RotDurability
Shows durability as uses remaining (47 / 60 uses) instead of 100%, and adds DPS to the damage row, so you can tell which weapon actually lasts longer and kills faster. Client-side and cosmetic.
By Mentalize
| Date uploaded | a week ago |
| Version | 2.6.0 |
| Download link | Mentalize-RotDurability-2.6.0.zip |
| Downloads | 417 |
| Dependency string | Mentalize-RotDurability-2.6.0 |
This mod requires the following mods to function
Thunderstore-GrainRot_UE4SS
Grain Rot UE4SS community overlay for unreal-shimloader.
Preferred version: 1.0.1README
RotDurability
The inspect panel shows durability as a percentage, so every weapon on a shop shelf reads 100% and there is no way to tell which one actually lasts longer. A knife at 100% and a club at 100% are not remotely the same purchase.
RotDurability replaces that percentage with uses remaining, and adds a DPS figure next to the damage range.
Durability: 47 / 60 uses instead of Durability: 100%
Damage: 12-28 (30 dps) instead of Damage: 12-28
Now the comparison is obvious: 60 swings out of a club versus 15 out of a knife, and the damage numbers tell you which one kills faster rather than just which one hits harder.
What it does
Uses remaining. Durability is stored as points, and every weapon spends a different number of points per swing. A club with 300 points that spends 5 per hit gets 60 swings; a knife with 75 points that also spends 5 gets 15. The panel now shows the number that matters.
DPS. Damage per second, from the weapon's real attack cadence — not just its damage range. A hard, slow club and a weak, fast blade can land in very different places once speed is accounted for.
Both numbers update live and account for enchantments. An enchanted weapon's bonus damage is read off that specific item, so a Blazing or Infested variant shows its own DPS with no setup and no lookup tables.
Demolition Power is deliberately excluded from DPS. It only applies to breakable scenery, so folding it in would flatter crowbars and mallets and make the number useless for comparing weapons against enemies.
How it knows
Per-use costs and attack speeds for the base game's weapons ship with the mod, so the numbers are right the first time you look — including on a fresh save, in a shop, before buying anything.
Anything not covered is learned as you play:
- Browsing a weapon in a shop reads its exact per-use cost.
- Using a weapon learns the cost by watching durability fall, which covers dungeon loot that shops never sell.
- Melee attack speed is timed from real swings, converging on the weapon's true cadence rather than however fast you happened to be swinging.
What it learns is remembered between sessions, in two small files under
%LOCALAPPDATA%\Helden\Saved\. Both are plain text, safe to delete, and refill
on their own.
If a weapon's cost genuinely is not known yet, it shows honest durability points rather than inventing a use count. A wrong number is worse than a plain one.
Notes
- Client-side and cosmetic. It only rewrites text in your own inspect panel. No gameplay values are touched, nothing is sent to other players, and it is safe in multiplayer whether or not anyone else runs it.
- Non-weapon inspect panels — furniture, characters, treasure — are left completely alone.
- Sustained-fire weapons like the Rot Burner drain durability continuously rather than per shot, so they keep showing points. "Uses" would be a fabricated unit for them.
Install
Install with a mod manager, or drop the mod folder's contents into your
profile. Requires GrainRot_UE4SS, which the manager pulls in for you.
CHANGELOG
Changelog
2.6.0 — first public release
Durability shown as uses remaining instead of a percentage, plus a DPS figure on the damage row.
The version number starts at 2.6.0 because that is what the mod reports in its own log, and having the listing disagree with the log would only make bug reports harder to read.
Durability
- Durability reads
47 / 60 usesinstead of100%, so two weapons on a shop shelf can finally be compared. - Per-use costs for the base game's weapons ship with the mod, so the numbers are correct on a fresh save, in a shop, before buying anything.
- Costs for anything else are learned three ways: from a shop's own item data, or by watching durability fall as you use a weapon — which covers dungeon loot that shops never sell.
- Weapons learned by use are named properly once you inspect them, so the saved data ends up readable rather than full of internal asset names.
- A weapon whose cost genuinely is not known yet shows honest durability points, never a guessed use count.
DPS
- Damage per second on the damage row, from the weapon's real attack cadence.
- Guns read their fire rate directly, so DPS is exact and appears without ever
firing a shot. Multi-projectile weapons count every pellet — a shotgun listed
as
5-8firing five of them is shown as5-8 x5. - Melee attack speed is timed from real swings and converges on the weapon's true cadence. Estimates only ever tighten, so the figure stops drifting between sessions once it settles.
- Attack speeds for the base game's weapons ship with the mod, so most weapons show DPS immediately.
- Enchantment damage is read live off the individual item, so Blazing, Infested and Reinforced variants each show their own DPS with no setup.
- Demolition Power is excluded — it only applies to breakable scenery, and including it would make the number useless for comparing weapons.
- Sustained-fire weapons keep showing points, because "uses" is not a real unit for something that drains continuously.
Behaviour
- Client-side and cosmetic. Only text in your own inspect panel is rewritten. No gameplay values change, and multiplayer is unaffected whether or not other players run it.
- Furniture, character and treasure inspect panels are left untouched.
- Learned data persists between sessions in two plain-text files under
%LOCALAPPDATA%\Helden\Saved\, both safe to delete.