 

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I looked into making a mod for Skyrim that would strike some kind of balance, having weapons shatter randomly based upon their material and type (there's a reason people used weapons other than swords when "steel" meant just "less slaggy iron") rather than forcing the player to lug around 20 lbs. of repair hammers every time he or she set out on a long journey. But the work on preparing 3d models for every weapon broken into pieces proved overwhelming. 

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Much simpler would be to make some sharpening effect, lasting for some quantity of hits after work with grinding stone.
At least weapon upgrade in Skyrim is more close to this type.

 

 

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Ooo, that is a good idea. Daedric weapons keep their edge; iron ones don't. One thing though is that items in inventory don't have stable ObjectReferences, so it couldn't be a set number of hits or a timer. I think it would have to be a percentage chance of degradation. And I'm not sure what sense it would make for a mace to loose its tempering (although I'm not really sure how a grindstone makes a mace "macier" in vanilla, so there's that). Ideas?

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Some weapons can really have no mechanics like this. I think we are not obliged to apply one general mechanics to all weapons (if anyone will do this ever...).
Realism >> Balance.

Only metal blade items must be able tempered/sharpened, and only metal things could be fixed.
I am not sure if good mace of steel must have any degradation after use.
Some wooden stick can be broken to pieces and you can't repair it. No superglue in Vvardenfell :)

I would system things to three categories:
   + METAL : dwemer, iron, steel. Easy to fix in smithy, can be sharpened.
   + ORGANIC : wood, chitine, leather (wear). Easy to broke (to some raw material) and craft, can't be fixed.
   + STONE : stone (if there are), glass, ebony. It just gradually degraded and can't be fixed, hard and exp to craft.
   + DAEDRIC : regenerates with time.

 

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HPR, we've already figured this out. You should talk to Max about it. It is similar to what Alysander is suggesting

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What's the status of the weapon degradation feature? I try to tackle this thing and my obvious first idea was to adapt the "Loot and Degradation" mod for Skywind. But this is not desired? Are there other plans?

I think, I lack the knowledge to do something from scratch.

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