I'm going to recommend against using this mod. In Skyrim the npcs rarely have enough armor for the issues with the formula to really show up and the new formula makes their small bit of armor less effective. Second there are the reported issues with the scripts that I've not had the time to address.
Newer, better, fully configureable and lighter mod than this one is here: https://www.nexusmods.com/skyrim/mods/78419/ It uses SKSE and less Papyrus scripting, which means, it's less harmful to the games performance.
Just to let you know, something in terms of long livety of this script is buggy. It is not the core armor calculation because I use a slightly modified version for the player (1000 cap, 0.10 for better readability).
E.g.:
Several checked NPCs wearing armor of various level (Amren Lvl4 with 799 = 79,9%), Guards pre Reset 804, Companions between 79-81%. Ugard 800 = 80%
Base damageresist (like it would be without the script, test with GetBaseActorValue damageresist) of all those NPC is between ~38 and ~114. Even with multipliers and worst case bug calculation i won't calculate something >50%.
Dunno what caused this, maybe cell reset /store values.
To sum it up: Every NPC you meet again (e.g. WhiteRun) with at least one piece of armor has armor reduction of arround 80%
Didn't test it with casual NPCs you met in caves for the first time
For all others who want to fix this problem: a)Recommended to start a new save! b)Edit the source script and recompile it. Add the following Event to the MonitorScript which is placed on NPCs:
; When for whatever reason the script stops (leave cell range?) better revert to old values Event OnEffectFinish(Actor akTarget, Actor akCaster) MySelf.ModAV("damageresist", -armorValueM) self.dispel() EndEvent
I startet a new game and up to level 35 i never encountered the problem again so far. But you have to start a new save or manually editing every NPC you encounter via console. That would be annoying!
Hi, I heard that cloak scripts are not good for a heavily modded game as it exacerbates issues and increases crashing. Is it possible for the mod to be made in a way that does not require such scripts? I understand if reworking it just for this is a huge PITA, if it's possible at all, but I thought I'd throw the idea out there just in case.
I'm getting Papyrus Log spam from this mod: Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].dht_IAFMonitorScript.RegisterForSingleUpdate() - "<native>" Line ? [None].dht_IAFMonitorScript.OnEffectStart() - "dht_IAFMonitorScript.psc" Line 16
The spam doesn't stop once the mod is disabled using the save file.
wondering about some effect for the cloaks. when you gotta fight vilkas in the companions, the whole spam of 'no magic' type of speech gets annoying. I dug around and found out that under magic effects, there's a checkbox for "no hit events", which means they dont register being hit...might be useful if you include that, I already modified my copy and it -seems- to work now. though I also had to make it so it couldnt be absorbed...lot of high level mage npcs absorb-spammed it >.> hope this info helps...
Well I don't get it, I checked in the editor and "No hit event" seems to be checked for all three spell effects in the mod. But NPCs still seem to be detecting the spell. (I'm guessing this detection is what is breaking the companions fight and brawls.)
Would it be possible to get a version of this mod with .psc scripts? I'm having problems with this mod, and I'm almost certain it's due to changes I've made to Troy's armor mod and some of the armor gameplay settings, and if I had access to the mods in this script, I could fix it in a jiffy. Thank you.
I am experiencing a strange problem, effective health shown in the menu MCM is always slightly lower than that shown by the original Troy mod , with health = 100 and armor = 0 (-100) shown effective health in your mod is 89, 72.
Tested on a new game with mods at the end of the load order. I'm looking at all the scripts in search of solution.
I forgot to account for the secret bonus that armor pieces give you (25 per armor bit) while he assumes you have it from all 4 pieces. In the event I ever finish the all in one redux that should properly show what you actually have.
Ok, when you fix this, Could you also add to menu MCM also the % of reduced damage? I think it is essential, enable "set notifyingarmorformula to 1" is simply a bad idea with the mods that I have( and that many will have, such redone skyrim ), as some effects modify the armor value very commonly to the Player.
This mod along with Improved Armor Formula are simply indispensable, after studying a while the formula I have come to the conclusion that there is a genius behind this, so simple and effective, look at the graph and see the grief of vanilla makes compared to this.
Oh, and it would be nice if somehow it could be merged with the other mod (the one that affect the player, but without the need to type something in the console), have you tried to contact the author?
29 comments
https://www.nexusmods.com/skyrim/mods/78419/
It uses SKSE and less Papyrus scripting, which means, it's less harmful to the games performance.
E.g.:
Several checked NPCs wearing armor of various level (Amren Lvl4 with 799 = 79,9%), Guards pre Reset 804, Companions between 79-81%. Ugard 800 = 80%
Base damageresist (like it would be without the script, test with GetBaseActorValue damageresist) of all those NPC is between ~38 and ~114. Even with multipliers and worst case bug calculation i won't calculate something >50%.
Dunno what caused this, maybe cell reset /store values.
To sum it up:
Every NPC you meet again (e.g. WhiteRun) with at least one piece of armor has armor reduction of arround 80%
Didn't test it with casual NPCs you met in caves for the first time
a)Recommended to start a new save!
b)Edit the source script and recompile it. Add the following Event to the MonitorScript which is placed on NPCs:
; When for whatever reason the script stops (leave cell range?) better revert to old values
Event OnEffectFinish(Actor akTarget, Actor akCaster)
MySelf.ModAV("damageresist", -armorValueM)
self.dispel()
EndEvent
I startet a new game and up to level 35 i never encountered the problem again so far. But you have to start a new save or manually editing every NPC you encounter via console. That would be annoying!
I heard that cloak scripts are not good for a heavily modded game as it exacerbates issues and increases crashing. Is it possible for the mod to be made in a way that does not require such scripts? I understand if reworking it just for this is a huge PITA, if it's possible at all, but I thought I'd throw the idea out there just in case.
Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].dht_IAFMonitorScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].dht_IAFMonitorScript.OnEffectStart() - "dht_IAFMonitorScript.psc" Line 16
The spam doesn't stop once the mod is disabled using the save file.
I dug around and found out that under magic effects, there's a checkbox for "no hit events", which means they dont register being hit...might be useful if you include that, I already modified my copy and it -seems- to work now. though I also had to make it so it couldnt be absorbed...lot of high level mage npcs absorb-spammed it >.> hope this info helps...
Oh, and great underrated mod btw.
Tested on a new game with mods at the end of the load order. I'm looking at all the scripts in search of solution.
Thanks in advanced!
Thanks for this.
Oh, and it would be nice if somehow it could be merged with the other mod (the one that affect the player, but without the need to type something in the console), have you tried to contact the author?