Do you think the Repair Tools mod could have an exception from being affected by the "Repairs objects" enchantment? Otherwise the enchant repairs the repair tools.
I'd also feel like saying, maybe even have the Charging Powder be "progressively spent" as an item when using other repair tools for the specific category of magical objects attempted to be repaired on top instead of the current way, as in the end, everything an mid-to-end-game character will have will be enchanted.
Yo Magicono43 love the mod! Any chance you're willing to make an optional version where all the items cost x10 more to buy? Just feels way too powerful for what they cost.
I eventually would like to make items repaired the "DIY" way get some amount of "permanent damage" so that eventually not having a professional repair your stuff will lead to items degrading much more quickly and such. But currently I don't have the desire to work on that yet. So for right now you could enable that option that only allows stuff below ebony I think to be repaired by the tools, but yeah it's not a perfect solution.
After just updating the mod I don't really feel like rebuilding it and reuploading it and such, so I'd just say in this case don't use them on things you feel are too OP to repair. Yeah, not the best response, but hopefully that explanation of my laziness is sufficient, lol.
Will do, I usually go through all the comments before I plan on doing an update for a mod, then make a list of stuff to keep in mind while doing that particular update, so it is noted, whenever that times comes.
A bunch of changes, mostly general code clean-up, added settings, more modded item support, etc -General code clean-up and reorganization and removal of unnecessary files. -Changes to texture and audio meta-data to remove some warnings and improve imported asset quality. -Audio-clips from mod will now be prevented from playing over each other and being spammed, (I.E. Less hearing destruction.) -Repair Tools can now be stocked in the shop-shelves of more shop-types, charging powder being the exception (because magic vendor is weird to work with in code.) -Added new console command "addrepairtools" which just adds one of each repair tool to you inventory, for testing mostly. -Added option/setting to toggle on or off the time cost for using repair tools, as requested by a user. -Added option/setting to toggle on or off whether completely broken (0% condition) items should show up on the repair list or not. -Added option/setting to change the volume of repair tool audio clips, between 0% and 150%. -Epoxy Glue can now be used to repair books, including those from the "Skill Books" mod if that is active. -Jeweler's Pliers can not be used to repair jewelry items, including those from the "Jewelry Additions" mod if that is active. -Sewing Kit can now also repair vanilla jewelry items made of cloth, such as bracers, marks, cloth amulet, etc.
Got a bug to report. There's two places in the UseItem function where 0 can be involved in division. Which causes the repair tools to basically not do anything as it throws an exception.
Hey, I know it's been awhile but I'm finally getting to making a small update for the mod. But I'm looking through the code and can't seem to find where any division by 0 is happening or is possible. Maybe this was fixed and I don't remember or forgot to put it in a previous patch-notes or something, but if it's still there could you tell me where if you remember? Thanks.
I have a suggestion. The "Chain" shields in Unity have always seemed weird to me. How about renaming them to "wooden" instead and using the glue when repairing them?
Yeah, I don't really like how alot of the armor "types" work in Daggerfall, it's just a weird quirk with how they coded the entire system. So every piece of armor has some variant of whatever armor materials there are, leather, chain, various metals, etc. Changing that is definitely outside the scope of this particular mod as it would likely mess with a bunch of other things potentially. But I'll keep that in mind for my other mods where something like this might make more sense to try and change.
Currently it's a mod that will add loot chests to dungeons (and hopefully normal buildings eventually as well.) That will give more purpose to skills like lock-picking and other various things. Here is the forum thread that I've been making a somewhat inconsistent as of late video catalogue of progress.
A suggestion: Tools should be available in associated stores. Armorer hammers at armoires, needle and thread in clothing stores, sharpening stones at weapon smiths, glue could be either at book stores, or alchemists. Charging powder could be at alchemists.
How about being able to repair books? Glue or thread could be used. Probably glue.
I never really took into consideration at the time repairing other "misc" items such as books, since when I made this there were no mods or mod features that had books or caused condition damage to books. Maybe I'll consider something like it in the future.
I decided not to do the repair tools in different shop-types thing, one because I did not know how to add items "custom" to said shelves without changing the item-group of said item, like using the vanilla system I'd have to classify armorer hammers as "armor" instead of "miscitem" basically. I know how I could do it now, but not sure if I'd want to honestly, I think it would be slightly weird for the shop that specifically provides a service of repairing equipment, to provide the tools so you can do that yourself.
Atleast for some cases it seems a bit weird, but maybe having Epoxy be sold by alchemists and such would make sense. Like I said before I'll consider it next time I plan on updating this mod.
Released updated version for DFU 0.13.2b, courtesy of Kab the Bird Ranger on the forums. This update fixes a bug where tools would not disappear when broken if the "AllowMagicItemRepair" DFU setting was "True". Thanks again, Kab.
51 comments
https://youtu.be/ND14oNs75tY
Added updated repair tool textures.
-Thanks, Sam The Salmon And WilhelmBlack For Your Artistic Contributions!
Do you think the Repair Tools mod could have an exception from being affected by the "Repairs objects" enchantment? Otherwise the enchant repairs the repair tools.
I'd also feel like saying, maybe even have the Charging Powder be "progressively spent" as an item when using other repair tools for the specific category of magical objects attempted to be repaired on top instead of the current way, as in the end, everything an mid-to-end-game character will have will be enchanted.
Magic Bow -> needing Epoxy Glue + enough Charging Powder;
Magic Sword -> needing Whetstone + enough Charging Powder.
After just updating the mod I don't really feel like rebuilding it and reuploading it and such, so I'd just say in this case don't use them on things you feel are too OP to repair. Yeah, not the best response, but hopefully that explanation of my laziness is sufficient, lol.
would be happy if the items would cost 10x more. with this mod the smiths are obsolete.
A bunch of changes, mostly general code clean-up, added settings, more modded item support, etc
-General code clean-up and reorganization and removal of unnecessary files.
-Changes to texture and audio meta-data to remove some warnings and improve imported asset quality.
-Audio-clips from mod will now be prevented from playing over each other and being spammed, (I.E. Less hearing destruction.)
-Repair Tools can now be stocked in the shop-shelves of more shop-types, charging powder being the exception (because magic vendor is weird to work with in code.)
-Added new console command "addrepairtools" which just adds one of each repair tool to you inventory, for testing mostly.
-Added option/setting to toggle on or off the time cost for using repair tools, as requested by a user.
-Added option/setting to toggle on or off whether completely broken (0% condition) items should show up on the repair list or not.
-Added option/setting to change the volume of repair tool audio clips, between 0% and 150%.
-Epoxy Glue can now be used to repair books, including those from the "Skill Books" mod if that is active.
-Jeweler's Pliers can not be used to repair jewelry items, including those from the "Jewelry Additions" mod if that is active.
-Sewing Kit can now also repair vanilla jewelry items made of cloth, such as bracers, marks, cloth amulet, etc.
The "Chain" shields in Unity have always seemed weird to me. How about renaming them to "wooden" instead and using the glue when repairing them?
Thread: https://forums.dfworkshop.net/viewtopic.php?t=5872
How about being able to repair books? Glue or thread could be used. Probably glue.
I decided not to do the repair tools in different shop-types thing, one because I did not know how to add items "custom" to said shelves without changing the item-group of said item, like using the vanilla system I'd have to classify armorer hammers as "armor" instead of "miscitem" basically. I know how I could do it now, but not sure if I'd want to honestly, I think it would be slightly weird for the shop that specifically provides a service of repairing equipment, to provide the tools so you can do that yourself.
Atleast for some cases it seems a bit weird, but maybe having Epoxy be sold by alchemists and such would make sense. Like I said before I'll consider it next time I plan on updating this mod.
j. Epoxy, God of Glue
Reputation with Magicono43 +5
The polytheistic ones believe in the gods of two-part epoxy.
Sadly for us, the character creation background questions do not allow for polytheistic beliefs... it's 'one or none'!