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Falconerd

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AnarkyzmA

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41 comments

  1. deleted91653933
    deleted91653933
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    please make SSE version.
  2. acick
    acick
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    Hey AnarkyzmA, not sure if you are still modding, but if you ported this to SSE, you might get a lot of good testing from a lot of players. I think this mod could really catch on, especially since there aren't many mods that rebalance armor and weapons yet.
    1. Modling
      Modling
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      Yes, it is a bit traumatic not to have this mod in SSE.
  3. shinryu123
    shinryu123
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    Help, MCM did not appear on my skyrim.
  4. Yoshh
    Yoshh
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    What would be really nice is having it apply to certain types of NPCs too. Such as having to use blunt weapons or magic against skeletons.
  5. Butterwichtel
    Butterwichtel
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    Is the mod author still active?
    Some additional features would be great. Like adding clothing and differentiating between one and two-handed weapons.
    And making it available for SSE
  6. ChaosTheory9
    ChaosTheory9
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    4 things.

    1.) The description page could be just a tad clearer. You do a great job of giving the concept of this mod, but that diagram could be more clear (i.e. putting arrows in the venn diagram; that's something people should know before they download the mod). It would also be good to have an example of the logic behind AWTM, such as someone using a waraxe to cause bleeding damage on someone wearing a full set of Steel Plate.

    2.) Perkus Maximus has a pretty interesting mechanic of blade/blunt/piercing. Have you looked into that at all? I'm not saying "they did it first, gg" or anything, but I am saying you can use that mod's integration of it as a basis to see what works and what doesn't.

    3.) Also, have you thought about expanding the types of armor based on material instead of/in addition to its associated skill? While it doesn't make sense for bleeding damage to take place on a foe wearing steel plate, it would make sense to deal some bleeding damage on someone wearing standard Iron Armor since the arms are exposed. On the other hand, glass armor looks like it has a good bit of coverage, even though it's light.

    4.) A really cool addition would be variables to the different types of elemental damage and the extra effects of elemental damage. Light armors such as fur or leather probably wouldn't take as much Stamina damage from frost spells as metallic armors would, since freezing-cold metal is NOT something you want to encase yourself with, whereas furs are designed to resist harsh, low climates in the first place. This logic would continue that shock damage makes foes in metallic armors take more damage to their magicka, and take more initial damage from fire since metal conducts heat well (therefore letting more of the intense heat pass through) but has a very high melting temperature (giving little for the fire to work with to stay burning).
    1. Blackspine18859
      Blackspine18859
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      I like the idea of material affecting the damage percentage. What's the point of getting a full suit of daedric armor now when this mod makes a suit of iron, or ANYTHING labeled "heavy" just as effective?
    2. Modling
      Modling
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      Yes, that is what I thought this mod made The material factor tweaking would be great. I never understand why orcs can produce that high quality weapons, when they are supposed to be more primitive beings than humans or elves. If I prefer a silver sword, why can't I use it in high levels and be forced to change to another race weapon type? I want to patch it for my taste in xEdit but with that mod would be faster and better.

      EDIT 1: Oh! I found two mods that do that task: Weapon Damage UI by MCM and ArmoWeapUnizer by SkyProc. Both allow to configure each type of weapon/armour by material.
      EDIT 2: AWTM has been updated and fixed here: AWTM Patcher
  7. nosferat2007
    nosferat2007
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    This mod is a good idea. One crazy suggestion: Would it be possible to introduce some randomness into the damage reduction formula? Constant damage reduction doesn't make sense most of the time (unless the damage formula is designed to simulate hitting someone in a snowsuit with a whiffle bat). E.g., if you swing a sword at someone in plate armor, it's not going to do 80% damage all of the time. It's going to do no damage (or trivial damage) 90% of the time, because the armor "worked," and deflected the blade. But it's going to do a lot of damage in those few swings where you manage to penetrate, hit a weak point, etc. (In an ideal world, you might get better chances of a high damage hit your skill went up, and maybe as your weapon weight went down.) This is a feature I've always hoped to see.
    1. AnarkyzmA
      AnarkyzmA
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      That's a really neat idea. I will definitely look into it. With this idea, options would be something along the lines of "damage on glancing strikes" and "damage on penetration" or similar, right? So you could set hits where the armour actually protected them to something really low or nothing depending on weapon type and armour and then quite high on penetration.

      I generally dislike RNG in games. However, since AFAIK we cannot do locational damage in any non-scripted way this could be a nice approach.
    2. nosferat2007
      nosferat2007
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      Thanks. I'm thinking the same thing (and I have put way too much thought/daydreaming into this). The idea is that the amount of damage corresponds to one of several scenarios: With a blade hit, the armor works (no damage, or, say, 2% damage), the armor fails (penetration), or the armor is bypassed (i.e., unarmored location is hit, 100% damage). When the armor fails, it may fail a little (maybe the blade is redirected or the velocity reduced, so 20% damage, or maybe a random amount), but probably it fails a lot (100% damage or pretty close).

      With blunt, there might be a bit more chance for the force to be dispersed to a broader area (so blunt would have more of a chance of doing *some* damage, but also less of a chance of doing *full* damage), but sometimes it would fail entirely (the steel helmet crumples or whatever).

      I'm guessing that this would still involve a bit of scripting -- especially if things like weapon skill factor into deciding which scenario occur on each hit -- but I'm also assuming it would be lighter scripting than location-based damage?
    3. Blackspine18859
      Blackspine18859
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      Add in this function plus an adjustment for material type and a "per piece" % for reduction, and this mod will be 3x as good as it is now.

      The problem with the way it is now is if I have a light shield, chest, boots, and helmet with 4 pieces set at, let's say, 80% dmg vs blades, and then I put on a pair of heavy gloves with 1 piece set at 75%, that one heavy piece overwrites the four light pieces.

      Giving each individual piece of armor its own % would allow the values to stack.

      2 pieces of heavy armor (15% + 10%) and two pieces of light (5% + 5%) for a total reduction of 35% would be great.
  8. Thisguyagain
    Thisguyagain
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    I reckon it shouldnt be how much armor you are wearing, its wear are you wearing it. because if you have say one piece of light armor at 60% blunt resistance, then that means a gauntlet protects just as much as the cuirass, i think it should be devided in that way
    Helmet 20%
    Cuirass 40%
    Gauntlets 10%
    Boots 10%
    Shield 10%
    for a total of 90% blunt resistance if wearing all.

    great mod and i hope to see a magic damage resist added
    1. Merkahia
      Merkahia
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      that would be even better
    2. Blackspine18859
      Blackspine18859
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      This, in addition to making a material based %, is a good idea.
  9. caoesraven
    caoesraven
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    i look forward to testing and using this mod when im done with my perma experience. i hope this mod has not been abandoned but im thinking it has been due to the last update being over a year ago
  10. Clevon
    Clevon
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    Noticed zilav made a patch for this mod. http://www.nexusmods.com/skyrim/mods/75715/?
    1. pwnloiiopwn
      pwnloiiopwn
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      Tested it and it worked correctly.