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Skolir

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skolir

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About this mod

Gives every piece of armor in Skyrim unique size data, gain bonuses and drawbacks based on how well your armor fits. Slows the early-game player economy by introducing armor degradation and destruction.

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One of the first (and only) mods to give every piece of armor in the game custom, persistent sizes. A piece of armor doesn't fit you? Then you can't wear it. Why should your Orc character be able to wear a chestplate meant for a Bosmer? Works on every piece of armor or clothing worn by NPCs, sold by merchants, found in containers or placed in the world, and comes with an optional armor destruction system. Highly customizable and low performance impact.



Features

  • Gives armor and NPCs custom, persistent sizes.
  • Comes with SPID and KID distributor files for greater customization.
  • Compatible with all bodies and modded armors.
  • Equipped armor may be stripped, dropped or break in combat based on how well it fits.
  • Most performance intensive operations are done in SKSE, performance impact should be pretty low.
  • No changes to vanilla records.
  • Slow the early game economy - enemies now have a chance to drop scrap instead of their armor, so you can no longer get rich in a single dungeon run.
  • Provides a gold sink, you now need to spend money to make sure that shiny new armor piece fits you.
  • All features optional!



How it Works
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Currently the mod only affects "torso" (body and pelvis) and "misc" (helmet, gloves and boots) armor pieces. "Torso" armors are given a gender, chest, waist and hips sizes by default but you can use the provided KID file to mark an armor as not having a chest, waist, or hip part, as needed. "Misc" armors just have one generic size.

NPCs are added to the AFAD system by a spell that is distributed by SPID. You can edit the file to change which NPCs get affected. When an NPC is affected they will be given a random size and any armor they carry will be sized to fit them, so you won't see any NPCs walking around naked. The player will be assigned placeholder sizes which can be overridden using the MCM. There's also an option to control the chance that an item will naturally be fit to the player's body shape.



The Fit System
A perfectly fitted armor piece is one where the gender and sizes all match with the actor wearing it. The poorer an armor fits, the more likely it will come off or be broken in combat, or the actor may not even be equip it at all (player only for now, to prevent NPCs walking around naked all day). Two numbers control how poorly an armor fits - the total difference in sizes across every body part, and the largest individual difference in size for a single body part. As men and women have different shaped bodies, each body part can have a flat penalty to fit when worn, or may have a size bonus or penalty based on gender. Additionally you can flag armor pieces as not needing a chest, waist, or hip size using the KID file. "Misc" armor pieces are much simpler and only have one size that needs to fit. Items can be marked as 'loose' using the KID file, which will make fit differences more lenient. All this is configurable in the MCM.

Note: Items not affected by the system can be worn with no restrictions. For better compatibility, items which are directly added to the player inventory, either from a mod or using additemmenu, will not be assigned any sizes. If an item is missing sizes, drop the item and it will be given size data.
Additionally, there is a debug MCM option to fit the player's inventory to their current body size (you will need to drop and pick up or wear the item first to 'initialize' it). This is useful to make sure an item added via additemmenu fits your character.



Tailoring
Okay, you found a nice piece of armor that you want to wear, but it doesn't fit you, what do you do? Simply go to any blacksmith or tailor and ask them to tailor your armor. You can pay them to change the gender of the armor, or for them to size the armor to the player's body - you will be charged more the bigger the difference between the body and the armor. You'll also pay a small fee based on the "tier" of the armor. Tiers are controlled by the ArmorMaterials JSON file using armor keywords - it should work with most modded armors but you can edit the JSON file if it doesn't. All costs are configurable in the MCM.


Armor Degradation & Destruction
For now this mod doesn't have a degradation system (yes, I know it's in the name) since this has already taken me 10x longer than I'd hoped. Once I'm happy the current systems work as intended then I will look at adding degradation. However, there is armor destruction - when you kill an NPC, there is a configurable chance that their equipped armor will be destroyed and turned into scrap, based on the "tier" of armor they're wearing. What you get as scrap and how much is controlled by the ArmorMaterialsScrapMap JSON file. Scrap can be turned into ingots and used for crafting, or just sold for a small amount. The purpose behind this is to slow the early game player economy and prevent the player just stripping every enemy clean and selling every armor piece across multiple trips, getting rich from a single dungeon run. Additionally, there is a configurable chance that an armor piece will break on receiving a hit based on how well it fits.



Keywords
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The mod comes with several keywords that allow for a greater degree of user control:

  • afadIgnoreKeyword - Any NPC or item with this keyword will be ignored by the system and not given any sizes.
  • afadLoose - This marks the item as 'loose', which makes fit much more lenient. All clothes and robes are considered loose by default.
  • afadNoChest - This marks the armor piece as not covering the chest, as such it will not be assigned a chest size.
  • afadNoWaist - This marks the armor piece as not covering the waist, as such it will not be assigned a waist size.
  • afadNoHips - This marks the armor piece as not covering the hips, as such it will not be assigned a hips size.
  • afadFitPlayerKeyword - Any item with this keyword will always be fit to the player's body size. Useful for unique items. Does not apply if it's worn by an NPC on spawn.




Mod Authors
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The mod listens for four Mod Events which allow you to change an actor's body sizes. I will add more if requested.

  • AFAD_ModActorChestSizeEvent - (Form theActor, int modChestSize)
  • AFAD_ModActorWaistSizeEvent - (Form theActor, int modWaistSize)
  • AFAD_ModActorHipsSizeEvent - (Form theActor, int modHipsSize)
  • AFAD_ModActorMiscSizeEvent - (Form theActor, int modMiscSize)




Installation
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Install as you would any other mod. It should be safe to install mid-game but I'd recommend starting a new game if you want to uninstall.



Known Issues
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The mod is finally at a point where I consider it in a good enough state to release. There are still some issues which I consider minor, and are listed here:

  • Some stolen armor pieces are no longer considered stolen after they have been dropped.
  • Merchant's inventories appear to have no sizes the first time you talk to them. Simply exit the trade menu and re-open it and it should go away. If the merchant is outdoors, you will need to enter their shop so their stock container can refresh. You should only need to do this once per playthrough.
  • Certain unique versions of base forms will have their sizes wiped the first time they are picked up. You will need to drop the item to give it new data, after that it shouldn't happen again.




Future Plans
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Having spent way too long on this, I plan to take a break from working on this project for a while (except for bug fixes), but I do have lots of ideas for new features and improvements:

  • User configurable racial sizes
  • Users can control what body slots are affected by the system and how
  • Full degradation implementation
  • Sizes take into account Bodyslide preset
  • Integrations with other mods




Compatibility
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Everything was made and tested in AE, it should work with SE as well but I haven't tested it. VR? I have no idea, but probably not. Other than that there shouldn't be any compatibility issues, it should even be compatible (relatively) with other degradation mods.