Skyrim Special Edition

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Anubis22

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dtrail

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  1. dtrail
    dtrail
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    NEW USERS


    First of all: READ THE DESCRIPTION!  :nuke: It is NOT there just for decoration!


    To understand how this mod works, I highly recommend that you watch the explanations video that can be found in the videos tab. If you cannot or don't want to spare those 15 minutes, at least read the full description BEFORE you post questions that are clearly described already. Thank you.
     
     
     
     
    However, I wan to give you a short overview about the mod:


    This mod makes armor actually ARMOR! Not just a piece of cloth with a simple number of protection (vanilla armor rating) that works just like a multiplier to your health value. It applies "real" armor ratings, based on materials, type of weapons and weights. The use of custom perks being used to handle it, makes this mod greatly compatible to most of the armor mods out there, as well as to all weapons (at least those that use vanilla keywords for materials). You can think of it like a special version of "Know your enemy" for humans - and just to mention it: KYE, True Armor and Loot and Degradation makes a great combination for an immersive combat experience, providing diverse enemies with specific resistances, weaknesses and a whole new sort of planning attacks. Because now you will have to think about the weapons you use, and of course choose your armor wisely!

    For best experience: Install like described with FISS and Simply Balanced. Load the example settings in the MCMs of BOTH mods. Those are the recommend settings that play well together. From there you can simply adjust them to your personal taste. Also load order shouldn't matter because the settings are applied via scripts that take precedence. The scripts are very lightweight! I'm playing with a very very huge amount of mods - and this mod doesn't decrease my performance, nor my script load at all.</p>



     
    UPDATE 2.4.1:

    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.
  2. dtrail
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    I don't know how to add another forum topic to this file afterwards. So I'm going to do it another way. Regarding the user shared presets. I will add an external link to a cloud storage where I'll upload all user presets you send me.

    If someone has an idea how to archieve this in a better way, I'm grateful to hear it. :)

    Please send me your settings via PM.


    A short review of the recent update: True Armor 2.4.1 is running very well! It's really faster in all its features. I don't have any sound lagging behind anymore, the protection values are applied instantly without delay and combat is smooth and unpredictable! I'm running it alongside Ultimate Combat, TK Dodge, WIldcat, Combat Fatigue (with PCEA2 patch), Fighting Fatigue, Dual Wield Parrying, Nock2Tip, AGO and KYE. Never had such fun with combat before! ;)


    EDIT: I've just completed a profile for use with YASH ( + Better Vampires). If anyone is interested in testing it, please let me know. The main problems are the weapon and movement speed scaling settings. I had to test a lot to compensate it and get a balanced setting that feels right. In addition with Better vampires the scaling is just more affected because BV also adjusts them. But I think it's now working fine. The profile is based on the "Balanced Preset".
  3. dtrail
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    OK guys, I want to make something clear :

    Due to potential differences between the Oldrim- and Sse-Version of FISS, I've excluded the scripts from the package. Therefore - like also clearly stated in the description - you MUST install FISS SE! Then the MCM will work fine.
  4. Blackspine18859
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    For anyone who is interested, I made a mod called Know Your True Armor. It's a shadow of what TA is, but it does work for NPCs. If you've been looking for an alternative to TA beause of the player-only restriction, you might want to have a peek. 
  5. Demizzzlol
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    This mod doesn't work anymore. The MCM presets menu remains greyed out and I can't choose any options. The other menus seem to work but I don't feel like working through the ocean of settings.
    1. sansai
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      same issue, also get tons errors in papyrus stating settings is out of array (0-0) looks like it expect settings to be between 0 and 0 for some reason
    2. kuroneko0211
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      +1
      Same problem, save, load
      It is also impossible to load presets!
    3. Glanzer
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      I'm not having those problems at all. No errors in Papyrus, and I can load the Realistic preset just fine. This is on 1.5.97 with these mods installed:

      SKSE
      FISSES (if you're using a recent version of Skyrim, look at this)
      SkyUI

      Another thought: Make sure that nothing is overwriting the following scripts from FISSES:

      \Scripts\FISSFactory.pex
      \Scripts\FISSInterface.pex

      There are several mods out there that have those 2 scripts, so be sure to hide them in MO2 (or just delete them) so that the game is using the versions from FISSES.
    4. sansai
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      im on SAE 1.6.1170 maybe thats why,

      ive since fixed many other issues not related to this mod, maybe i should give it a go to see if the error is gone.
  6. Phoenixyboy
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    If I'm using Balanced Settings preset, in the "Spell Armor Protections", the Min. Physical Protection is 33% and the Max. Physical Protection is 75%. How this is possible? Because It don't make sense to me. In "Advanced Settings", in "Default Game Settings" subsection, "Default Armor Protection Scaling" is 33%. In the description of "Default Armor Protection Scaling" it says: "Here you can set how much of the vanilla armor rating protection should remain. Even when using True Armors protection layers it can be desired to keep some of the armor rating protectiveness to keep perks and spells that affect it from becoming completely useless.". If this option is set to 33%, this mean that the spell armor protection can only give me up to 33% of the Max. Default Armor Protection from the vanilla Skyrim, right? Because the protection spells only give me armor rating, and since I'm limiting the default armor rating to be 33% at the "Default Armor Protection Scaling", this mean that effectively my spells only protect me up to 33%? Something is wrong. What is the 75% from the Max. Physical Protection in "Spell Armor Protections"? I read another option and I think that in "Default Armor Protection Scaling" you reduced the Dafault Vanilla Protection to 33% of the original value of damage reduction per armor point? Both the Default skyrim protection system and True armor protection system coexist, right? And the spells is limited to be only up to 75% out of max. 100%? I'm very confused. I don't know If true armor conflict with the mod "Resistances Rescaled". In this mod I only use the options that change the Max. Magic Damage Reduction, Max Physical Damage Reduction, Damage Reduction per Armor point, Magic Effect Preview and Rescaling Enabled just to the mod be able to work. I was searching for some comments that may clarify my doubt and I'm not going to say much, speculate how it may be. I'll just ask to you please explain how the calculation of damage work in regards to AR and the flesh spells. Let's say about my character, he would take 1000 damage without any protection. Considering his AR is 242 and with 100 level in alteration with ebony flesh how much damage I would take? The armor rating cap of 80% still is not clear to me because 567 in vanilla is without the hidden value. You made 33% of the hidden value too? If you did then it would change the real AR of 80% and therefore of the 100% too. In vanilla 833,75 AR is 100% protection that you can't achieve.
  7. Manperor
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    Somehow the armor stats don't apply for the followers, they become extremely squishy :(
    1. Anubis22
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      This is not a bug, TA only applies for player vs NPC combat. NPCs that fight against each other remain unaffected and thus become squishier than usual. It's unfortunate, but at the time this mod was created, the tools required to make this possible in a way that wouldn't break compatibility with almost every mod out there simply didn't exist yet.

      If this is very distracting for you, there is a workaround available using a mod like Simply Balanced. In there you can set NPC damage taken to 50% and player damage dealt to 200% for example. This means NPCs take half damage, but the player deals double damage, so nothing changes from the player perspective. But NPCs that fight against each other now deal half damage to each other.
  8. Tychaos18
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    How would I go about changing the creature protections more manually? Even adding more..... for example making Gargoyles have Ebony armor protections, or extending functionality onto other modded creatures/races? 
    I think I understand how to do this with Armor, but I do not understand how or if this could easily be done for creatures? Rather torn on this mod because I functionally love the idea and what it achieves but I have concerns about consistency and compatibility.
    1. Anubis22
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      Protections for new creatures that are not considered by default are not super easy to add, unfortunately. Would need script changes and recompilation. Any specific concerns? TA is compatible with most mods, and it has almost no "hard" incompatibilities at all. Meaning no crashes or things like that, at worst the mod simply doesn't work quite as you expect (NPCs more / less tanky han expected, faster or slower han expected etc.).
    2. starwyrm1597
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      Maybe going in and adding the new creatures to the protection category for existing ones and changing which creatures are in which category, i.e adding mihail Ogres to the "giant creature" protection category or adding chaurus (if they're not already) to the "mud crab" category and Gargoyles to the "dwarven construct" one could work.
    3. Anubis22
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      Hmm, as I am out of active modding atm I won't be pursuing this, but I understand the wish to extend the system. As a small positive, TA will actually sort unknown creatures automatically into the small, medium, and giant categories based on their attributes (health, stamina, magicka pools) and in game size (bounding box). So these three categories should work for creatures from mods too. Of course, it is a pretty coarse setting and the automatic sorting doesn't always yield the desired outcome, but it's something.
  9. Maximus030Maximus
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    This is by far the most important mod for skyrim! Genius Job! Thank you

    Would you be so kind and make this compatible with enderal? :O
    1. Anubis22
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      Thanks a lot =)

      I am out of active modding for the time being. And I don't really have the time to get back into it these days. I think many aspects of the mod may also actually still work with Enderal, or does it use totally different armor keywords / weapon types etc.? That would be a problem of course.
  10. SavvyChad
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    The only issue I have with this mod is the audio delay. The effects are always delayed. Have you ever considered implementing SKSE for removing the audio delay? For example, this mod adds similar audio effects when an arrow is hitting heavy armor, and it’s never delayed. https://www.nexusmods.com/skyrimspecialedition/mods/63863
    1. Anubis22
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      Yes it is unfortunate, since TA's sounds are all triggered by script any kind of script lag the game may have (regardless of where it comes from) beyond a tenth of a second or so is instantly noticeable. It can be distracting. I was not aware this could be sped up via SKSE, however I also am out of modding atm and have too much going on to get back into it. The suggestion seems promising though!

      A not very satisfying solution might be to simply turn the sounds off in MCM. It's not ideal, I know. But it may be better to have no special sounds rather than delayed and distracting ones. Functionality wise, nothing changes.
  11. Cigibwarin
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    Will this work with precision?
    1. Anubis22
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      Cannot give any guarantees since precision seems rather involved and also not entirely bug free yet from a glance. But it should likely work together. TA is rather compatible generally speaking, and it doesn't actually influence hit mechanics at all, nor does it do anything related to animation or visuals. Note that TA will still roll for which body parts were hit based on randomness rather than actual location of being hit, no matter which locational damage type mods you may be using.
  12. Phoenixyboy
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    Anyone know how is the vampire lord Drain Life spell and vampiric drain spell (human form) considered in true armor? How armor reduces the damage of these spells? Is the same of any of the elemental types or has it's own settings of damage negation?
    1. Anubis22
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      These spells are likely not covered by the standard shock / frost / fire resistances in TA. That's because these spells will probably not have any matching keywords attached to them. Hence most likely they will remain untouched by TA armor specific protections.
  13. Knarkarkent
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    The Scripts - FISSES does not work with skyrim VR. The game wont start. But true armor and simply balanced does. Is this True armor mod going to crash my game if I uninstall it after it have added scripts to all npcs? Installed it via Vortex. I am a little wary because I dont wanna have to reinstall the game and all 100+ mods. 
    1. Anubis22
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      It should not crash the game, especially not if you took care to follow the uninstall routine (not needed if you never actually enabled any features of the mod, the cloaking script only starts after you enable it).

      To make sure I recommend that you keep your old save files from before the uninstall. Then uninstall and keep playing for a while creating new saves. If anything happens you could then always go back to the last save where the mod was still installed and continue from there. But likely it will be fine.