Skyrim Special Edition

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Dashyburn

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Dashyburn

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Streamlines and extends Mage Armor mechanics, featuring new armour fx.

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MAGE ARMOR EXTENSION FOR ADAMANT

ESL flagged ESP

 Streamlines and extends mage armour for Adamant - A  Perk Overhaul by rolling all flesh spells (Oak, Stone, Iron, Ebony, Dragon) into a single spell and adding a brand new armour spell with custom fx. Both spells are novice and scale with every 10 points of Alteration skill, they are made for an entire playthrough.

Battlemage Armor: Has the same armour values as the original flesh spells, the same perk multipliers of 50/100% stronger and the same conditions, must wear a cloth chest and may wear head/hand/feet armour.
Flesh fx change as it scales.

Arcane Armor: Has the same values as the original flesh spells, perk multipliers of 100/200% stronger and the conditions must wear a cloth chest and no head/hand/feet armour only cloth.
Arcane Armour has a new perk Imbue at Alteration 50.

Both spell tomes are delivered to your inventory on game start.

Arcane and Battlemage Armor spells include the fx on/fx off with unsheathing/sheathing of arms, it has also been designed to work with Maintained Magic and Spell Toggle out of the box so fx can be controlled with Maintained spells as well. It does not do this for the standard armour spells, Maintained Mysticism FX covers those.

ARMOUR & PERK STATS
Spoiler:  
Show

ARCANE ARMOR
Novice
Fire and Forget 
Base Cost: 103 (same as Oakflesh)
Base Duration: 120 seconds
Conditions: Must wear a cloth chest and no armour.

Alteration 0-19 20 Armor Perk1 40 Armor Perk2 60 Armor
Alteration 20-29 40 Armor Perk1 80 Armor Perk2 120 Armor
Alteration 30-39 60 Armor Perk1 120 Armor Perk2 180 Armor
Alteration 40-49 80 Armor Perk1 160 Armor Perk2 240 Armor
Alteration 50-59 100 Armor Perk1 200 Armor Perk2 300 Armor
Alteration 60-69 120 Armor Perk1 240 Armor Perk2 360 Armor
Alteration 70-79 140 Armor Perk1 280 Armor Perk2 420 Armor
Alteration 80-89 160 Armor Perk1 320 Armor Perk2 480 Armor
Alteration 90-99 180 Armor Perk1 360 Armor Perk2 540 Armor
Alteration 100+ 200 Armor Perk1 400 Armor Perk2 600 Armor

BATTLEMAGE ARMOR
Novice
Fire and Forget
Base Cost: 103
Base Duration: 120 seconds
Conditions: Must wear a cloth chest, can wear other armour.

  Alteration 0-19 20 Armor Perk1 30 Armor Perk2 40 Armor Barkskin
Alteration 20-29 40 Armor Perk1 60 Armor Perk2 80 Armor Oakflesh
    Alteration 30-39 60 Armor Perk1 90 Armor Perk2 120 Armor Stoneskin
       Alteration 40-49 80 Armor Perk1 120 Armor Perk2 160 Armor Stoneflesh
Alteration 50-59 100 Armor Perk1 150 Armor Perk2 200 Armor Ironskin
 Alteration 60-69 120 Armor Perk1 180 Armor Perk2 240 Armor Ironflesh
    Alteration 70-79 140 Armor Perk1 210 Armor Perk2 280 Armor Ebonyskin
     Alteration 80-89 160 Armor Perk1 240 Armor Perk2 320 Armor Ebonyflesh
     Alteration 90-99 180 Armor Perk1 270 Armor Perk2 360 Armor Dragonskin
        Alteration 100+ 200 Armor Perk1 300 Armor Perk2 400 Armor Dragonflesh

The Active effects screen displays current armour points.
When an aura is active current resistance level will also be displayed.

PERKS
Mage Armor(30): Battlemage Armor is 50% stronger, Arcane Armor is 100% stronger
Mage Armor(50): Left equipping a Fire, Frost, Shock, poison or Sun spell imbues Arcane Armour providing scaling resistance and an offensive aura
Mage Armor(70): Battlemage Armor is 100% stronger, Arcane Armor is 200% stronger 

Resistance to Fire, Frost, Shock, poison and Disease start at 50% and gain 10% every 10 Alteration thereafter

RACE MODS
Bracers are visible on first person arms for all vanilla races, if you use a mod that alters vanilla races with no esp then it will be compatible, if your vanilla race mod has an esp then you will need a patch, custom races will need a patch.
I can make patches on request, except if it requires me to download and install a heap of requirements like high poly head, skins, hair etc. There is a patch for Aetherius - A Race Overhaul

KNOWN ISSUES
Some clipping
Although Battlemage and Arcane armours have conditions that prevent their effects working simultaneously the visuals can glitch, (fixed by sheathing/unsheathing arms) it is best to not cast the spells over the top of each other so it doesn't happen.

LOAD ORDER 
Maintained Magic or Spell Toggle esp's (if using)
Maintained Mysticism FX (if using)*
Ultra Convenient Candlelight for Mysticism (if using)*
Mage Armor Extension for Adamant*
Race Patch

*If you are using Maintained Magic or Spell Toggle and LOOT,  it may sort these esp's before MM or ST's esp, you will need to manually move them below MM or ST or they won't work properly.

Other Mods can be anywhere in between this is only the order for the above mods to be loaded in.

THANK YOU
Big Thank you to GraysonTheWolf for GtW's Elemental Bound Armors Shields and Weapons
I have used the meshes and texture for Magicka, Fire, Frost and Shock armours, used the Frost armour mesh as a base to make Poison and Sun armours (just a colour change)
Permission to use assets are at the very bottom of GTW's mod page, Q+A 10

SimonMagus for Mysticism - A Magic Overhaul and Adamant - A Perk Overhaul It is daunting to see an open field on which to build your house from scratch, SimonMagus has already built a fantastic house for us to renovate how we please.
Ousnius for SSE Nif Optimizer
NifSkope
Bethesda for the game
Nexus for hosting