Is there a mod I need to make shields and helmets tell me their material, or was that something changed in base Daggerfall Unity? I haven't played in a while and just updated.
For a little more balance, perhaps all shields could start with less armor and keep the same value with each type? Bigger shields already apply the bonus to more areas, and with this mod the higher end shields will provide plenty more defense than vanilla shields regardless.
For example, leather shields providing +1 armor to the respective areas, then iron would be +2, steel/silver +3, elven +4, dwarven +5, and so on.
I'll have a think about this ... seems like a good idea, I was a little concerned the armor values got a little too high with the top tier materials, but I figured they would be relatively rare. Do you know exactly what areas of the body each shield type actually covers? I can't find any documentation that details it. I suppose I can start a character that can use all shield types (I usually limit them in my runs) and figure it out from there, but it'd be quicker if you already know, lol.
You could use the console commands "add armor" (easy but random) or "add_armor" (precise but more complicated). Examples: add armor 100; add_armor Male Breton 112 Steel (109-112 are the IDs for shields)
Buckler: Left Arm, Hands Round Shield: Left Arm, Hands, Legs Kite Shield: Left Arm, Hands, Legs Tower Shield: Left Arm, Hands, Legs, Head
Personally, I'd also add the chest to Kite and Tower shields for logic and consistency. Or swap Round Shield's leg bonus with a chest bonus and have the kite & tower shields give both, like how Arena does it. I suppose you could instead remove the left arm from bucklers and legs from round shields. Any of these would keep each type distinct after making the armor bonus itself synced between them.
Weird that the torso isn't covered by any of them. I'll have a go at maybe changing the coverage for each type if I can figure out how (and if it's even possible cause many things armor related are hard coded - the material weight modifiers for example which was something I also looked into changing, it always bugged me that iron was lighter than steel). Also weird that, as it stands, there's no difference between the coverage of Round and Kite shields ... something I will also look at addressing (if possible).
If it isn't possible, a workaround could be to make that jump be the only one where the number increases. Not ideal, but a potential solution nonetheless.
Glad someone finally made a mod for this. The two changes Daggerfall made to shields really bother bother me (removing the quality scaling and preventing the armor bonus from applying to the torso).
I can't seem to get this mod to work for some reason. I used the console command "add_all_equip armor" to add all variants of shields to my inventory but all materials have an armor rating of 1, 2, 3, and 4. I even tried loading this mod last.
EDIT: Just noticed the post below. Created a new save with all shields in my inventory and then reloaded the save. All armor rating values were updated.
Great feature that should have been implemented in the base game, cheers. There's a small issue I found while testing it, though. Apparently, when spawning a shield using the add_armor command, they seem to retain the vanilla values for armor regardless of material. Would there be a way to fix this?
Doesn't closing then opening your inventory update them to the new armor ratings? Or failing that, loading a save with them already present in your inventory?
Hi, would you mind supplying an Android build for this, too? I'd very much appreciate it. No variation with materials for shields has always been a weird thing for me as well. Also, I play with Physical Combat Overhaul mod, which changes the way shields protect. How compatible would this be used along with PCO's system? Thank you for your time
As far as I can tell, it should be totally compatible with Physical Combat and Armor Overhaul (PCAO). This mod just changes the armor rating of shields, it doesn't touch the combat formulas that PCAO does. I've been using both with no apparent problem. I'll release an Android port once I'm sure it's all working fine and if I can persuade someone to do it for me. No clue how to do it personally.
Is this compatible with Role Play and Realism? If not. Could I just load this after that mod and it'll be fine? It should be because it's only a stats mod hey :P
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For example, leather shields providing +1 armor to the respective areas, then iron would be +2, steel/silver +3, elven +4, dwarven +5, and so on.
Examples: add armor 100; add_armor Male Breton 112 Steel (109-112 are the IDs for shields)
Buckler: Left Arm, Hands
Round Shield: Left Arm, Hands, Legs
Kite Shield: Left Arm, Hands, Legs
Tower Shield: Left Arm, Hands, Legs, Head
Personally, I'd also add the chest to Kite and Tower shields for logic and consistency. Or swap Round Shield's leg bonus with a chest bonus and have the kite & tower shields give both, like how Arena does it. I suppose you could instead remove the left arm from bucklers and legs from round shields. Any of these would keep each type distinct after making the armor bonus itself synced between them.
Also weird that, as it stands, there's no difference between the coverage of Round and Kite shields ... something I will also look at addressing (if possible).
EDIT: Just noticed the post below. Created a new save with all shields in my inventory and then reloaded the save. All armor rating values were updated.
would you mind supplying an Android build for this, too? I'd very much appreciate it. No variation with materials for shields has always been a weird thing for me as well.
Also, I play with Physical Combat Overhaul mod, which changes the way shields protect. How compatible would this be used along with PCO's system?
Thank you for your time