This mod started assigning random, insane armor rating to my character, even when I was wearing nothing. Even if I used a console command to force my armor rating to 0, a second later I would again have 800-something armor while wearing nothing and not affected by any spells.
Hey can you please help me, how do i use this, when i type in the command set initiatearmorformula to 1. The says could not parse this line, etc. how do i get this to work, i merged the data folder with the game's data folder. do i need skse as well?
Hey can you please help me, how do i use this, when i type in the command set initiatearmorformula to 1. The says could not parse this line, etc. how do i get this to work, i merged the data folder with the game's data folder. do i need skse as well?
Is it possible to use this to tweak armor rating to be consistent and lower? I'm looking for a mod that makes all armor sets equal so it doesn't really matter what one is wearing as long as it's the same type, everyone wearing heavy armor should be about equal and not have one have 1000 more defense then the other
The -100 armor, this does not count as light or heavy armor for the purposes of the mage armor perks, does it? I've been having troubles with these perks and have been unable to check for myself due to not having any modding knowledge.
I thought that this was a vanilla bug, but now I'm not sure.
Is there a console command that will tell me what my character's physical damage reduction is? Is there a console command that will tell me my character's total armor? I can use the notification script, but I was hoping that there was something that would work without me changing my armor.
Finally something that works well together with skill uncappers.
Previously I had a different armor rebalancing mod that pushed the armor cap to 1700. I have a warrior character with shield and pretty nice armor considering his level and it just felt like he was made of paper - a bandit a few levels below his could one-hit him if I didn't bash his power attack xD After installing this mod the damage he receives became reasonable, so he no longer topples over from an enemy's sneeze. Definitely worth my endorsement.
Some ideas to improve this mod: • As some already said before, you could let your mod react to events like equipping, unequipping stuff, casting spells, buffs/debuffs, etc. to calculate the current damage reduction instead of a permanent loop. Although I didn't notice a performance drop this might be something that discourages some people from using your mod. • Show the percentage value of the current damage reduction withing the player's UI besides the current armor points. No clue how difficult this is to do and what incompatibilities it might bring. If it's doable it would be a nice bonus. • Add a button in your MCM menu to initiate the armor formula.
Edit: When fighting bandits my character still takes tons of damage. A two-handed powere attack can still take my warrior out in one hit if taken unguarded... But this only happens with humanoid enemies, so I guess this has to do with perks. Seems like ASIS is making my game pretty difficult with its perk distribution among NPCs ^^
The script runs on a perpetual 1 second onupdate loop. That seems pretty wasteful considering the papyrus engine time is so precious. Would it not be better to just run it when the player equips or unequips armor?
For some reason, I equip armor for a value of 116--but my armor shoots up to 300. How come the displayed total armor is wildly different from what i should have equipped?
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I thought that this was a vanilla bug, but now I'm not sure.
Is there a console command that will tell me what my character's physical damage reduction is? Is there a console command that will tell me my character's total armor? I can use the notification script, but I was hoping that there was something that would work without me changing my armor.
Thank you again for this great mod.
http://www.nexusmods.com/skyrim/mods/78419/?
Edit: It seems to work, but the displayed armor ratings are wrong. Drullo321 posted the fix in an earlier post.
Previously I had a different armor rebalancing mod that pushed the armor cap to 1700.
I have a warrior character with shield and pretty nice armor considering his level and it just felt like he was made of paper - a bandit a few levels below his could one-hit him if I didn't bash his power attack xD
After installing this mod the damage he receives became reasonable, so he no longer topples over from an enemy's sneeze.
Definitely worth my endorsement.
Some ideas to improve this mod:
• As some already said before, you could let your mod react to events like equipping, unequipping stuff, casting spells, buffs/debuffs, etc. to calculate the current damage reduction instead of a permanent loop. Although I didn't notice a performance drop this might be something that discourages some people from using your mod.
• Show the percentage value of the current damage reduction withing the player's UI besides the current armor points. No clue how difficult this is to do and what incompatibilities it might bring. If it's doable it would be a nice bonus.
• Add a button in your MCM menu to initiate the armor formula.
Edit:
When fighting bandits my character still takes tons of damage.
A two-handed powere attack can still take my warrior out in one hit if taken unguarded...
But this only happens with humanoid enemies, so I guess this has to do with perks.
Seems like ASIS is making my game pretty difficult with its perk distribution among NPCs ^^