Well that is the problem, that metal bracelets give stats +bow + crossbow +dexterity and no +single handed or +2 - handed.
And intelligence requirement for cloak is too stupid!
Since this topic was brought up, I wanted to check Armor.txt, within that there is no place to say what stats go with what types of armor. It's mainly controlled by a Str, Dex or Int minimum level to equip.
DeltaModifier.txt, however there seems to be something going on there, where you can limit certain stats to certain types of armors.
Is this the point we don't want Dex Type + Stats on Metal Armors in which a Ranger Type wouldn't be able to wear due to Str Req? And we don't want Str Type stats on Leather Armors in which a Fighter wouldn't be able to wear due to Dex Req?
Within Armor.txt you can put in Stat Requirements for grades of armors, for example: Group A Req's Dex 9. Group B Dex 10.
Here are some charts: (Original Settings)
ARM_Chain_Gloves_A...Strength 8
ARM_Chain_Gloves_B...Strength 8
ARM_Metal_A_Bracers...Strength 8
ARM_Metal_B_Bracers...Strength 9
ARM_Plate_Gloves_A...Strength 9
ARM_Plate_Gloves_B...Strength 9
ARM_Metal_C_Bracers...Strength 10
ARM_Metal_D_Bracers...Strength 10
ARM_Chain_Gloves_C...Strength 10
ARM_Chain_Gloves_D...Strength 11
ARM_Metal_E_Bracers...Strength 11
ARM_Metal_F_Bracers...Strength 11
ARM_Plate_Gloves_C...Strength 12
One possible workaround, not saying ideal...
Modified so at least 1/2 the times these items which could have Ranger Dex Req's. In this case they at least have a shot. What about INT based players?:
ARM_Chain_Gloves_A...Strength 8
ARM_Chain_Gloves_B...
Dexterity 8ARM_Metal_A_Bracers...Strength 8
ARM_Metal_B_Bracers...Dexterity 8
ARM_Plate_Gloves_A...Strength 9
ARM_Plate_Gloves_B...Dexterity 9
ARM_Metal_C_Bracers...Strength 10
ARM_Metal_D_Bracers...Dexterity 10
ARM_Chain_Gloves_C...Strength 10
ARM_Chain_Gloves_D...Dexterity 10
ARM_Metal_E_Bracers...Strength 11
ARM_Metal_F_Bracers...Dexterity 11
ARM_Plate_Gloves_C...Strength 12
Or go the other way where certain stats can only go to certain types of armors:
These by default can be applied to any grade of Gloves:
Armor__Gloves_Boost_Value_Mod
Armor__Gloves_Boost_Initiative_Mod
Armor__Gloves_Boost_Telekinesis_Mod
Armor__Gloves_Boost_Repair_Mod
Armor__Gloves_Boost_Pickpocket_Mod
Armor__Gloves_Boost_Lockpicking_Mod
Armor__Gloves_Boost_Crafting_Mod
Armor__Gloves_Boost_DEX_Mod
Armor__Gloves_Boost_SingleHanded_Mod
Armor__Gloves_Boost_TwoHanded_Mod
Armor__Gloves_Boost_Ranged_Mod
Armor__Gloves_Boost_Ranged_Xbow_Mod
Armor__Gloves_Boost_DEX_ModLarge
Armor_Boost_Heal_CureWoundsKnight
Modified to: (A few I added the Armor Type req before you apply the stat boost)
Armor__Gloves_Boost_Value_Mod
Armor__Gloves_Boost_Initiative_Mod
Armor__Gloves_Boost_Telekinesis_Mod
Armor__Gloves_Boost_Repair_Mod
Armor__Gloves_Boost_Pickpocket_Mod...
LeatherArmor__Gloves_Boost_Lockpicking_Mod
Armor__Gloves_Boost_Crafting_Mod
Armor__Gloves_Boost_DEX_Mod...Leather
Armor__Gloves_Boost_SingleHanded_Mod...
PlateArmor__Gloves_Boost_TwoHanded_Mod...Mail
Armor__Gloves_Boost_Ranged_Mod...Leather
Armor__Gloves_Boost_Ranged_Xbow_Mod...Leather
Armor__Gloves_Boost_DEX_ModLarge...Leather
Armor_Boost_Heal_CureWoundsKnight
So Dex can only go on leather for example?
Or other options: Take off some class specific stats. Remove Str/Dex/Int stat boosts and things like Single, Two, Range, Bow, etc. Only boost generalized stats?
I'm not totally sure modifying DeltaModifier mods the game or not, haven't played with it. Armor does directly affect the game.
Just swishing ideas around.