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Jampion

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Jampi0n

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  1. Jampi0n
    Jampi0n
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    How to update to version 3.0.0 on an existing save:

    • Uncheck "Rescaling Enabled" in the Advanced page of the MCM, save the game and exit.
    • Uninstall the mod, load your save, wait a moment and save the game again. The new save is a "clean save", because it no longer contains any
      references to the mod. Exit the game.
    • Install version 3.0.0.
    Since it's only some quality of life changes, you can also just wait until you start a new character.
  2. Alfonsog
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    If You remove the rescale, does this means, You can have immunity like in Oblivion?
    1. Jampi0n
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      Yes, the last page in the MCM allows you to configure the max resistance, which defaults to 100%, which will give you full immunity.
    2. DoomDivine
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      Hey i do not know if this is an issue or not but when i implement your mod, i have like a billion percent resist fire,frost, fire and poison enchanted daedric armor(did the alchemy loop), and all the resistances are at 100 percent, but it seems like at 100 percent resistance the enemies stop firing elemental stuff like fire, frost, etc and are reverting completely to knife and physical attacks. My character is immune to all magic and elemental, as even at 100 health when i fight alduin, the fire dropping from the sky hits me and literally nothing happens, however alduin himself does not throw fire at me with his mouth. Is this normal functioning or a glitch, please let mme know?
    3. Jampi0n
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      From my experience this also happens in vanilla. If you get very high resistances, some enemies like dragons will use fewer breaths and try to use more melee attacks.
  3. LOKITYZ
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    Hi, thank you very much for this awesome mod!

    I just wanted to ask though, can I use this mod together with DaJay42s Armor Rating Redux mod? Can they work together? From the layman's perspective it looks like both your mods change similar things, with your affecting resistances as a whole, while the other focuses more on Armor Rating. Also, how does this mod interact with SkyTweak?
    1. SkyrimerTESV
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      If you use it with Armor Rating Redux you should disable armor rescaling in the mcm of my mod. Otherwise you will get an unexpected damage reduction for physical damage.

      My mod modifies 4 game settings. If you want to modify these settings, you should configure them in my menu and then open and close the SkyTweak menu. This allows SkyTweak to update its values to the ones you configured in my mod.


    2. LOKITYZ
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      All right, thanks for the quick response!

      Will definitely incorporate this mod into my mod list and endorse! Was always baffled by how the game implemented resistances. Your mod makes it much clearer!
    3. Duriel7
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      Hi,
      I just installed your mod to complement DaJay's armor rescaling mod. In fact it's impossible to have both mods running at the same time while still having a logical functioning. If the armor rescaling is disabled, then the rescaling of damage reduction per armor point is enabled, and vice versa. Which gives, considering DaJay's mod rescales armor exactly as you wish, a wrong calculation. As it is, with no means to disable both functions about armor, we can't have those mods together.
      Which is somewhat normal because they basically do the same thing, only more precisely for Armor Rating Redux (exact bases, floors and multipliers) and more extensively for Resistances Rescaled (magic resistance as well as physical resistance).

      Test :
      Spoiler:  
      Show

      Tested on my current char, and on a new one freshly created to test this.
      I have a perk overhaul that can give me armor point if I don't wear real armor, only clothes or naked. With this I have 50 armor points by level, each time I put a new perk point into it, your mod gives me +30% of current armor, for 2 levels I should have 100 armor, I have 130, for 200, 262, for 300, 395...
      I use DaJay's exponential formula with a base of 0.9988, which, with my 300 armor points, give me 30.7something% damage resistance, with your mod even with armor rescaling disabled I have 37.7something% damage resistance. I have the impression DaJay's mod doesn't take into account the vanilla 0.12% reduction per armor point, but with your mod, it is forced to use it, thus modifying the result.
      I don't know enough of the inner system of Skyrim to tell you more, but it's your mod, your scripts, you certainly understand what I'm writing.


      Too bad because I love both equally now. I certainly can modify your script to put my own expo base into it, but don't want to do it now because I'm not sure if I can do it properly, with my level of Papyrus knowlegde (it means "almost nothing"). Anyways I keep your mod, as sometimes I will use it with other characters. Cheers dude.
    4. Jampi0n
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      I had a closer look and was able to fix a bug that could cause incorrect resistance values when disabling rescaling for individual resistances. Can you try the new version on a new character?

      Armor Rating Redux (ARR) and my mod work fundamentally different. ARR changes the formulas used by the game, but the armor rating of your character stays the same. My mod expects vanilla formulas and modifies your characters resistances, such that when vanilla formulas are used, the desired damage reduction is achieved. If rescaling is used together with non-vanilla formulas you will get weird results.

      If you disable armor rescaling in my mod there should be no issues, because your character's armor rating will be unchanged and the formulas of ARR will be used.

      give me 30.7something% damage resistance, with your mod even with armor rescaling disabled I have 37.7something% damage resistance
      This sounds like something that could be fixed in the new version.

      I have the impression DaJay's mod doesn't take into account the vanilla 0.12% reduction per armor point
      ARR replaces the vanilla formulas with its own and uses its own parameters, so this value from the vanilla formula is unused.

      but with your mod, it is forced to use it, thus modifying the result
      My mod doesn't change the formula, so it is also not forcing the value to be used. However my mod assumes that vanilla formulas and will use this value to determine how the resistance values need to be rescaled. In the advanced page of the MCM there is a setting to change this value. Though if you use ARR it will not matter what this value is.

      If the armor rescaling is disabled, then the rescaling of damage reduction per armor point is enabled, and vice versa.
      Can you elaborate? I don't understand what you mean.

      It's certainly intended to work with ARR as long as you disable rescaling for Armor, so let me know if you still have problems.
  4. Sturmhammer23
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    i can use everything in mcm except the enable / disable mod button... dont know why... 
    1. Jampi0n
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      The one on the Advanced page? So if you click it, the check mark does not disappear?
      Are you using some mods that change MCM functionality (like mods that auto save settings)?
      If you use it together with Papyrus INI, try what happens if you disable Papyrus INI.
      You should also enable papyrus logs and see if they contain some errors or warnings.
  5. sreejithoo7
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    Did this affect NPC
    1. SkyrimerTESV
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      It only affects the player.
  6. AngryLamb404
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    Thanks for the great mod.It's the very mid i want.
    But i have a question,does the armor resistance rescaled ,also includes the hidden armor rate of the equipments?
    1. SkyrimerTESV
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      It doesn't matter where the armor points come from, they are always rescaled, so the hidden armor rating would also be rescaled.
      Though I disabled the hidden armor rating, so that the armor rating that is displayed at the bottom of the inventory always shows the correct value.
    2. AngryLamb404
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      Thanks , and the percent value show in the mcm make sense.
  7. AngryLamb404
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    Thanks for the great mod.It's the very mod i want.
    But i have a question,does the armor resistance rescaled also includes the hidden armor rate of the equipments?
  8. SkyrimerTESV
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    The mod was completely rebuilt with 2.0.0. Here is how you can update an existing save to the new version:
    1. Safely uninstall the old version: disable the mod in mcm, exit menu, wait 5 seconds, exit game, uninstall mod with your mod manager
    2. Make a clean save: Load your save, wait 5 seconds, save your game.
    3. Now you can install the new version.
    Note that there is no need to update during a playthrough, unless you want to use one of the new features.

    Please report any bugs or issues you encounter. Suggestions for new features or improvements are welcome.

    Since I made the mod, everything it does is completely obvious to me and therefore it is hard for me to tell how well I explained it on the mod page. If there is anything that is not clear, please let me know, so I can improve the description.
  9. Siatru
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    does this work with poison and disease damage?
    1. SkyrimerTESV
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      Poison and disease resistance are not covered by this mod. Poison is so weak in Skyrim, that I never got any poison resistance. So I didn't deem it necessary to have this mod handle poison resistance. It could certainly be added, if there are people who want this feature.

      Disease resistance is a bit different, because it is necessary that the player becomes immune to disease in certain situations. A werewolf shouldn't be affected by diseases, otherwise you could get the vampire disease as a werewolf and be both vampire and werewolf at the same time.
    2. Siatru
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      huh.... are you sure? I just tested it and I seem to have gained complete Immunity to poison and diseases. Where before I would get poisoned even as a vampire.
    3. SkyrimerTESV
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      The only actor values modified are MagicResist, FireResist, FrostResist and ElectricResist, so it should not affect poison resistance or disease resistance in any way.
      You must have had some mod that reduced your poison resistance as a vampire before, because in vanilla being a vampire gives you 100% poison and disease resistance.
  10. Mariulin
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    (automatically translated)
    I thank the author of this MOD for having released it.
    The effects of it apply only to the player's character or even to the NPCs?
    1. SkyrimerTESV
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      It only applies to the player. The player can combine multiple effects of magic resistance, which leads to a high resistance and is the problem I try to fix.
      NPCs usually only one resistance effect that was given to them on purpose. For example a Giant has 33% magic resistance, because the game designer wanted them to take 33% less damage from magic.
    2. n555
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      Even in the vanilla game, followers can also have multiple effects of magic resistance just like the player by giving them enchanted clothing and armors, and mods can end up changing NPCs like that as well (especially if you have mods that add tons of stuff to leveled lists).

      Any plans for an SKSE version that could affect all characters?
    3. SkyrimerTESV
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      Some enemies like flame atronach have a certain resistance (in this case 100% fire) on purpose. I cannot know whether the resistance comes from multiple stacked effects or if it is just what the NPC is supposed to have.
      Because of this and the fact that using it on multiple NPCs at the same time would put more stress on the game I don't intend to change resistance of NPCs.
      An SKSE plugin could probably do this efficient enough to affect NPCs as well, but I don't know how to create one. So I have no plans for an SKSE plugin for now.
  11. hgjd96
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    Could you make a version to let magic resistance affect like this yellow line:
    https://s1.ax1x.com/2018/10/14/iUw8Zn.png
    Because I have installed some mods to make magic resistance hard to be gained.
    Thank you.
    1. SkyrimerTESV
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      In the image you linked the damage reduction starts at -85%. You would almost be 4 times as survivable without any resistance.
      Is that intended or do you want it to start from 0%?
    2. hgjd96
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      Sorry, there is a new picture:
      https://s1.ax1x.com/2018/10/15/iU6dts.png
      I want it to start from 0%.
    3. SkyrimerTESV
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      On 1.1.0 you can create this curve. Use hyperbolic formula and set the magic/elemental factor to 6.67. If you keep the resistance cap at 85% you should get exactly this result.
    4. hgjd96
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      Thanks for you great work.