Ever wanted to change the DT values on all armor in the game, while also adding DR to said armor. Well now you can, all through an easy to use MCM. This works with literary any armor, regardless of whether said armor was in the base game, DLC or added by mods. Uses a weight class system to keep things simple and straightforward to use.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
Make sure to credit darthbadman and Variable Eagle as well as myself if you use anything from this mod.
File credits
darthbadman for their work on DT Multiplier and DR Adder. It directly inspired this mod some of it's assets are still used for this mod VariableEagle for their work on Universal Headwear DT boost. As it was the basis of the adjustable Headwear DT and DR offered by this mod.
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 3.3
This update brings and end to the use of tempcloneform and formlists. Instead it gathers the base DT and base DR of armor(at start up) and passes it all into arrays and auxvars. This brings several improvements and has no (known) downsides (for the end user). I will discuss these below:
First and foremost it brings a massive performance improvement at start up. Based on my own testing the start up scripts have gone down from taking 45+ ms previously, to less than 15 ms now. This will be especially noticeable for those with large load orders and slower cpu's. Updating post start up, is remains relatively unchanged but at 4 ms wasn't very noticeable begin with
It makes the script easier for me to read, and thus easier to maintain, since there is no need to worry about cloned forms(since they don't exist anymore). Or how to handle a parallel formlist. Since I just use parallel arrays now which are less bulky and easier to address.
Lastly it's just another step towards "owning" the code for this mod so to speak. Since I came up with this myself, nobody can sue me for asset use if they change their minds on permissions.
Version 3.2
Renamed the temp refs created by this mod, so they should be far less likely to show up when using the "search" function in the console. Mostly done to make debugging easier on me, but should also prevent users from getting glitchy armor when cheating using the console
Several optimizations to the DT and DR calculation script. This was done by adding the eval function for shortcircuiting checks and removing some redundant checks. This should make things a little faster.
Version 3.1
Bugfix: Improved scripting should ensure DR is now properly applied in all cases
Added the option to outright prevent this mod from adding any DR
Added a number of presets, so you don't have to adjust every setting from scratch(if you don't want to)
Changed the initialization on first run script, into a full fledged version checker to set things up properly after every update.
Removed the ability to disable DR on headwear when using a DT based scaling method. The toggle only exists because DR in class based DR calculation is a bit buggier then I like. If you don't want DR just disable DR all together
Various Tweaks to the MCM to hopefully make it a little more user friendly
Version 3.0a
Fixed a bug where DT and DR couldn't be adjusted in class based DR Mode.
Fixed a bug where the mod wouldn't calculate DR properly the first time it ran on a new save.(it was fine on subsequent runs)
Version 3.0
Changed a whole lot of things and removed a number of features to simplify the scripts. So that I can actually try and maintain this mod properly.
Removed features: DT and DR on body armor can no longer be disabled, DT on Headwear can also no longer be disabled. Gamesettings can no longer be configured in this mod, just use the option in LStewieAI's Tweaks if you liked that feature
Fixed the disabling of DR on Headwear so that it can be actually be done properly without a game restart
Re-designed the MCM. It now has 1 sub-menu and everything you need can be found there
Changed how the ini file and this mods variables are handled. The ini no longer auto syncs variables, instead they are now instead purely savegame tied, with the option to save and load things from the ini in the MCM. Previously they were already stored in your savegame but the INI overwrote them. This was necessary due the mod previously doing it's first run at the main menu, rather than when you loaded a save or started a new game for more on this, see bit about xNVSE
Renamed the mod to: "Armor matters an Armor rebalancing tool". Because this mod is not an overhaul, it's a tool that lets you rebalance the DT and DR values on armor
This mod now requires xNVSE version 6.04 or newer. This is due to a number of changes that may cause savegame loading issues without it(see bit about ini file and variables). It also speeds this mod up to the point of (nearly) eliminating the freeze that used to happen when this mod was updating
Various other tweaks, fixes, optimizations and whatever else that I forgot about. I redesigned large portions of this mod and don't remember everything I changed. All you need to know is the mod was a mess and it's less of a mess now and probably has fewer bugs to boot.
Version 2.1
This is a big update so I will keep most changes brief
This mod now has 3 methods of calculating DR, the first is the classic(or what this mod has always had) you set a flat number and that's the DR. The second scales DR of whatever said Armor's DT currently is. And finally the third scales DR of the armor's base(unmodified) DT. See update post under comments for more details
A lot of under the hood scripting improvements. This should result in a lighter script(shorter stutters/freezes on updating) and fixes a long standing bug where setting DT to 0 could cause issues until restarting the game
Improved DR behaviour on headgear when using one of the 2 new DR calculation methods. So the consistency fix should be less important to use when using of those.
Changed the default DT scaling on all body armor to 0.5. Changed the default DT scaling on Headgear to 0.75
Additional changes only: This file now also alters a number of vanilla perks that add DT. I have reduced the amount you get from them so that you are more reliant on using armor for your DT needs
Version 2.0c
Forwarded YUP's fixes into the additional changes file so it should offer better out of the box compatibility
Version 2.0b
Fixed a somewhat inconsistent bug that prevented the real time updating of the DT from working(the start up function worked fine even with this bug).
Version 2.0a
Fixes a small scripting error that could prevent the start up script and thus the entire mod from working. The source of this were a few lines of code referring to the defunct autosync system. Removing these lines fixed the issue.
Properly removed the DLC as masters for the main file. I forgot to remove them as part of the general pre-release clean up before uploading version 2.0. This is now fixed.
Version 2.0
DR on Headgear has been reintroduced, however in such a manner that you can only have 1 piece of DR adding piece of headgear equipped at any time. This is done by limiting it to a single equip slot which is incidentally used by pretty much every helmet in the game
Furthermore DR on Headgear can be divided into 2 classes, being: 1 Most regular helmets + some other protective headgear. 2 Power Armor Helmets
Changed how the start up script is handled to improve stability
Autosync can no longer be turned of by the users as to the aforementioned stability improvement necessitated it's removal
Note due to a vanilla inconsistency with the assigning of biped slots, the T-51b Power Helmet currently does not play nicely with the new DR system. I have uploaded a fix in the form of an optional file for the time being
Version 1.7
Removed the ability to alter the max DR possible from the MCM since using scripts to alter this setting seems to completely break the game's DR system..
Added an option to disable the auto sync system(which is it's new default state) that kept this mods settings between saves/characters the same and improved said auto syncing system
Version 1.6
The main file no longer requires the official DLC as the scripted implementation of the additional armor changes has been removed
This mod is now allows you to turn of some of it's configurable functions which should increase compatibility
Cleaned up the look of the misc submenu in the MCM somewhat
Version 1.5
Most of the changes from the additional changes module have been integrated into the main file through scripted means this has resulted in a number of changes listed below:
The minimum damage multiplier can now be configured through the MCM.
The additional changes to armor pieces can now be activated through a toggle in the MCM.
The main file now requires all DLC, apologies if you don't have them
The standalone version of the additional changes no longer alters the minimum damage multiplier but will otherwise continue to exist as an updated file, for reasons I will explain in a pinned comment under the discussions tab.
Other changes with this update:
Added the ability to configure the max DR the player and any npc can have. The default value for this is 85%
Added the ability to save and load your configuration to and from the .ini file. This is a separate category from the default auto syncing and so it will only be overwritten when and if you manually save to it
A lot of script cleaning up as the haphazard nature of update 1.4a left a large amount of redundant data in the esp file. This was removed for cleanliness.
Added myself as the author in the .esp file header. It's pretty useless but hey it looks nicer than just "DEFAULT" .
Version 1.4a
Fixed an issue where the start up script would work the first time it ran, but would then quietly fail on subsequent game restarts if a save where the start up script had run once, was loaded.
Version 1.4
Implemented the means for real time updates through the MCM so you no longer need to restart upon changing settings. Note you will likely experience a noticeable stutter when exiting the menu after changing settings. This will happen a single time every time you alter settings as the update script is fairly heavy. This does not occur when settings aren't changed.
Moved away from the basic/full version split. Instead you now simply get Armor matters an Armor overhaul which contains what the basic version would have contained. While the changes for the full version are now contained in their own standalone esp titled Armor matters an armor overhaul - Additional changes. This was done to make things easier to maintain from my end. If you are at or close to the plugin cap you can still and should merge these 2 esps yourself to reduce it's impact on your load order.
Made some minor adjustments to how the MCM looks.
Version 1.3
Version 1.3 has been officially released
This mod now includes a MCM for easier configuration, Alternatively users can also configure settings using a .ini file, more details on this in the description and readme
Settings will now be saved between different characters(and saves) due to the move to an .ini file to save settings, so users no longer need to re-do their settings for every new game
As a result of the previous change the use of console commands to change settings is no longer supported.
Note for those updating from 1.2 if you previously changed your settings, they will be reset upon upgrading to version 1.3 due to a move to a .ini file to save Global values
Full version only: Re-balanced a number of vanilla armors check the readme for an updated list of changes made
Version 1.2
The scripts in this mod have been completely re-written.
The has resulted in the following:
You can now configure the setting of this mod through the use of console commands(MCM support will have to wait for a future update), details on how to do this will be provided in the readme.
I now own all of the assets in this mod which means that I can and will update the permissions page to allow other mod makers to use this mod without having to ask me for permission.
Version 1.1
In the absence of a better solution DR has been removed from Headgear due to unintended behavior when paired with certain mods Changed how DR is applied to light Body Armor so that DR is only applied to actual body armor and not miscellaneous items also classified as light armor
To compensate for the loss of DR on Headgear, Body Armor had it's DR adjusted, The new DR percentages are as follows: Light Armor: Unchanged remains at 10% Medium Armor: 20% was 15% (5% increase) Heavy Armor: 25% was 20% (5% increase) Power Armor: 35% was 25% (10% increase)
Removed the basic + misc fixes version of this mod as the removal of DR from Headgear rendered it obsolete
Version 1.0
Initial release
Donations
No donations accepted
General:
Armor Matters an Armor rebalancing tool aims to create an experience where the class of armor, light/medium/heavy worn is more important than it is in vanilla. This is mod does so by overhauling the DT and DR values on any apparel, This is achieved through scripts and should therefore work with any armor in the base game + DLC as well as any armor that's added by mods. It's also fully configurable through the included MCM. So if you want your omega 85% DR Light Armor or want to truly make heavy armor useless by taking away all of its DT. All I can say is, you do you. Though if you want something more balanced that's obviously also possible Details on the MCM and it's options:
Armor Matters an Armor rebalancing tool. Lets you adjust the DT and DR based on armor classes and equip type(will be simplified to simply class from here on out). Those being Light (Body) Armor, Medium Armor, Heavy Armor, Power Armor and Headwear. For DT it's pretty straightforward you simply take every armor piece in a class and multiply its base/unmodified DT by whatever you set the value at in the MCM. Which can be anywhere from 0(removes DT entirely) to 5 times its original DT.
For DR its a little more complicated, mostly on account that this mod allows you 4 entirely different methods those being:
A class based method, which calculates DR purely based on an armor pieces' class
A direct(modified) DT type method where DR is calculated based on an armor pieces' current DT as well as its class, still fairly straight forward
An indirect(unmodified) DT method where DR is calculated based on an armor pieces' base DT as well as its class
No DR modification at all. Basically leaves whatever DR value was already present on armor piece before this mod touched it, which is usually none
If you are unsure which to pick, the first option is my recommendation since its probably the most straight forward, you pick a number and that's your DR right there. It's also what the mod defaults to. But in case you don't like that The second option is also fairly straightforward since there is still a direct link to an items DT, which makes calculating things easy if nothing else. Lastly The third option while arguable the most flexible is probably also the hardest to wrap your head around since the only link to DR is an items base DT, which isn't always going to be easily visible at a moments notice. However if you really liked Fallout 3's pure DR system this is the option to pick. Since you can fully eliminate DT with this option, while maintaining a sense of item quality through variable levels of DR.
If you want to experiment with different configurations, The MCM allows you to save & load things to and from the included ini file, which comes with 5 different save slots.
Technical Notes
Due to engine limitations DT and DR values will always be rounded down to the nearest whole, this might make some calculations seem inaccurate.
Regardless of the DR calculation method chosen. DR will get lowered just like DT if an armor pieces' durability goes below 50%
Installation:
Make sure that bIgnoreDTDRFix is set to 1 in your jip_nvse.ini this file can be found under data/nvse/plugins (or it's virtualized equivalent for MO2 users) Install with your mod manager, as normal
File credits: darthbdaman for their mod DT Multiplier and DR Adder VariableEagle for their mod Universal Headwear DT Boost