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Pumpkin

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JSPumpkinKing

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About this mod

Project : G.A.R.M. - Grand Armor Rework Mod

What it does:
1. Modifies Armor Rating Calculation
2. Nerfs Fortify Smithing and Alchemy (Enchantments and Ingredients)
3. Modifies several Items, and Armor Spells in the Game
4. Modifies some Perks (Incomplete)
5. Starting a New Game is HIGHLY Recommended

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Permissions and credits
PROJECT : G.A.R.M.
GRAND ARMOR REWORK MOD

I GENUINELY AND HIGHLY RECOMMEND YOU GUYS TO START A NEW CHARACTER BEFORE TRYING THIS MOD OUT. IT IS QUITE MESSY ON HIGH LEVEL CHARACTERS.


==============[ OH, IT'S YOU. ]==============


That's right, it's me speaking, your ole' Random Pumpkin here. Oldtime Skyrim Player since 2011 and still playing till now, and I ain't going to get me a life, SKYRIM is life.

If you noticed my Previous Mod Brigand Steel Armor - Female Only, you'll basically know who I am.

So let's get down to business.


==[ STRAIGHT TO BUSINESS, RARE QUALITY THESE DAYS. SO WHAT IS THIS? ]==


Before you ask me what is this, let me ONCE AGAIN make things clear:

THIS IS NOT A FINAL VERSION, THIS IS THE ALPHA OF THE ALPHA VERSION OF THE MOD I AM TRYING TO MAKE.

Ok now that we got that out of the way here's what the mod is:

It's a load of overhaul for Armor Mechanics in Skyrim, and that's not just about Armor Rating, but also other items that AFFECTS Armor Rating, Enchantments, Ingredients, everything.

The aim of the mod is to make Balanced Armor Rating Values, Calculations and Mechanics while still maintaining the usage of other elements like Alchemy and Enchanting.


=[ LET'S SAY WE'RE IMPRESSED, WHAT MORE CAN YOU TELL US ABOUT THIS MOD? ]=

Alrighty, I'll first Break this down into 5 Parts and elaborate further:

1. ARMOR RATING CALCULATION
By Default, Skyrim has an Armor Rating Cap of 667; 567 with full set of Armor be it Light / Heavy / Mixup and 542 with Shield, which yields 80% Damage Reduction. This means that if you have Armor Rating above said Caps above, your Defense will still stay at 80%, this means that a Full Set of Daedric Armor with 1000+ Armor Rating is no different than a Full Set of Iron Armor with around 700+ Armor Rating. In short, those extra Points above 667 are straight up Pointless and useless.

Here's the Solution that I have implemented:
1. Increase the Cap from 667 to 800, so that in theory, 10 Points of Armor Rating means 1% Damage Reduction, simplifying the Math.
Here's the Solution that came into my mind but am working to implement:
1. Add a Soft Cap / Hard Cap Mechanic to the Armor Rating, so that Armor Rating above 800 are still worth it, simply less effective.

2. MODIFIED FORTIFY ALCHEMY AND SMITHING
So this right here is the Source of all Evil that Skyrim had to deal with. An experienced Player will immediately realize that by exploiting the Loop of Fortify Enchanting, Alchemy and Smithing, you can go God Mode and basically break any challenge in the Game. Not that it is Bad to be OP in a Singleplayer Game but this just makes some Mechanics felt rather Overkill.

Here are the Solutions that I have implemented:
1. Reduced the effectiveness of Fortify Smithing Ingredients so that you can't reach Crazy Percentage of Potions of Fortify Smithing.
2. Removed any source of Fortify Alchemy/Smithing from Shops and Loots, restricting them to:
1. The Forgemaster's Fingers
2. Silver-Blood Family Ring
3. Ring of Pure Mixtures
4. Muiri's Ring
5. Krosis
3. Buffed said items above, they now yield 25% of each Fortify Alchemy/Smithing Properties, compared from the Default 12% and 20%.

3. MODIFIED SEVERAL ITEMS, AND ARMOR SPELLS
As mentioned above, several Items have been changed but not all. Several Heavy Armors in fact are just painfully weak, too weak to even compete with light armors. Just look at Iron, Imperial and Ancient Nord Cuirass, they are all weaker than Leather. LEATHER CUIRASS! That is just straight up laughable and it's a fact. Go on, see it yourself in the Game! Not only that, there's a new issue that I caused from increasing Armor Rating Cap: Armor Spells, they are simply weaker because I raised the Armor Rating Cap.

Now here are the things I have implemented:
1. Increased Armor Rating for Iron, Imperial and Ancient Nord Cuirasses. They are now higher than Leather and Elven, while still below Steel.
2. Changed the way Mage Armor Perk Works, now you need only to not equip a Chestpiece for the Mage Armor Perk to Kick in.
Here's what I plan and haven't done working on:
1. Increased Armor Rating of ALL Armor Pieces (Vanilla, Dawnguard and Dragonborn) whilst still maintaining Balance. IMO No longer Necessary
2. Maybe modifying the Flesh Spells further, Currently it's from 60-120, I plan to make them 100-180. Lemme know your opinions on this. Old Idea, scrapped

4. PERK TWEAKS
Let's be honest, Vanilla Skyrim's Perks are just... meh. Especially for Heavy Armors. Not only that, 3 of the Perks of each trees really just a Boost of Armor Rating for each Classes. What's more is that Custom Fit / Well Fitted and Matching Set simply punishes Players who liked to play Mixmatch of Light and Heavy Armors.

For this, here's the Solutions I had implemented:
1. Modified Heavy Armor's Juggernaut Perk.
Not only it raises Armor Rating, but it also increases Max HP for every Heavy Armor Piece Worn.
20 for 1/5, 40 for 2/5, 60 for 3/5, 80 for 4/5, and lastly 100 for 5/5.
So if you have Juggernaut at 5/5 and wear a full set of Heavy Armor, you'll get a total of 400 Bonus Max HP and 500 if you wear a Shield.
2. Modified Custom Fit, Well Fitted Perks' Effects, and Modified Matching Set for Light and Heavy Armor Perks into new ones:
1. Custom Fit
Changed from 25% Armor Bonus in Full Light Armor into 10% Attack Speed Increase when in Full Light Armor.
2. Well Fitted
Changed from 25% Armor Bonus in Full Heavy Armor into 10% Damage Reduction when in Full Heavy Armor
3. Matching Set (Light) -> Wind Warrior
Changed from 25% Extra Armor Rating in Matching Set into new Perk "Wind Warrior"
Effects are : 50% Movement Speed Bonus when in Full Light Armor.
4. Matching Set (Heavy) -> Bulwark
Changed from 25% Extra Armor Rating in Matching Set into new Perk "Bulwark"
Effects are : Additional 10% Damage Reduction in Full Heavy Armor.
3. Modified Mage Armor Perks, as mentioned before, now you don't need to remove all armors for the Perk to Kick in, simply unequip your Chestpiece and the Perk will activate.

So those are Basically what I have done and plan to do as this Mod is going.

!!!KNOWN ISSUES!!!
1. As it turns out, Custom Fit's Attack Speed is still a mess, at times Weapon Speed can go really crazy Fast and stays fast. I'm working on a fix at the moment.
TEMPORARY FIX : 
Go to Solstheim and open Waking Dreams, Use a Dragon Soul to remove all Light Armor and One Handed Perk and then reapply them. - I've addressed this Issue in v0.4, hopefully it'll work properly now.
ISSUE HAS BEEN FIXED
2. Wind Warrior is still faulty if you use Quickslot, sometimes the Speed Bonus will apply if you remove any piece of the Armor and will be instead, deactivated when you wear the full set.
TEMPORARY FIX :
Opening your Inventory and manually unequip and re equipping a full set of the same Light Armor you are currently using will fix this.
3. If you mixmatch heavy armor and light armors, the HP Bonus from Juggernaut will turn off. ISSUE HAS BEEN FIXED


========[ WHY THIS AND NOT JUST DOWNLOAD ALCHEMY FIXED? ]========


Tbh, this Mod is in fact inspired as well by Alchemy Fixed. Problem is that Alchemy Fixed also removed Blacksmithing Potions from Vendors, which is a bummer for me.

Another note is that this mod alters more than Alchemy, so... if that's your thing as well.


=====[ FAIR ENOUGH, SO WHAT ARE THE REQUIREMENTS FOR THIS MOD? ]=====

[ESSENTIAL REQUIREMENTS]
1. Skyrm.esm
2. Update.esm
3. Dawnguard.esm
4. Dragonborn.esm
5. Unofficial Skyrim Special Edition Patch
6. Improved Closefaced Helmets
7. Attack Speed Fix - This is now essential since it fixed the Glitchy Attack Speed from the new Custom Fit Perk.
[OPTIONAL REQUIREMENTS]
1. Zim's Fortify Enchantments - Load my Mod first before his so that some stuffs doesn't conflict.


==[ OK, BEFORE YOU GO, ONE QUESITON: IS THIS A DEUS EX REFERENCE? ]==

Spot on fren. GARM is in fact a Deus Ex Reference.


==========[ WHAT A SHAME, WE NEVER ASKED FOR THIS MOD ]==========

Goddammit.

Anyways, Credit Goes TO:
1. ChocolateNoodle for Skyrim Alchemy Fixed, the Inspiration for this Mod. Also, for v0.3 I used some parts of his Alchemy Fixed.
2. Navida1 for Improved Closefaced Helmets Special Edition, Krosis and Rahgot both requires this Mod.
3. renketsu0 for Attack Speed Fix, now it's required to run this mod properly.

Thanks for visiting, Thank you so much for Downloading, and Extra thank you for Endorsing and Sharing. But like before, most importantly,

Thank You for your time.

That's all for now everyone,

Cheers!

- JSP -
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