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jimkaiseriv

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jimkaiseriv

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About this mod

This mod provides a new Mage Armor active effect that displays any additional armor granted by the Mage Armor perk. Also fixes a vanilla bug with Dragonhide.

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Summary:

  • Mage Armor now passively gives 33/66/100 armor rating when not wearing armor
  • The bonus armor gained by casting a protection spell with Mage Armor is now visible under active effects
  • Vanilla Dragonhide bugfix

The Details:

I like to know where my stats are coming from. I think its confusing that the protection spells always report their base armor even when the Vanilla Mage Armor perks multiply this value two to three times. The total armor is reported when viewing your inventory, but this doesn't match up with what is shown under active effects. After I spent a few minutes with the creation kit it became clear why this is the case: Consistently providing the correct amount of armor, and displaying the correct amount in the active effects, is more complicated than it seems. But I eventually found a solution that I feel works well at conveying where your armor is coming from, and this mod is the result.

This mod provides a new Mage Armor active effect that displays any additional armor granted by the Mage Armor perks. As in Vanilla, the armor from protection spells is multiplied by the Mage Armor perks, but now the extra armor is added directly to the new Mage Armor passive and the active effect is updated to show the actual amount of armor gained. Also, the Mage Armor perks now passively give 33/66/100 armor rating when no armor is worn (this passive armor rating was inspired by the Better Magic mod by sushisquid). The passive armor stacks with armor from protection spells, helping mages to be a little bit more durable. The passive armor also keeps the Mage Armor perks relevant even after obtaining Dragonhide by giving some defense even when no protection spell is active. For consistency, the Mage Armor effect is temporarily dispelled when Dragonhide is cast.

As an example of how this works out in game: when casting Ebonyflesh with 2 points in Mage Armor, the Mage Armor active effect will show 216 armor (1.5 X 100 + 66), while the Ebonyflesh active effect will still display its 100 Armor as in vanilla, for a total of 2.5 X 100 + 66 additional armor. Essentially, this mod adds clarity to the source of some of your armor, as well as providing a small amount of armor passively.

NPC's with the Mage Armor perks will receive the same amount of bonus armor as the player when casting a protection spell, as well as the passive 33/66/100 armor from the perks.

Vanilla Dragonhide bug fix:

While developing this mod I noticed that Dragonhide does not work correctly when any protection spell is active. Although it consumes its mana cost and a casting effect is shown, the active effect does not show up and the 80% damage reduction does not seem to work. Similarly, if you first cast Dragonhide and then cast any protection spell, the spell seems to dispel Dragonhide. This bug is present in an unmodded Skyrim, and does not seem to be fixed by the USKP. It appears to occur because the magic effect associated with Dragonhide uses the Peak Value Modifier Effect Archetype with the same keywords as the protection spells. However, since Dragonhide has no magnitude, the other spells win out and it is instantly dispelled. As a bug fix, I've altered Dragonhide to use the Value Modifier Effect Archetype and added conditions to the normal protection spells so that they temporarily dispel whenever Dragonhide is active. The same changes were made with regards to the Bones of the Earth power as it essentially works the same as Dragonhide and had the same problems.

Compatibility:

Two versions exist: one for Vanilla Skyrim, and another for Dragonborn.

This mod should be compatible with any mod that does not change the Mage Armor perks or the protection spells. If another mod adds new protection spells, any bonus armor they get from the Mage Armor perks will not show up in the Mage Armor active effect.

Uninstallation:

Before removing this mod, make sure that the active effect is not currently applied to your character (otherwise, once you deactivate the esp you might see a permanent armor buff on your character). Ideally, save the game while wearing a piece of armor and without any of the protection spells active. Once you've deactivated the mod, load up your save game and continue playing as normal. 

If you like this mod, check out my other mod Perks Without Helmets