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  1. Anubis22
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    2.4.1 is here!
    And it brings lots of really cool new features, too many to list all of them here.
    Some highlights:
    - Creature protections
    - Armor tempering influence the effectiveness of the players armor
    - Skills influence the players ability to bypass enemies armor
    - Spell protections for mages
    - New presets
    - New editor mode for much easier usage and adjustment of the armors

    Don't forget to read the updating instructions in the mods description and the changelog on top of the description or on the "Logs" tab
    As usual, please let me know if there are any problems with the update.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    I have added videos explaining all the functions of True Armor, watch them please if you want to dive in deeper, know how you can tweak everything yourself or if you have questions regarding True Armors functions.

    Before asking general questions please read the FAQ on the forum first.
    If you came up with some nice settings, I would encourage you to share them! There is a forum topic just for that.
  2. Amicoletto
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    Hello, I love the mod's idea, but I must admit that thinking at an optimal configuration and then applying it for each character can be quite tiring... So I'm planning to use this preset: https://www.nexusmods.com/skyrim/mods/90221

    The problem is, that FISS occupies one esp slot that I would like to keep for other mods... So does anyone know if it is safe to remove FISS mid-game? I'm asking here because I can't find this information anywhere else... Of course, I asked on the FISS page too, but no answer received, for now.

    I use MO2, maybe I can keep FISS in the left pane and only disable the esp...?
    1. Anubis22
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      Note that there are also three presets included with the mod, but of course you can use another configuration as well.

      Take this with a grain of salt: You are probably going to be fine when disabling FISS mid-game, especially when you only deactivate the plugin, leaving the rest in place. But ultimately there is no guarantee and I generally wouldn't recommend it.
    2. Amicoletto
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      Hello, sorry for this late response

      Thank you very much! I didn't notice the presence of the FISS presets! If you mentioned those on the description page, I'm sorry, I read the entirety of it when I first downloaded the mod and that's a bit of time ago :)
      I'm obviously going to use the "realistic" one :)
    3. Anubis22
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      No worries, as you can see I don't always answer the same day either. Just wanted to say that the realistic preset is actually the one I'd recommend the least out of the provided three. Simply because true realism is not exactly fair or balanced across all armor types. Heavy armors like plate are disproportionatly advantaged and you'd hardly ever want to be running around in leather for example if anything more protective is available to you. The other presets are less realistic, but fairer, offering advantages to every type of armor and thus playstyle. They are still kinda realistic (and way more so than any other mod I have seen in this category), but only if game balance is not at risk.

      Good thing you can change between the different presets whenever you want, so you can also try them out yourself without risk.
  3. vlaka
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    Game changer.
    Thank you!
  4. Loostreaks
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    Really like the mod. Any plans to do the same for weapons?

    In general, Skyrim and open world rpgs, have a problem with too high vertical scaling of equipment, so it limits your options and makes the game too easy...there is no point in using any lower tier weapon, when you reach better.

    Something that applies debuffs to weapon speed/based on material ( so daedric, ebony and dragonbone swing slower), and gives certain benefits ( stronger, so it favors more mid tier) to other weapon types:

    Some ideas, one primary/secondary effect:

    Elven weapons: +x% to enchant effect, extra damage vs unnatural
    Glass: + x% speed,
    Orcish: + critical damage, damage vs animals
    Dwemer: + armor penetration, damage vs constructs
    Nordic: + reach, + damage vs humanoids
    etc.

    There are similar mods ( like Weapons and Armor attributes: https://www.nexusmods.com/skyrim/mods/68849), but more aimed to making "mid tier" a better option.
    1. Anubis22
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      I had thought about it, but weapons don't really offer anywhere near as much in terms of possible (sensible) characterization as armors do. Plus, I am currently not modding actively anymore. However, I agree that the incredible lack of imagination on the devs part, considering that weapons are just strict upgrades to one another and otherwise carbon copies, is disappointing to say the least. Such oversimplification is what you get from appealing to the lowest common denominator in mass-market games.

      Some things that may look simple to do are also really not that simple: e.g. increasing the attack speed of all iron weapons for example. Yes, it can be done, but if you want to be able to modify that on the fly (e.g. such as True Armor allows you to do with everything) and have it automatically compatible with modded weapons there is really no way around cloak scripts. TA uses them too, but for much more than "just adjusting some speed values". Performance wise it seems rather dubious to go with something like that for such a mundane task.

      Also many of these kinds of "attributes" don't really make any sense. Its not like everything has to be perfectly logical, it's a game after all, but suggesting that a sword of orcish origin cuts human flesh better than it does animal flesh is for example very gamey and quite a stretch. Even worse when it comes to reach: it is quite obviously a function of its shape, not of the material it is made from. It is nonsensical to have a sword be able to cut you with an invisible extension at the end of it, just because it is made from nordic material. Or have all elven weapons be shorter than they visually appear to be. At worst this could be incredibly frustrating and in any case it will likely feel very wrong. You would have to change the models themselves for this to feel good which raises compatibility concerns, is non-configurable and so on. Strengthening enchantments on weapons of a certain material sounds pretty good, but I don't think that is actually possible to do in a non-hacky way, if at all (not 100% sure though). Armor penetration wouldn't really work with TA if this were implemented in a seperate mod, making it rather uninteresting. I am not saying these things to shoot you down, I am only highlighting the rather severe limitations (imo) in what you can really sensibly do based on weapon materials, which is not much.

      I know, it's not nearly as good as a true rebalancing and diversification of all the weapons, but Simply Balanced comes with a weapon equalizing feature. All it does is lessening the damage gaps across all of the weapons in Skyrim, configured seperately for one handed, two handed and archery weapons. Meaning that if an iron dagger deals 20 damage before, and a daedric one deals 100, the gap is lessened to 70 vs 100 afterwards (example values, strength is fully configurable). It's simple, but greatly reduces the ludicrous damage gap between the weapon materials, which makes the better weapons much less mandatory and empowers the weaker NPCs in their ability to actually remain threatening to you.
  5. Solutionme
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    Hey! I really enjoy your mod, while I don't necessarily use it for realism, rather I use it to make every armor tier past standard steel and leather actually viable (which in turn also lets me really enjoy all the armor mods I have on), I was curious if you had any plans to make some kind of mod that lets players edit the effectiveness of different materials on weapons against certain enemy types.

    I.E. In the base game we already know that silver weapons deal a bonus to the undead and werewolves. What if we wanted to for w/e reason be able to apply that Daedric Weapons are able to inflict extra damage to Daedra, or that Steel weapons are able to swing at a faster rate compared to all other material types, etc. etc.

    I hate going through a skyrim playthrough only to see myself never really use anything but dragonbone or daedric weaponry and it is honestly just a huge letdown considering all these mods i have to add in extra weapons.

    Hope to have a reply soon!
    1. Anubis22
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      Hi, that's completely fine of course. TA doesn't dictate you what to use it for, after all that's why every single variable is exposed and editable. As long as you are happy, I am too.

      Your suggestion makes sense and I like it. It has also been considered as a possible expansion for TA before. In the end I decided against it, mainly because of the following three reasons:
      1. I feel that this system would see comparatively little use. Compared to the armor protections it is just icing on the cake.
      2. It would make an already highly complex mod even more complex, which also leads to...
      3. It would considerably increase the amount of calculations that need to be done behind the scenes as it is almost like a second armor protection system just with a focus on material types rather than armor / weapon types. I am satisfied (though barely) with the performance TA achieves. It's not lightning fast nor super leightweight, but it causes very little lag and feels pretty seamless. I would be very hesitant to now add an extra 50% load on top of that.
      4. It would be a considerable time investment to add this system and I am currently very busy on other (unrelated) projects.

      3 and 4 are the main deal breakers here. It's currently out of my reach and will be for the foreseeable future. Instead, I would advise you to take a look at KYE (Know Your Enemy). It's not as customizable, but adds resistances and weaknesses to enemies that go beyond weapon type afaik. It is a very good match with TA anyway and a mod that I recommend fairly often. You may want to disable creature protections of TA though when you are using KYE, as there is some overlap (not a conflict though).
  6. McPipe
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    Hi! Great Mod!

    I have a problem: I cannot change "True Armor Custom Settings", it shows the options, but they cannot be clicked on.
    Also, i want to change the "weapon speed" thing, so i went to "advanced options", and there is the option to change it, but its not clickable.

    What am i doing wrong?

    EDIT: Both problem solved, i managed to put OFF on the weapon speed, so another mod works with it, by first selecting "apply atributes to players" on the general settings.
    And i managed to select a "True Armor Custom Settings", by installing FISS... (i jumped right over that part in the description :P )

    LOVING IT! thanks!
    1. Anubis22
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      Glad you got like it and got everything running! :)
  7. pw508
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    Hey Anubis, I'm having a strange problem maybe you can help me fix.

    So I noticed that one of my followers wasn't being affected by weapon speed penalties. I know NPC vs NPC fighting isn't affected in this mod but having the attributes on followers to help balance them is nice. So I went into the settings and set highlighted actors to on, and the follower was not highlighted. Here's a bit more info on the circumstances and what I've tried to avoid a big wall of text:

    -The follower is Gorr from iNPC
    -My other followers are still affected by TA
    -I checked with other iNPC followers, they are affected by TA as well
    -Dismissing the follower and recalling them doesn't work
    -Swapping gear around also doesn't work
    -Using recycleactor on the follower and then getting within range of them again doesn't work
    -I went back in my savegames and the follower was, at one point, affected by TA
    -I took it a step further and narrowed the timeframe down to between two saves, one in which the follower is affected and the other in which he is not.
    -The only thing it seems I did between these two saves is camp for the night outside Forsaken Cave after a quest and fast travel to Windhelm. The saves are eight minutes apart (32:38 and 32:46 game time) so not a ton could have happened. Right now I'm around 72 hours in, so this has been a thing for quite some time without me noticing.
    -It might be worth noting that this follower has been with me since pretty much the beginning of the game.

    Anyway, it's certainly not game breaking, but do you know how I would go about fixing this? Is it as simple as applying something to the follower via console, or is it more complicated? It's certainly not game breaking and I've actually been looking for a different tank follower because Gorr is kind of annoying but it's certainly something worth trying to resolve if possible.

    I tried to avoid a wall of text and I think I failed.

    1. Anubis22
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      Phew, if this is an actual bug with the mod, I believe chances are slim that it can be "repaired" easily. Of course a very big problem is, that it is pretty much impossible to know what is actually going on behind the scenes here. My best bet is the following: The spell which carries the TA script responsible for protections and attributes somehow got stuck on this actor. It expired (for example because the actor was out of range for some time), but was then not correctly cleaned up (removed from the actor). Meanwhile the attached script has gone into shutdown as it should (has become inactive, so that it doesn't do anything anymore). Usually, when the spell was cleaned correctly from an actor, coming in range will simply attach a new spell with a new script to the actor, so everything works again. This cannot happen now, because the spell is still on the actor: It will not be applied double (and that's actually very good). Of course it follows, that this particular actor will never be able to receive a new spell and new script again. The cleanup failed and the actor is now "branded" forever with the "dead" spell and script.

      Assuming that my theory is correct (which may very well not be the case), there's little you can do I believe. The TA spell cannot simply be dispelled by conventional means, for obvious reasons. Maybe, possibly, there are console commands to list all spells / traits (it may be considered a racial trait or something like that by the game) on an actor and then you could maybe, possibly, use another command to forcefully remove the dead TA spell? Honestly, I don't know if this can be done with console commands and then there's at least a 50% chance that my theory wasn't correct to begin with, so... yeah. You may very well try it though, as long as you keep your original saves, there's nothing that cannot be undone.

      It might also be interesting to see what happens if you go back to the last save where Gorr was still affected by TA and play for a while from there. Does this problem consistently occur, or only if you do very specific things? Can you manage to replicate it at all?
    2. pw508
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      I messed around with it a bit and wasn't able to solve the issue. I could not replicate the problem from the last save without the bug, and I couldn't find a spell that was on Gorr that needed to be removed. Oh well, it may just be a bug on my end, I do have quite a few scripted mods running so if something broke it wouldn't be a huge surprise.

      I do appreciate the help though!
    3. Anubis22
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      I see, sorry to hear that :/ although I pretty much expected as much. One last thing you could try came to my mind, but you probably did it already anyway: Maybe just turn TA off, wait a while and then turn it back on again? E.g. save whichever custom changes you may have made, load the blank preset, play half an hour, reactivite the mod. If you haven't tried that, I'd give it a generous 10% chance to fix the problem, just don't count on it.
  8. EmeraldShadow
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    How do I disable the weapon speed fix? It breaks the game for me, and I would prefer to use another mod to fix that.
    1. Anubis22
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      Under advanced settings, at the very bottom there is a toggle with 3 options: on, automatic and off. You should be able to switch between the modes by clicking on the field.
  9. Niizzy
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    If this works with custom armors, could this also work with Enderal? Has anyone tested it out?
    1. Anubis22
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      I have zero experience with Enderal, but if that mod keeps the vanilla armor and weapon keywords, they should get along with each other just fine. If not the protections simply won't work as you'd expect because from TAs perspective everyone is running around naked.

      You might want to give it a try (without overwriting any save files, so that you can always go back without risk).
  10. Hariwulf
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    Love the mod (SE) to no end!
    Just a question: What would be a nice complementary Perk Mod? I wanted to use SPERG, but that 50% (or 100%) ignore armor at low levels is annoying
    1. Illius
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      Personally I prefer this one ...

      Ordinator: https://www.nexusmods.com/skyrim/mods/68425/?

      But this one is also popular ...

      Perkus Maximus: https://www.nexusmods.com/skyrim/mods/59849/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D59849%26preview%3D&pUp=1
  11. pw508
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    Hey Anubis, quick question - I know the TA armor settings don't work with NPCs fighting each other, if I set the vanilla armor scale to 0% in the TA menu, does this also affect NPC's who attack each other or does this only affect players vs NPC combat?

    Been trying to figure out easy ways to make NPCs do less damage against each other since TA makes them so tanky against me but if I have an ally they just melt.
    1. Anubis22
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      Yes, this is a problem I know of. Setting the vanilla armor scale to 0% is not a solution in this case, because it will affect NPCs if memory serves me right. But a serviceable workaround exists by using Simply Balanced (can be done with other mod combinations too, but this has it all in one package): The trick in this case is to override the game difficulty settings, lowering the amount of damage that enemies take (for example set NPC damage taken to 50%). This will cause all NPC (which is everything but yourself) to take less damage, thus making them tankier. The catch is, of course, that you will now also deal less damage to them. To counteract this, enable the difficulty adjustments and increase your damage dealt (in our example you would set the damage dealt to 200%). Now you will deal effectively the same amount of damage as before (although your weapons will show higher damage numbers), but all NPCs will be twice as tanky against other NPCs as before, while dealing unchanged damage to you. E.g.:

      Player attacks NPC for 100 damage -> halved by NPC damage taken -> doubled by player damage dealt -> 100
      NPC attacks Player for 100 damage -> unchanged -> 100
      NPC attacks NPC -> halved by NPC damage taken -> 50

      Unfortunately the player specific damage dealt increase from Simply Balanced is limited to physical attacks, elemental damage spells and damaging poisons. Usually this all you will ever need, but if you have another more obscure type of damage towards NPCs, it may suffer from halved damage too. Hence the workaround is not 100% watertight, but close.
    2. pw508
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      Thanks for the reply, yeah thats actually what I did end up doing, except I did . My biggest issue with that is that it becomes kind of irrelevant whether the NPCs are wearing armor or not unless the vanilla armor scaling is at 100%, but then NPCs just end up becoming that much more tanky towards the player. I thought of giving the player an extra edge in the difficulty settings (damage dealt to 250% or something like that) but at this point I'm throwing a lot of different factors in and I really prefer to keep things simple. But if the gameplay is fun I can overlook it, my OCD just sometimes gets the best of me when it comes to making sure everything is perfectly balanced :p

      There's a couple other solutions I had in mind, although each one is as rough as the original - the first is to use the Locational Damage skse plugin created by Felisky384 which lets you tweak some damage values, making extra damage that can be done by the player to NPCs, NPCs to the player and NPCs vs NPCs, all separately. The second solution uses Nethers Follower Framework, which is an excellent new(ish) follower mod that in my opinion far surpasses any that we already have. One of the settings allows you to configure the % of damage your follower does, although it doesn't let you configure the damage taken. So that one is only like a half solution.

      I know you've mentioned you aren't updating mods anymore. But if you ever do decide to tweak True Armor a bit, would you be able to add a setting that lets you tweak follower damage dealt and taken? I guess it could work similar to the way True Armor works now, any actor nearby who's an ally is affected and the player can make it so they take and deal x% more/less damage. I'm getting ahead of myself though, I do appreciate the reply :)
    3. Anubis22
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      I understand your trouble. Unfortunately I don't think there is any solution to making armor actually matter in NPC combat, while keeping TA in charge for player combat, aside from trying to find some common ground through parameter mixing as you wrote yourself. It's never gonna be perfect though.

      I would hesitate to include follower specific balance adjustments into TA to be honest. That is something I'd much rather see in a dedicated general balancing mod, such as SB, except that it also doesn't fit into SB, because it would likely require scripts to realize. But should I happen to ever get around to it again, I will revisit these issues and see what can be done.
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