When you post your suggestion please explain why you would like to see that change or feature in the mod. Please understand that not every suggestion is easily implemented and the system True Armor uses is already pretty big as it is. I will not add any visual effects or animations to True Armor, those require a completely different skillset than I have and would add a lot of extra work and invite conflicts with many other mods.
That said I would be glad to hear of any suggestions you may have! Even if they are too big, too hard, fall under the disclaimer above or are just wishful thinking.
Yes, the option to toggle the spells on and off will likely be included in future versions. However I cannot say how long it will take me for the next revision to be ready. There's currently too much going and I cannot spare the time for modding.
Hmm, armor images and mentioning it in the overview spell not quite enough? Maybe in a future update, it would certainly make sense. There is no new release planned in the nearest future though, I already invested too much time on the last one (again) and lost sight of the other things that I should really do (again).
What if the temper quality affects those numbers as well? Higher quality gets boosted stats. Maybe increments of -5/0/1/2/5/10 (Yes, the default quality is less) on all kinds of protection except in magic and quicker movement than normal.
There is this mod Loot and Degradation (https://www.nexusmods.com/skyrim/mods/55677) which I think would work really awesome with it.
Hmm, yes I could see that happening. I am not sure how easy it would be to integrate or how much performance overhead it may cause. But I estimate that it should be resonably doable.
5º I think this is most important feature to add for true armor, locational damage for armors, I don't know if is possible but would be good set up only 40% of protection for iron arms, because no protect whole arm.
1. That would be pretty cool! To be able to see your protections directly in the HUD. It is a future goal, but I first need to read up on how to even do that stuff.
2. So... like an image of the leather set on top of the leather armor category page to clarify or remind what it affects? Maybe some small images on top? Sounds reasonable, maybe I'll get around to it.
3. Possibly in the future, but not very likely
4. As in loading tips? I don't know if you can set those up dynamically and it would need to be dynamic because users can change it to whatever they want. It's something to keep in mind, but low priority for now.
5. Real locational damage is not possible unfortunately. The closest you could get to adressing specific armor parts would be to make the armor settings not only per material, but also per body part. So that iron cuirass could protect more than iron gauntlets. But I fear that would add too much calculation overhead. Would be cool, but I think it's not going to happen.
Maybe a very reduced version of this where you can simply give the armor parts a multiplier to their protection chances based on how much of the body they cover. Now that I think about it, that would actually be a pretty good addition and rather simple to implement with small overhead. The only negative thing may be that it would make True Armor even more complex to understand with even more settings (4 more per armor categroy in that case). Still, I think this could really be done.
creatures uses the unarmed damage, right ? this is a thing to put in this "hint"
5º True armor it's really complex, I don't understand nothing from baseline adjustments tab, haha, but you can solve this with better design, more simple and better explanation, this feature will make true armor 200% better.
6º you need to show a information about the unique armors and dlc armors
2° I really like how the images work there, makes it more friendly to look at. I'll see if I can get that to work.
4° Now I see what you meant. I wouldn't add that hint as an extra option in the MCM, because that makes it even bigger and I really want to keep it as small as I can. In the next update there will also be a display for the average protection there, so it already gets bigger and adding even more is just too much. However the next update will improve on all the tooltips too and the information can go there.
5° Unfortunately you cannot simplify explanations infinitely. But a really simple addition like this is okay I think: Head Coverage 90% Body Coverage 100% Hands Coverage 50%Feet Coverage 80% The values would then be a multiplier for the deflect and pierce chances. So if the iron armor gauntlets are set to only have 50% coverage they will have halve the protection chances of the body armor for example. Fairly simple.
6° I think this could be done with the images on top, if I can get that to work out nicely.
That is a kind offer, but I can handle it myself :) In any case it seems there is nothing that needs handling right now anyway. I tested 2° with the images on top of the options and it is impossible to do it that way. In MCM you can only either show an image or show some settings, not both. Maybe I can think of a workaround, but for now that is off the table.
On the plus side 2.3.1 will come soon! And it will include 5° as described here along with many overall improvements to user friendlyness. Unfortunately it will break backwards compatibility a little bit when it comes to custom settings. Not a big deal, but the new variables will of course be missing in settings files created by 2.2.x. And I decided to rename some things such as "TA_Settings 1" to "TA Custom Settings 1" etc. as I believe it is better that way for the future. This means old files will need to be renamed to work again and the then missing settings will need to be set up.
But I will also post what exactly happens and how to resolve it when the update is getting uploaded.
After some thought I managed to find a decent solution for 2°. It's not as good as the suggestion here, but it does the job. There's now a toggle that you can check to see the images and when it is unchecked you see the settings and sliders and so on. Both at the same time is not possible unfortunately.
So 2.3.1 will include 2°, as good as I could make it work, too after all.
For True Armor it just depends on which FormList the keywords are in. So for each category in True Armor there is a list with keywords and every armor that has one of the keywords from that list will then be classified by that.
For leather the list may look like this: - "armorMaterialLeather" - "armorMaterialImperialLight" - "armorMaterialShrouded" - "armorMaterialThievesGuild"
Then when the actor equips an armor piece it will be scanned for its keywords. When there is the keyword "armorMaterialLeather" on that armor piece True Armor then know that it should be classified as leather, because it had a keyword from the leather list.
Actually I have a few requests of my own. Guess it's a "note to self" kinda thing.
1. True Armor is too intransparent. There should be indicators for the armors telling how much average protections are provided. This would also make it much easier to tweak the settings when you can actually see how much average protection an orc armor will give against arrows for instance.
2. There should be a spell that you can use and which will tell you exactly how well you are currently protected against the different damage types and how your attributes are affected right now. Would be even cooler to have something like that as an UI element. But that's probably wishful thinking.
3. Health Limiter does currently not affect poison resistance when it obviously should.
4. There's still the speedy follower bug or conflict around. It is so rare I couldn't reproduce it in all my testing so far. But it would be nice to get that fixed or to find the incompatibility.
hey great mod works well. Id personally like to see something change, it currently make sit so a naked character is classed is wearing cloth, i would like to see this changed, so that either a naked character is unaffected, or naked has its own category. This way, a it could be set up so a naked character moves quicker than being clothed or armored, as well as other differences. Great work
I felt that being naked vs wearing cloth was not enough of a practical difference to support both. Especially because I figured the naked category would seldomly be used by most players and I cannot include too many categories to keep it all performant and maintainable.
If there is a demand for this feature I will consider to add it.
understood. is there a way to remove naked from the clothing catergory, via editing your mod? either esp or script file. if you could maybe point me in the right direction ill try to sort it out myself, for personal use of course, not for uploading. thanks
I gave it some thought, but there is no simple way to achieve that I am afraid. The mod / script does not know how to do nothing or how to exclude certain armors from its calculations. When an actor has the script on him he -will- get his equipment slots classified to match one of the categories and -will- get protected based on that classification result. No way around that without a lot of work.
But fear not! You can achieve what you desire in another way that is in fact really simple: The closest you can get is to rerout how the armors get classified. That way you could let cloth get classified as hide for example and then naked will be the only thing left in the cloth category. Sure the names would not fit anymore, but it would absolutely work (and you can easily change the interface names by editing the translation file of the mod, so no problem).
How to do it: You only need to edit one script and recompile it: "TA_ArmorProtection_Script". That is the one that is placed on actors to monitor their equipment. You can get the source file by unpacking the .bsa of the mod, it is included there.
The function you are looking for is called "UpdateArmorSlotInfo".
At the very bottom is the line that classifies what category cloth will be (don't confuse with the first line, that one is for naked): SetArmorSlotInfo(slotMask, ModMenu.ArmorManager.cloth_Prefix, TA_ProtectedBy_Cloth)
Change that to the following to reroute cloth to the hide category, thus giving you a standalone naked category in the process: SetArmorSlotInfo(slotMask, ModMenu.ArmorManager.hide_Prefix, TA_ProtectedBy_Hide)
And that's it, compile the script and you are done. Note that in the current version 2.2.5 animals and creatures will profit from the protections in the naked category too (not from the attributes though)! In version 2.3.1, which will come in the next few days, this will be changed and they will no longer profit from True Armors protections.
Requests (27 comments)
That said I would be glad to hear of any suggestions you may have!
Even if they are too big, too hard, fall under the disclaimer above or are just wishful thinking.
2º
I like too much this mod.
Higher quality gets boosted stats. Maybe increments of -5/0/1/2/5/10 (Yes, the default quality is less) on all kinds of protection except in magic and quicker movement than normal.
There is this mod Loot and Degradation (https://www.nexusmods.com/skyrim/mods/55677) which I think would work really awesome with it.
Soething to keep in mind for sure.
2º Images of armor set in tweaks armor section. I forgot how many times I went to the wiki to setting up True Armor.
3º Presets without depedence of FISS. Default = 0, Realistic = more realistic possible, Alternate =
4º tips like "swords can pierce more easily leather armors than axe and mace"
2. So... like an image of the leather set on top of the leather armor category page to clarify or remind what it affects? Maybe some small images on top? Sounds reasonable, maybe I'll get around to it.
3. Possibly in the future, but not very likely
4. As in loading tips? I don't know if you can set those up dynamically and it would need to be dynamic because users can change it to whatever they want. It's something to keep in mind, but low priority for now.
5. Real locational damage is not possible unfortunately. The closest you could get to adressing specific armor parts would be to make the armor settings not only per material, but also per body part. So that iron cuirass could protect more than iron gauntlets. But I fear that would add too much calculation overhead. Would be cool, but I think it's not going to happen.
Maybe a very reduced version of this where you can simply give the armor parts a multiplier to their protection chances based on how much of the body they cover. Now that I think about it, that would actually be a pretty good addition and rather simple to implement with small overhead. The only negative thing may be that it would make True Armor even more complex to understand with even more settings (4 more per armor categroy in that case). Still, I think this could really be done.
4º
creatures uses the unarmed damage, right ? this is a thing to put in this "hint"
5º
True armor it's really complex, I don't understand nothing from baseline adjustments tab, haha, but you can solve this with better design, more simple and better explanation, this feature will make true armor 200% better.
6º you need to show a information about the unique armors and dlc armors
2° I really like how the images work there, makes it more friendly to look at. I'll see if I can get that to work.
4° Now I see what you meant. I wouldn't add that hint as an extra option in the MCM, because that makes it even bigger and I really want to keep it as small as I can. In the next update there will also be a display for the average protection there, so it already gets bigger and adding even more is just too much. However the next update will improve on all the tooltips too and the information can go there.
5° Unfortunately you cannot simplify explanations infinitely. But a really simple addition like this is okay I think:
Head Coverage 90% Body Coverage 100%
Hands Coverage 50%Feet Coverage 80%
The values would then be a multiplier for the deflect and pierce chances. So if the iron armor gauntlets are set to only have 50% coverage they will have halve the protection chances of the body armor for example. Fairly simple.
6° I think this could be done with the images on top, if I can get that to work out nicely.
If you want any help with design, photoshop, just pm me, I'm not a designer but I can help.
In any case it seems there is nothing that needs handling right now anyway. I tested 2° with the images on top of the options and it is impossible to do it that way. In MCM you can only either show an image or show some settings, not both. Maybe I can think of a workaround, but for now that is off the table.
On the plus side 2.3.1 will come soon! And it will include 5° as described here along with many overall improvements to user friendlyness.
Unfortunately it will break backwards compatibility a little bit when it comes to custom settings. Not a big deal, but the new variables will of course be missing in settings files created by 2.2.x. And I decided to rename some things such as "TA_Settings 1" to "TA Custom Settings 1" etc. as I believe it is better that way for the future. This means old files will need to be renamed to work again and the then missing settings will need to be set up.
But I will also post what exactly happens and how to resolve it when the update is getting uploaded.
So 2.3.1 will include 2°, as good as I could make it work, too after all.
I have a question, how do you make that ?
General Tullius armor -> Steel
Light and Heavy Stahlrim armor -> Glass
It's possible keep certain words registered for other armor mods ?
So for each category in True Armor there is a list with keywords and every armor that has one of the keywords from that list will then be classified by that.
For leather the list may look like this:
- "armorMaterialLeather"
- "armorMaterialImperialLight"
- "armorMaterialShrouded"
- "armorMaterialThievesGuild"
Then when the actor equips an armor piece it will be scanned for its keywords. When there is the keyword "armorMaterialLeather" on that armor piece True Armor then know that it should be classified as leather, because it had a keyword from the leather list.
1. True Armor is too intransparent. There should be indicators for the armors telling how much average protections are provided. This would also make it much easier to tweak the settings when you can actually see how much average protection an orc armor will give against arrows for instance.
2. There should be a spell that you can use and which will tell you exactly how well you are currently protected against the different damage types and how your attributes are affected right now. Would be even cooler to have something like that as an UI element. But that's probably wishful thinking.
3. Health Limiter does currently not affect poison resistance when it obviously should.
4. There's still the speedy follower bug or conflict around. It is so rare I couldn't reproduce it in all my testing so far. But it would be nice to get that fixed or to find the incompatibility.
Id personally like to see something change, it currently make sit so a naked character is classed is wearing cloth, i would like to see this changed, so that either a naked character is unaffected, or naked has its own category. This way, a it could be set up so a naked character moves quicker than being clothed or armored, as well as other differences.
Great work
I felt that being naked vs wearing cloth was not enough of a practical difference to support both. Especially because I figured the naked category would seldomly be used by most players and I cannot include too many categories to keep it all performant and maintainable.
If there is a demand for this feature I will consider to add it.
thanks
The mod / script does not know how to do nothing or how to exclude certain armors from its calculations. When an actor has the script on him he -will- get his equipment slots classified to match one of the categories and -will- get protected based on that classification result. No way around that without a lot of work.
But fear not! You can achieve what you desire in another way that is in fact really simple:
The closest you can get is to rerout how the armors get classified. That way you could let cloth get classified as hide for example and then naked will be the only thing left in the cloth category. Sure the names would not fit anymore, but it would absolutely work (and you can easily change the interface names by editing the translation file of the mod, so no problem).
How to do it:
You only need to edit one script and recompile it: "TA_ArmorProtection_Script". That is the one that is placed on actors to monitor their equipment. You can get the source file by unpacking the .bsa of the mod, it is included there.
The function you are looking for is called "UpdateArmorSlotInfo".
At the very bottom is the line that classifies what category cloth will be (don't confuse with the first line, that one is for naked):
SetArmorSlotInfo(slotMask, ModMenu.ArmorManager.cloth_Prefix, TA_ProtectedBy_Cloth)
Change that to the following to reroute cloth to the hide category, thus giving you a standalone naked category in the process:
SetArmorSlotInfo(slotMask, ModMenu.ArmorManager.hide_Prefix, TA_ProtectedBy_Hide)
And that's it, compile the script and you are done.
Note that in the current version 2.2.5 animals and creatures will profit from the protections in the naked category too (not from the attributes though)! In version 2.3.1, which will come in the next few days, this will be changed and they will no longer profit from True Armors protections.