This is just perfect. Exactly what I was looking for. But as I don't enjoy getting buffs for wearing what a mage would normally wear, I'm changing the script. Thank you!
Got a download from me too! Actually a little astonished why this isn't more popular.
One thing that might be interesting is if a portion of the penalty were ignored based on the lowest of your magic and armour skills (but neither would you receive the unarmoured/robe bonus). That way, for example, you could still play as a battlemage (i.e., per the lore, a heavily armoured spellcaster) if you had heavily trained both your Heavy Armour and Destruction skills. If you played as a battlemage from the very beginning, by the end of the game you'd be perfectly comfortable lobbing spells in your armour -- but if you played a warrior who decided to add magic to their repertoire, or a mage who decided to add armour to their repertoire, you'd definitely feel the pinch in your spell effectiveness.
Rather simplistic, actually. I make use of the (Spell School)Mod Actor Value, and upon the player character equipping a piece (or unequipping a piece), it calculates the weight of your armour, if the weight's >1 then it subtracts the modifer by 30% of the armour's weight. If it's equal to 0 then it increases the modifier by 35.
I usually make complex improvements over time with my mods, so if I get any further ideas, I may change it.
OH! That was not what I understood at first. I thought it was something like if an npc/player were to wear robes they would be weaker to fire and stronger against frost and stuff like that.
9 comments
One thing that might be interesting is if a portion of the penalty were ignored based on the lowest of your magic and armour skills (but neither would you receive the unarmoured/robe bonus). That way, for example, you could still play as a battlemage (i.e., per the lore, a heavily armoured spellcaster) if you had heavily trained both your Heavy Armour and Destruction skills. If you played as a battlemage from the very beginning, by the end of the game you'd be perfectly comfortable lobbing spells in your armour -- but if you played a warrior who decided to add magic to their repertoire, or a mage who decided to add armour to their repertoire, you'd definitely feel the pinch in your spell effectiveness.
I make use of the (Spell School)Mod Actor Value, and upon the player character equipping a piece (or unequipping a piece), it calculates the weight of your armour, if the weight's >1 then it subtracts the modifer by 30% of the armour's weight. If it's equal to 0 then it increases the modifier by 35.
I usually make complex improvements over time with my mods, so if I get any further ideas, I may change it.