If I'm remember correctly in oldrim if you vanilla max enchant your resist fire,frost,shock,and magic + lord stone without apply magic resist perk in alteration even on legendary difficulty dragon damage or even enemy mage only deal little damage even can't scratch you
but in SE/AE I'm lvl 71 proud heavy armor with two handed build, when enemy lvl 63 fire mage can 2 shot me with just fireball when I have 500+ health with 93% fire resist and 54% magic resist include lord stone, and cause that shitty ass cap mechanic chugging fire resist potions with 131% resist hope to help fight that fire mage become pointless and ultimately force us to become soy sneak archer build in late game on legendary difficulty
But with this mods finally fix it, using potions+enchants+lord stone is useful now, and i love how you can customize the resist settings both physical,poison and magic
Absolutely love the mod! Only downside I've encountered is how it interacts with one of the "ordinator" mod's heavy armor perks. Since this scales the total armor rating and not the physical damage resistance provided by that armor rating, it also ends up heavily affecting the ordinator "Out of the Inferno" perk, which reduces incoming fire, frost and shock damage by 0.02% per point of armor.
I know it's an extremely niche conflict and most of the time there's no difference, but it'd be cool if there were an option to have the rescaling only apply to the physical damage resistance rather than the total armor rating as displayed within the items menu. Also, it just looks cool when the menu shows I have 3000 total armor.
This mod and Armor Rating Rescaled SKSE Remake are incompatible with each other - bashing does not cause enemies to stagger. This was also reported on that mod's bug report page. Took me forever to narrow down the list since I updated my SKSE mods recently and noticed the latter mod was recommended further in the comments and I decided to try it out.
Like that wasn't the first thing I did? Turns out you are going to have to set a value for the OverrideArmorCap, in this case I set it to 99.9. But I shouldn't have to do that in the first place. But it seems the mod also conflicts with Improved Traps, reverting the damage from that mod to vanilla. I also get an SKSE load error from MO2 now.
For anyone wanting to use a different armor rating mod alongsides Resistances Rescaled, this mod of mine might be of interest since it is compatible: Armor Rating Overhaul
For armor you can use Armor Rating Redux. For other resistances it doesn't make much sense, because Creatures like Flame Atronach are supposed to be immune.
The reason I suggested to work on npc is because it is really easy to make your follower immune to elements in vanilla game, I wanna change that. For the case of atronach immune, may be can fixed by giving them a perk to keep their speciality I think? (mod incoming spell magnitude 'magicdamagefire', etc), or just give a condition to limit this resistance cap on just actortypeNPC ??
I think having them extremely resistant instead of immune is fine too. It's not immersive to see a fire mage trying to fist fight with my summoned flame atronach.
It should work with bArmorRatingScalingEnabled = false. With bArmorRatingScalingEnabled = true there won't be any bugs, but you will simply have lower damage reduction than usual once your armor reaches 500.
This mod is not shown in the MCM. Is there another way to configure this mod for now? I just opened the mod folder and there's this settings.ini in the MCM folder. What do I do to just reduce the vanilla magic and elemental resistance? And I want with the vanilla formula, not the other two. I want poison and armor exactly as it is in vanilla too.
If you install a mod it can take some time until its MCM shows up on an existing save. If it doesn't show up at all, there is likely something wrong with your installation, so changing ini settings might not even do anything in that case.
To use vanilla poison and armor values, you need to set: bEnabled = 0 for [Armor] and [Poison]
The vanilla formula cannot be customized by this mod. If you want to reduce magic and elemental resistances, you need to choose between hyperbolic and exponential. Exponential is closer to vanilla, so I'd recommend to use it. For example to roughly reduce resistances by half, use: bEnabled = 1 iFormula = 1 iAt0 = 0 iAt100 = 50 for [Elemental] and [Magic]
Thank you for your quick answer. Many times mod authors take some time to answer me. I think I didn't explained well what I wanted. You mean is not possible to reduce the amount of damage reduction per percentage? That's what you meant to say? In vanilla 50% magic resistance is 2 factor, but If adjusted the formula to be 0,5 point of damage per % then It would be, with 50% magic resistance a factor of 1. But I just want to change the magic resistance cap in Skyrim. It's 85% with magic, and I just want to reduce it. I'm thinking of how much. Let's say 25% is the cap. How I would do it? If there's a way. I'm updating to say that this mod loaded in my skyrim. It's as you said, can take some time to load the mod. And If I disable "Rescaling enabled", unmark the little box at magic, elemental, armor and poison, but go in advanced and enable "rescaling enabled", mark the little box and change the "Max Magic Damage Reduction" value to let's say 50%. What I would be doing by doing this is change the cap magic resistance from 85% (the vanilla value) to 50%? And let "Max Physical Damage Reduction" at 80% would it be set cap physical resistance exactly like in vanilla? With this settings I have the vanilla armor rating with 567 armor cap and the hidden armor rating and stuff? I know you explained about the ini file, but I need to be sure because in MCM is different. And what is the value i should put at "Damage Reduction per Amor Point" to be the same as vanilla? I've read in the UESP that is 0.12% so it seems to the same.
If you only want to reduce the resistance cap without changing formulas, you can disable "Rescaling Enabled" on the Advanced page and set "Max Magic Damage Reduction" to your desired magic resistance cap. This mod always removes the hidden armor rating, so if you set "Max Magic Damage Reduction" to 80% and leave "Damage Reduction per Armor Point" at 0.12, you will have an armor cap of 80/0.12 = 666.
212 comments
If I'm remember correctly in oldrim if you vanilla max enchant your resist fire,frost,shock,and magic + lord stone without apply magic resist perk in alteration even on legendary difficulty dragon damage or even enemy mage only deal little damage even can't scratch you
but in SE/AE I'm lvl 71 proud heavy armor with two handed build, when enemy lvl 63 fire mage can 2 shot me with just fireball when I have 500+ health with 93% fire resist and 54% magic resist include lord stone, and cause that shitty ass cap mechanic chugging fire resist potions with 131% resist hope to help fight that fire mage become pointless and ultimately force us to become soy sneak archer build in late game on legendary difficulty
But with this mods finally fix it, using potions+enchants+lord stone is useful now, and i love how you can customize the resist settings both physical,poison and magic
I know it's an extremely niche conflict and most of the time there's no difference, but it'd be cool if there were an option to have the rescaling only apply to the physical damage resistance rather than the total armor rating as displayed within the items menu. Also, it just looks cool when the menu shows I have 3000 total armor.
The mod needs to be updated. Plain and simple.
If it doesn't show up at all, there is likely something wrong with your installation, so changing ini settings might not even do anything in that case.
To use vanilla poison and armor values, you need to set:
bEnabled = 0
for [Armor] and [Poison]
The vanilla formula cannot be customized by this mod. If you want to reduce magic and elemental resistances, you need to choose between hyperbolic and exponential. Exponential is closer to vanilla, so I'd recommend to use it. For example to roughly reduce resistances by half, use:
bEnabled = 1
iFormula = 1
iAt0 = 0
iAt100 = 50
for [Elemental] and [Magic]
This mod always removes the hidden armor rating, so if you set "Max Magic Damage Reduction" to 80% and leave "Damage Reduction per Armor Point" at 0.12, you will have an armor cap of 80/0.12 = 666.