Tempered Items - ProbablyManuel/requiem GitHub Wiki

Requiem allows you to distribute tempered items to NPCs with a fine control over the magnitude of the applied tempering bonuses.

How tempering works in Requiem

In Requiem each tempering level encompasses a whole range of item health/tempering bonus values. This ensures that tempering bonuses remain useful with Requiem's increased armor ratings and weapon damages while retaining useful descriptive labels. The mapping of tier names to tempering bonuses is shown in the following table:

Quality Tier Name Item Health Damage/Armor rating bonus (x2 for cuirass)
Well-Made 100% - 210% 0 - 11
High-Grade 220% - 330% 12 - 23
First-Rate 340% - 450% 24 - 35
Exquisite 460% - 570% 36 - 47
Master Work 580% - 690% 48 - 59
Legendary 700% - ... 60 - ...

When you want to create your own tempered items in Requiem, you need to specify a few values:

  • the quality tier T determines the overall quality of the spawned item
  • the size factor S indicates the item type, the allowed values are:
    • H (=1) for daggers and other light weapons
    • N (=2) for one-handed weapons and all armor pieces
    • D (=4) for two-handed weapons, including bows and crossbows
  • the distribution type D governs how the spawn probabilities are distributed:
    • rise gives a higher probability to high values within the specified item health interval
    • const gives equal probability to all values within the specified item health interval
    • fall gives a higher probability to low values within the specified item health interval

Based on these values, Requiem will determine minimum and maximum item health values to spawn:

  • min item health: 100% + 10% * 3 * (T - 1) * S
  • max item health: 100% + 10% * (3 * (T * S) - 1)

These tempering ranges are written as tier{N}_{S}_{D}, e.g. tier2_D_fall.

Distribution types are scheduled for removal in a future Requiem version to simplify the system. We recommend to simply use the const distribution.

Tempering worn armor

Tempering of armors happens via a small script. You can either attach this script directly to an actor or use a permanent spell with this script tied to an magic effect to achieve the same effect.

The script you need is named REQ_TemperedEquipment and it needs the following generic properties set:

  • Datastorage: point to alias TemperingData of xxAD3B26 <REQ_CoreScripts_TemperingData>
  • Version_Active: set to xx2F38A0 <REQ_Internal_VersionSavegame>
  • Version_Installed: set to xx2F389F <REQ_Internal_VersionPlugin>

In addition, it also needs a map of armor keywords to tempering ranges to know which tempering should be applied to different items. This is done with the remaining script properties:

  • Keywords: a list of all the keywords that trigger tempering
  • Quality: a list of tempering ranges, they are assigned to the keyword with the same index
Index Keywords Quality
0 ArmorMaterialIron tier2_n_const
1 ArmorMaterialSteel tier2_n_const
2 ArmorHeavy tier1_n_const

In this example any worn armor items with the iron or steel material keyword would be tempered with the tier2_n_const tempering range, while any other heavy armor item would be tempered using tier1_n_const. Any item not matching any of the entries in the map will not be tempered.

If you want to use this script as part of the spell, you need a script archetype effect with constant cast type and self delivery type and a corresponding spell.

At present, only the tier1_N and tier2_N are supported for armor tempering, but for all distributions.

Tempering other items

To temper any item that is not a worn armor, you can create convenient leveled lists which will be processed by the Reqtificator. To use this feature you must first enable REQ Tags for your mod and add the REQ:TEMPER tag. After doing so, you can declare your leveled list with a special EditorID like REQ_LI_Armor_ElvenCuirass_Quality1_N_rise to enable this feature:

REQ _LI_ Armor_ElvenCuirass _Quality1 _N _rise
a prefix to identify your mod's records free-form name to identify the purpose of the leveled list quality tier T size factor S distribution D

Put a single instance of the desired item into the leveled list with count and level set to 1. You can then use this item like any other leveled list in your mod. The Reqtificator will take care of transforming the leveled list to spawn the tempered items you requested.