Skyrim
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funkydiscogod

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funkydiscogod

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About this mod

Armor and resistances can now go to infinity, with no cap, and every point is just as useful as the point before.

Permissions and credits
This will work with any game in progress, there may be mod conflicts, but none known yet.

New with Version 2.2:
Slightly different formula for resistances so low resistances aren't as insane.
Player will receive notifications when their resistances or armor changes, and what their new resistance% is.

Resist = e^-(ln(100/(100-Max))*Resistance/Max)




New with version 2.0:
Now, Fire, Frost, Electric and Magic Resist will follow a similar formula as armor.

Reduction = Resist / (Resist + Constant)


where Constant is (100-MaxResist) and again you can scale this by SetGameSetting fPlayerMaxResistance to another desired value.


New with version 1.1:
Changing the game settings "SetGameSetting fMaxArmorRating" and "SetGameSetting fArmorScalingFactor" will cause the formula to recalculate, using the different numbers; this makes it compatible with mods that change these settings.  Same as before: Your first (fMaxArmorRating / fArmorScalingFactor) points in armor will decrease damage by fMaxArmorRating%.  Your next (fMaxArmorRating / fArmorScalingFactor) points in armor will decrease damage by another fMaxArmorRating% for a total of 100-100*(((100-fMaxArmorRating)/100)^2)%.  Remember that NPCs still use the old formula, so change it wisely.


Version 1.0:
In vanilla, each point of armor increases damage resistance by something like .12%, now armor increases effective health by about .59% each.  Now, there is no armor rating cap for the player, and armor rating above 567 will continue to provide protection.  This change currently only applies only to the player.

The effect is not noticeable at 0 armor and at 567 armor, since the vanilla reduction is equal to the new reduction.  It would be noticeable at mid-range armor values and late-game absurdly high armor values.

Each point increases effective health by the same amount, so even arbitrarily large armor ratings will not give 100% protection.  For example: your first 567 points in armor will decrease damage by 80%.  Your next 567 points in armor will decrease damage by another 80% for a total of 96%.  This corresponds to the "Morrowind Normalized" line on the graph that I shamelessly jacked from some guy on the forums who wanted a mod like this four years ago. http://forums.nexusmods.com/index.php?/topic/481577-skyrims-armor-system-is-broken/

To Do:
Change descriptions of items and effects that provide resistance.
Have a way to show the player how much damage reduction they are receiving.