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Xorpie

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Xorpie

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20 comments

  1. Motenator
    Motenator
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    I cant run your mod, would you upload a version for Skyrim SE?
    I would copy your values to my SSE, but you added fArmorRatingPCBase which is not something included in Skyrim.esm
    1. Xorpie
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      I don't have Skyrim installed at the moment, and it should work on SE as well. Either way, it's pretty easy to do yourself: you can right click the game settings category in xEdit, and add a new GMST. Then, just call it fArmorRatingPCBase, and you will have the setting in your own plugin, with no dependency on mine.
    2. Motenator
      Motenator
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      How did you reply so fast? lol
      Thanks anyhow. It worked.
    3. Xorpie
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      I just happened to log around the same time you posted your comment! Glad to hear it worked.
  2. Motenator
    Motenator
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    So you are a man of culture, like me. Make everything consistent and no need for messiness.
  3. deleted150923488
    deleted150923488
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    This is excellent! Thank you!
  4. Darkchasm
    Darkchasm
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    This mod is a game changer for me
    .
    This was that missing last piece in my efforts to make combat better.
    I run a few other mods to alter combat.
    (Skysa & most addons, injury animations, Sky tweak, grimys combat patcher, ERSO, TUDM, locational damage etc.)

    I have used other combat/armour mods, but they all felt the same.
    It didn't seem to matter that much which type of armour I was wearing, armour never seemed to make a difference...until now.  Now, it's obvious that I'm wearing armour.
    You can really see & sense this when in combat, the only mod where its obvious it actually does what it says.
    It has actually made combat so much more realistic, fun and balanced for me.
    I was amazed to fire a crossbow at a bandit leader who was wearing heavy armour and helmet, and to see, hear and watch the bolt ricochet of his helmet. Now it matters what weapon I'm using against which armour...fantastic work.
    This is a permanent in my top 10 must play mods.
    Thank you
    1. Xorpie
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      I'm very happy to hear you like it! You're exactly the kind of person I made this for.

      Happy playing! :)
  5. Mavelicious
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    With a few mods that I have, using Ebonyflesh gives me 400+ armour rating... meaning that this mod would make me incredible resistant, or it's okay? I use mods like Ordinator, Mysticism and Odin.
    1. Xorpie
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      Yeah, Flesh Spells are unfortunately not changed, for compatibility purposes. I use Odin, myself, which still has vanilla values for those spells, making them more powerful, but not too OP. If you play with the vanilla armour cap (80%), Ebonyflesh would definitely make you reach said cap with this installed.

      If you want, you could tell me which mod you have overwriting the spells, I could upload a version with their armour ratings scaled to this mod.
    2. Mavelicious
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      It's definitely Ordinator... "Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor."
      This is an Alteration perk, I'm never wearing armour so the spell gets 200% stronger. Plus, Mysticism Flesh Spells are the ones in the line, and Mysticism Ebonyflesh is 160 instead of the regular 100 armour points. And sorry for taking toooo long, you literally only took 20 minutes to answer me and I took almost one day 
    3. Mavelicious
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      I saw now that Mage Armour in Ordinator doesn't change anything from vanilla values, the only thing that was changed, was Mysticism armour values, so I'll be downloading this and testing myself if it gets too OP or not. I'll let you know when I get back.
    4. Xorpie
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      Yeah I actually uploaded a seperate file today that changes the armour spells to an armour rating balanced for this mod's settings. They now block about the same as they do in vanilla. Ebonyflesh, in vanilla, blocks 100 points of armour, which about 15%. With the optional plugin, Ebonyflesh now blocks 15%. Keep in mind it may conflict with mods that alter these spells.
  6. p357mag
    p357mag
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    This mod is interesting.
    Let me ask you a few questions to make sure I understand correctly.
    Do I need to edit all the armor mod values I have in a way that suits this mod?
    Are mage enemies harder to kill than vanilla?
    I thought the warlocks and witches I occasionally encountered were too resistant, even though they weren't wearing armor. So, is it better not to install this mod?
    Do you have any plans to modify the mage's skin defense spell formula?
    1. Xorpie
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      You do not need to modify any armour values. The actual amount an armour protects remains roughly the same, while the AR formula itself is altered to get the required result.

      Makes will be harder to kill than in vanilla.

      The flesh spells don't use a formula, so much as a set amount of armour rating specified in the spell's record. If desired, I could upload a version with changed flesh spells to be better balanced.
    2. p357mag
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      Thank you for answer.
      It would be nice if you could upload that version if possible.
      Oh, and I think I'm missing one thing, don't ward spells affect balance?
    3. Xorpie
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      Ward spells add armour rating, yes. I didn't modify either of these types of spells for the main file due to compatibility. Same goes for the Deathbrand Armor, which adds 100AR upon wearing a full set.

      I could edit the wards too, but keep in mind changing these to vanilla protection amounts, would make even the best ward only block 9.6% (as opposed to 80% without edits). I like the idea of having wards block a lot of damage and requiring more strategy, but let me know if you'd like them changed in the optional plugin.
    4. p357mag
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      Ummm... including the wards gets my head mixed up.
      It's your mod, do it your way.

      by the way

      I just installed mod, and the AR of all the armor I'm currently wearing is 300. As far as I can remember, it's not much different from before the mod was installed.
      When I printed out my current damage resistance with the console command, it came out to be 300. Same as AR figures.
      In the description, it was said that Vanilla AR 567 provides 80% damage resistance. If so, isn't my current AR and damage resistance too high?
      What does Armor Cap 80 mean? Does this mean that if my current AR or DR is over 80, the number above that value is invalid?
    5. Xorpie
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      If your armour rating is 300 with this installed, you are either incredibly overpower, or you have another mod overwriting my settings. It's possible another mod is overwriting fArmorScalingFactor, but none of the other values. That would make a single point of armour with 1% while not reducing the total armour value to compensate for that. You could check in xEdit.

      Another possibility is, of course, that you simply have a flesh spell active with incredibly powerful armour (perhaps modded)? You're right, though; anything over 80DR has no effect, as it is in the vanilla game. Unless you have a mod editing max armour rating, you can only ever reduce damage by a total of 80%. Your armour rating can go higher than 80 (or 567, if playing vanilla), but it's just for flavour.

      As for the seperate file; I'll upload a patch changing wards, flesh spells and the Deathbrand Armor to scale their effects to this mod's equivalents.
    6. Xorpie
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      New files are up!

      The Ward spells give (about) the same equivalent amount of protection as in vanilla, while avoiding decimals (with a max of 10% for the Greater Ward).

      Flesh Spells give (about) the same equivalent amount of protection as in vanilla, while avoiding decimals (with Ebonyflesh granting 15%, with a max of 45% with all Mage Armor perks). Dragonhide is unchanged, as it already used a percentage (80%).

      The Deathbrand Helmet used to grant +100 AR (15%), which would obiously send you over the armour cap with this installed. Now, it grants +15 AR (15%).