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DaJay42

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DaJay42

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  1. DaJay42
    DaJay42
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    Released version 2.0.0

    Thanks to the generosity of underthesky, all calculations are now done in a SKSE plugin. This means better performance, less bugs, less incompatibilities!
    And if you feel that you don't want to waste a .esp slot on a MCM, I very much recommend checking out his mod, Armor Rating Rescaled:
    http://www.nexusmods.com/skyrim/mods/85358/


    Changes:

    - Complete overhaul of the mod's internals. Now does its computation in a SKSE plugin, rather than Papyrus code. (A HUGE thank you to underthesky for letting me make use of his SKSE code!)
    Due to this being a huge change to the mods workings, a clean save is absolutely recommended.

    This change has some neat effects:
    - Significantly increased performance.
    - Player Only version no longer required, as calculations for NPCs are no longer a potential performance drain.
    - Changes in armor rating always have immediate effect.
    - No more ActorValue or AVI Skill Mult caused incompatibilities.
    - High Damage Resist values no longer cause weird stamina consumption on blocking NPCs.
    - NPC Damage Resist is no longer hard capped.

    - On a different note, made the mod translation-friendly. Note that all included translation files are dummy files and contain English text.
    - Added a German translation to serve as an example. Translators for other languages welcome!
  2. DaJay42
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    A Special Edition version of this mod is now available! You can find it over here: https://www.nexusmods.com/skyrimspecialedition/mods/17932/
    Thanks to locerra for making this possible!
  3. rodr1ss
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    2024. Thank you for making me see that I can die so many times. Now it doesn't matter what you use and I'm going to have to start using blacksmithing, something I put aside a long time ago. great mod, thanks for the work and sharing it
    new game lvl 14 I think, with several mods that increase the dexterity, damage and abilities of npc and beasts from all over skyrim and it runs great. finally it is a challenge. More ahead as I progress I leave a notice as follows at high lvl

    edit:
    The mod is nice when you are low lvl, now I have noticed that from lvl 60 or before it is the same as the vanilla base game, I mean, thanks but I'm going to uninstall your mod, it's really of no use, only if you're going to be making new games all the time without advancing in the story, thanks anyway for the work of sharing your mod

    re edit:
    I started playing all the options, against some NPCs or creatures I am still invincible, against other NPCs or creatures in other spots or ruins I die from two hits. currently lvl 70 I think
    It works, but not for npc or player as needed. I don't understand how to configure it, thanks anyway
  4. DRAKE187
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    I've got a question concerning the spell Dragonhide. To my knowledge, this spell effectively eliminates your armor rating and puts you at a flat 80% damage reduction. How does this interact with the mod's removed resistance cap from armor rating?
  5. rkkn
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    This mod doesn't seem to actually work. I can't get it to use anything but linear.

    Even when I have it set to hyperbolic or exponential, it still uses linear when I actually take damage. What gives?

    I even tried deleting all other SKSE plugins and starting a new game with all other mods disabled except SkyUI (and Alternate Start, because f*** starting a new game without that). no dice. same result

    edit: version 1.21 works. It's just 2.0 that does nothing
    1. bleeqh
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      Ya I'm using 2.0 and the actual damage reduction isn't working. Did some experiments and I'm taking damage according to the base game formula (including the hidden bonus).

      EDIT: the only issue with using those old ones is I think they work via papyrus or whatever and not SKSE and they reckon that can have script issues and cause lag and stuff.
      ATM I'm running UndertheSky's armor mod at the same time as this and now I'm getting expected damage resistance, nothing's crashed or anything.
      It's nice because I can still have this mod (AR Redux) track my resistance in spell effects.
  6. firedragon506
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    I don't know why my previous comment didn't go through, but I'll say it again.
    Is it safe to install this mod mid-playthrough, or does it require a new save?
    1. bugboy1014
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      It's safe to install mid save. the only way it wouldn't be save, is if you were updating from a previous version of the mod
  7. JayayePea
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    What is a clean save? 
  8. Duriel7
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    Hi DaJay,

    I used this old mod from 2015, based on the same topic (I found your mod while reading the comments of the old mod) which is No Armor Rating or Resistance Cap. It works by magic effect and spell (internal fuinction I mean). Do you think I can switch to yours without a weird issue ?
    I like the way you implemented the new formulas, and the fact that I can tweak those to my liking.
    I'll use you mod for my next chars.
    1. DaJay42
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      It *should* work without any problem - just be aware that removing any mod in the middle of a playthrough always has a small chance of messing things up. The game just really doesn't like it when you do that.
    2. Duriel7
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      Actually yes, the game sometimes lacks of compassion when it comes to remove some mods mid-playthrough. But as you do the calculation with SKSE plugin and the other with magic effects and spells, there's no scripts. I have come to think, by experience, that when there's no scripts involved, the "messed up" things are not a big problem because as the mod containing the effects/spells is gone, only the parameter like AV are maybe not resetted like in a new game. So for that, I'll touch the core file by console command to ask the game if there are leftovers from the mod. If I remove it... I didn't yet. In fact I'm in a dilemma, my playtrhough isn't over yet, so I don't want to begin another and switch mods over and over. And I usually play with modified AV by batch files of my own, so one AV modified is not a big deal, if it really exists.
      Anyways thanks for the answer, if I do the transposition, I'll post to tell users if AV are modified but the old mod, and what to do if it is the case.
    3. Duriel7
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      Oh yeah another question. I forgot to ask you.
      Do you know a mod where the block mechanic is modified like in your mod ? Because, the 85% is cool but, like armor rating, sometimes you have strong enemies where you want to parry more damage.
      I play with Dynamic Enchantments, Enemy Enhancer and Deadly Dragons (which, hopefully will play nice with your mod since I passed from being OS by dragons to immune to their attacks after having change my armor... which is kind of anoying). And with those mods, sometimes you find enemies that have very high stats (I play with 200% HP, 200% damage, 100% armor bonus and 100% magic res, which, for stronger enemies in vanilla [bosses etc...], exagerate even more the difference with trash mobs, and with their enchanted items sometimes it's a nightmare). In these cases I'd want to be able to block more, at the cost of more enchanting power (easy to reach the max 85% with 100 block, perks and +20 or 30% block power enchantment...).

      I thought about a formula based on a flat number with a degressive formula (hyperbolic or exponential I don't know which will play better) even before finding your mod (this made me search about a better mod for armor at the same time) but I didn't find the same for block. And I don't know much about SKSE plugins, I can script, I can play with a lot of things, but for now I don't know yet how to make such mod.

      Thanks for reading anyways.
    4. DaJay42
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      Unfortunately, I don't know of any mod that changes the block mechanic in a similar way.
    5. Duriel7
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      Ok. I'd understand that you don't want to work on that. So I have a request. If I were to learn how to use tools to make it, could I watch your code, to inspire my own work ? I don't even know how difficult it is but it can't be too difficult.
      I'm not asking to use your code, just to use the same logical/mathematical methods you used, with my own understanding of the Beth's functions (I don't know much of the Cry Engine/SKSE and the new functions I could find, I just know what I used in FO3/FNV). If I do that, I'm not sure I'd share it, or at least if I want to share it, I'd give it to you so you could upload it on this page rather. But I don't know if I'll do it soon. I'm just asking if you are ok to share your "experience".
    6. DaJay42
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      Yes, feel free to have a look at the relevant parts of the mod. Just be warned, a large part of the work will be to reverse-engineer the game's assembly code in order to identify the function(s) that do the block rating to damage multiplier calculations.
    7. Duriel7
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      Ok, thanks for your authorization. And for your concern. I'll keep you informed whatever/whenever I do.

      EDIT : Ok so I switched, finally, between the old mod and yours. FYI, as I didn't crossed the vanilla hard cap, the magical effect was not applied so the switch was done with no problem. For the other users, there's virtually no problem if you unequip your armor pieces before switching.
      Remember that I speak about No Armor Rating or Resistance Cap ( https://www.nexusmods.com/skyrim/mods/63820 ) version 2.0, not the 2.2. In the later the authour uses a exp/ln formula, which is different than in the former.

      I use DaJay's mod with an exponantial formula based on a factor of 0.9988 (it's the best for my gameplay, at 2500 armor you have ~95% phys damage reduction). It's kind of vanilla for low armor values but it tends to increase reasonably, to my tastes.
      Once agina thank you DaJay for this mod, it's what I wanted for Skyrim since 2011, what it always has to be.
    8. ryudotsk
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      Hello,

      I also try to find a mod that modify the calculation of blocking, like this mod, but i think it's complicated because the formula is completely different. We can find the formula on UESP (https://en.uesp.net/wiki/Skyrim:Block) and the vanilla armor formula (https://en.uesp.net/wiki/Skyrim:Armor).

      Note : As you can see the formula for weapon blocking is really weird, because it uses the weapon base damage of attacker, so if he attacks with warhammer you will block more than if he uses a dagger... And moreover you can block as much as if you used a shield practicaly.
  9. shunpro
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    Does this mod affect npcs as well?
    1. DaJay42
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      yes
  10. wherediditrun
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    You are the reason why I finally switched to SE :D well, you were the reason which held me to LE. Just couldn't force myself to play without this little tweak. Just felt too important for overall game balance. Thanks endorsed here too.

    I'm trying to preach the gospel of proper armor formula everywhere else I can.
    1. Darklocq
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      Which of the three variants are you using? I'm already pretty hard to kill except by magic, and am hoping to decrease that near-godlike feel, but I also don't want to die 5x per hour, either. At level 40 I'm hoping for a challenging more like what surviving at level 8 was like. Already jacked up difficulty and added lots of badass mods (the tougher of the Dragon Priest overhauls, two dragon overhauls, etc.). On the other hand, I have piles and piles of gear mods, and consequently lots of additional gear items in non-standard slots, and some of it has armor ratings higher than is reasonable to start with, though I've been incrementally digging them up in TES5Edit and normalizing them to comparable vanilla gear.
  11. Hatsodoom
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    Since I use this mod and no one on the forums is helping might as well ask here. How does Armor Rating/Damage Resist work for NPCs? All the enemies in my game don't seem to resist physical attacks at all.

    Nevermind, seems to work again, but enemies are only following Linear formula, even though I'm using hyperbolic. Is this normal?
  12. Alexandrious1
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    So I am using the Hyperbolic version of this mod. Managed to get my armor rating to 920-1050. But now I notice....nothing melee can hurt me. Like, flat out cannot hurt me, and the only Perk Mod I have on is Ordinator while combat mod is Vigor. Dremora Lords cant hurt me, Dreadlords cant hurt me, the only things that can hurt me is Spells, Arrow damage from high lv bow users, and lv 50+ or stronger dragons, melee attack and all. This is on Legendary setting.

    Is this intentional? Or is something possibly broke here?