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  1. DaJay42
    DaJay42
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    Compatibility FAQ:

    - Ordinator (and similar perk overhauls): Should work fine, but depending how they change the balance, you might need to tweak the values a bit.

    - True Armor: Should theoretically work fine, but is rather redundant. Can be combined if True Armor's "Scale Default Armor Protection" option is not used. Adjust this mod's parameters instead to reduce the raw protection gained from armor rating.

    - Know your Enemy: Should work fine.

    - Wildcat: Should not cause any problems, though it has minor conflicting edits to vanilla armor parameters. When in doubt, load this mod after it.
  2. DaJay42
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    PSA: Some users have reported issues with killing or being killed in one hit with bash attacks when using this mod in certain setups. Reportedly, it can be fixed by switching between hyperbolic and exponential modes, or in some cases, removing other armor-related mods.

    I honestly do not know what could be causing this, as this mod does not (and cannot) distinguish between bash attacks and regular attacks.

    As such, if you are affected by this issue, please do the following:
    1. Replace your J42_ARR_plugin.dll file with the one from the "Debug plugin" in the miscellaneous file section.
    2. Play the game in a situation where the bug occurs.
    3. Upload the contents of "<My Documents>\My Games\Skyrim Special Edition\SKSE\J42_ARR_plugin.log" to pastebin.com or a similar site, and post a link here.
    4. In case you found a way to fix the issue for you, post what you did, and if possible, also provide a log of the same situation, but with the issue fixed.

    The sooner I figure out what is going on, the sooner I can (hopefully) provide a fix.
  3. DaJay42
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    Version 2.0.5 has been released:

    - Updated for SKSE 2.0.15 / Runtime 1.5.73
    - Thanks to SSyl for the assistance!

    This update only affects the dll plugin. Translations will not need to be updated.
  4. greenzleevz
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    thanks for the update , wanting to try this out for some time .
  5. ff7legend
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    Have you considered making your mod SKSE64 version-independent DaJay42? This would save you a TON of trouble & make it to where updating your mod to work alongside the latest game runtime is no longer necessary. Seriously, I have no clue why more authors haven't employed this tactic given the fact that Bethesda will just keep breaking SKSE64/SKSE64-reliant mods with their CC "updates".
    1. DaJay42
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      Because that's impossible on a technical level, obviously.

      This mod uses memory-injection to override the function that the game uses to calculate the effects of having armor rating, and for that purpose needs to know the exact memory address of that function. Whenever Bethesda releases a new Runtime, the memory addresses of the game are shuffled about, and I need to re-locate the correct address.

      Simply re-using a version of the mod made for an older Runtime would result in some random part of the game being overridden by armor calculations, which would lead to weirdness, crashes, and general undefined behaviour.
  6. DaJay42
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    It's happening!

    Okay, so I finally managed to scrape together enough free time to update my setup. I'm sorry to have left you all hanging there, but sometimes life just is like that...
    Thanks to some coding work provided by SSyl, updating the mod itself was a quick affair. Thanks for that!

    As far as I know, everything should be working correctly; I ran some test on a high-armor-rating character just in case, and I couldn't find anything out of order. If you find any issues, please remember to make a post in the [BUGS] tab of the mod page
    1. SacredNym
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      Thank you very much. This was pretty much the one mod I was waiting on before updating. Hope your life situation improves soon and you get some time to relax.
    2. Neondaze
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      Awesome!
    3. mikeprichard
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      Thank you! Just tested for a few minutes with the default hyperbolic equation settings, and it seems to work great. I can already tell this will never be leaving my load order again. Endorsed!
  7. odikzz2
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    It's updated i can finally at peace thanks DaJay42.
  8. DaJay42
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    Hi. As some of you might have noticed, my life's been busy these past few months, and as a result, my Skyrim addiction had to be put on the back burner.

    I'll try to find the time to update my setup to the point where I can put out a patch for the mod sometime soon.
    1. Carbon14C
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      Thank you for being responsive and for the continued support!
    2. Vetro78
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      Thanks, man. Good luck with your business.
    3. Elizinator
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      thanks for letting us know

      guess i wont be updating skyrim for a little while ;D
    4. AutDog
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      Thanks, as this is the only Mod in my list needing update, it's good to know that you are aware. Thank you again for the trouble
    5. odikzz2
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      This mod is the reason that i'm still in 1.5.62.
    6. Anqayas
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      It's worth the wait.
    7. SSyl
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      Thanks for updating us on the situation! It's definitely worth the wait.

      Edit: I went ahead and updated the mod for SKSE64 2.0.15 / Skyrim 1.5.73. Just sent it over to DaJay42 to review, so hopefully you can all get the update soon!

      Edit2: To anyone sending me PMs, I can't provide you with the updated files as the mod's permissions don't allow me to do that. The mod's permissions state: "Re-uploads, uploads to other sites or uploads of derivative works are allowed only after advance written permission by the author, or failure of the author to respond within an month of a written request for such permission."

      With that being said, you either have to wait for DaJay42 to release the update or wait until April 27th (which is 1 month after I contacted him) for me to upload the update myself.
    8. mikeprichard
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      Thanks SSyl for doing the update; I hope DaJay42 can post it soon. I'm playing with YASH, and the only thing I don't like about it is it changes the 80% vanilla armor cap down to 70%, which I find too low. In any case, I'd love to have more flexibility to adjust armor scaling consistently for both the player and NPCs, and it looks like this mod will be exactly what I need (assuming it will work with YASH?). Anyway, can't wait to try this out!

      By the way, I assume a few recent comments below (e.g. from yumadtho73 on 18 March and zamow on 4 March etc.) indicating this mod incorrectly makes your PC invincible at moderately high armor ratings are false reports and/or due to the need for this mod to be updated?
    9. SSyl
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      @mikeprichard I think it may be the case that they're using an outdated version or a version that doesn't match up with their SKSE/Skyrim version. It's possible they have another mod that messes with the armor rating system that's causing some sort of conflict as well. Other than updating the addresses in the code to make it work with the latest SKSE/Skyrim version, I didn't change anything about the mod itself or its formulas.

      I tried reproducing the bug on my end about getting invincibility at greater than 80% damage resistance and I wasn't able to. I switched it to legendary, attacked the Whiterun guards while I had ~1000 armor rating and, while I didn't take a ton of damage, (roughly 86% damage resistance) I was nowhere near invincible. I also messed with the formula using the in-game menu to get myself over 90% resistance and I still wasn't invincible. The only time I was completely immune to physical damage was when I made the formula give me 100% resistance, which would make sense.
    10. mikeprichard
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      Thanks for the confirmation! I'm really looking forward to trying this out when it's officially updated. I just hope it works with YASH.
    11. Drullo321
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      I guess I also encountered the invincible "bug" but that may be my a mistake on my end because I'm playing on current version (1.5.73 with SKSE 2.0.15). The mod seems to be run just fine, because I didn't encounter any crash and / or (observable) incorrect behaviour because of version missmatching. Also I didn't have any insight into the source code.

      However what I encounter was practically the same as others:

      # Default Armor Rating Redux settings. No overwrites to global values as checked by SkyTweak (and xEdit)
      # Legendary Difficulty vs Whiterun Guards
      # Using standard SKSE mods like SSE Engine Fixes against double perk mods
      # Using Ordinator, Light Armor and only the basic perks which gives flat +xx% armor rating
      # No other mods that should interfere with armor calculation (scripts, [used] perks)

      So what did I observe:
      # Taking damage below vanilla armor cap 667
      # Taking little damage (2-3) per arrow up to ~800 armor rating (meaning even on Adept i would take 1 damage as i guess the difficulty formula is Math.Round[(completely calculated damage) * difficulty modifier]
      # Invinvible above ~800 armor rating against Whiterun guards (may test it on dragons?)

      My guess: Is damage rounded up or down by the engine? Is health handled as integer, meaning you can only take flat damage? If it is rounded down, that is probably the reason becoming invincible above a certain armor rating because then it doesn't matter if you take 0.49 or 0.1 damage, it will be rounded down to zero.

      Edit: Do not take damage against blood dragon in Legendary too. Mmh
    12. Carbon14C
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      So I guess it's safe to assume it's best to introduce an armor cap, like in vanilla? Because that's what I'm observing based on other people's findings. Once you go over the traditional 80% armor cap reduction, things get weird.
    13. mikeprichard
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      These issues are likely due to the need for the mod to be updated for the new game/SKSE64 versions, so they shouldn't be taken as reason to re-implement an armor cap - vanilla already does that, and that's exactly what I intend to avoid by using this mod! 80% isn't any magic number if the mod's equations are working properly, and unless you intentionally change the formulas in the mod's MCM, it looks like you'd need an impossibly high armor rating under any of the mod's three equations to achieve < .5 percent damage taken. We just need to be patient.
    14. Drullo321
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      No, this mod just needs an update, no change in any formulars. For all still unsure what caused the invinibility. the SKSE part of this mod is simply not loaded for version mismatch reasons as you can see in your SKSE.log. On the other hand the normal stuff still is active that removes/changes some global values thus resulting in 833 (or actually 834) * 0,012 (default damage reduction) => ~100% reduction.
    15. SSyl
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      Yep, @Drullo321 is right.

      This mod uses a DLL plugin that's loaded through SKSE and it modifies the game's code via memory injection. That DLL file is what contains the code that changes how the damage/armor formula is calculated. The problem is, everytime Skyrim gets an update, those addresses in memory get changed around so the plugin needs to be manually changed to the new addresses

      Essentially, when you load this mod on a newer version of Skyrim that this mod has not been updated to support, SKSE will skip loading the DLL entirely because it's incompatible and only the mod's .ESP file and scripts get loaded. What those scripts load are things like the MCM menu and a few Game Settings,a couple of which are the "fArmorScalingFactor" and the "fMaxArmorRating" settings. Since those settings are changed by the ESP and the DLL isn't loaded, the damage/armor calculation essentially just breaksdown since it's trying to use the vanilla formulas with those changed settings.
    16. Carbon14C
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      Great. Another reason to hate the incessant Creation Club updates. So basically, I haven't updated Skyrim yet, been waiting for this, and even the old 1.5.62 version of this mod isn't working correctly?
    17. Drullo321
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      If you still play on 1.5.62, it should be safe to use the current version of this mod
    18. vwtrotsky
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      Any news about mod update?
    19. Elizinator
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      the invulnerability bug cannot be a SKSE 2.1.5 problem, because i have the bug, and am still using 2.1.2 and the previous version of skyrim.exe. in fact, the reason i havent updated yet is because of this mod and this mod alone.
    20. Drullo321
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      Noone said that. It is an incompatibility between your SKSE version and your used mod version. You can verify that when you have a look at your SKSE log. Then it will simply not "hook" into the wrong SkyrimExe adresses and thus it won't crash.
      However the esp part of the mod is still active. It sets max damage reduction from 80% to 100%. Without the SKSE part you simply cap at 833 armor at 100%.

      However, there is a workarround. Simply use SkyTweak, you can convert it yourself from LE and cap yourself at the calculated formula and wait for an update.
    21. mikeprichard
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      SSyl - thank you for offering to upload your updated version of the mod on April 27 if DaJay42 doesn't find time to do it himself and doesn't respond to your request for permission in the meantime. I won't be updating my SSE/SKSE64 again during my current playthrough, so I just hope Bugthesda doesn't push another CC update and break everything yet again before the 27th!
  9. drivalord
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    Sorry if this is obvious, but I am new to modding skyrim and I don't like mixing a lot of mods because I've heard it causes more issues to the game.
    My question is why does your mod require SKYUI and if it could run without it?
    Thank you for your time.
    1. ThwartAbyss54
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      Not the author but i would assume it uses skyui for the mcm menu so you can configure the different options it has while in game. I believe its set as a master(?) so youd have to open it in the construction set and remove the skyui requirement but then as i said you wouldnt be able to configure the mod.

      Issues adding mods depends on what the mod is and how well it was made. If its well made and you dont have multiple mods conflicting (trying to change the same things and one is overwriting the other) then you can have an unlimited! *kinda :P* amount of mods installed and nothing to worry about. Make sure to read the readme's and mod pages!

      You should really use skyui though because it fixes and changes things with the games ui for the better. If i remember correctly one of the things is that skyrims default ui was designed for console use and then ported to pc so having skyui and an actual designed for pc graphic interface is very much worth the mod slot and minimal amount of time it takes to install. A much smoother and improved experience based on my 360 and pc playtime :)
  10. zamow
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    I really like the idea of this this mod! Sadly it doesn't seem to work correctly for me. I only noticed this later in my game, but my endgame Char has ~1100 armor and instead of ~86% damage reduction I am just immune to physical attacks. This definitely didn't occur before with ~550 armor. So I made a new game with only USSEP, SkyUI, Alternate Start and this Mod and cheated some gear and levels to get to 1062 armor and stood inside a bandit camp on legendary --> took 0 damage again. Has anyone else encountered this?
    1. Drullo321
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      Yes, i enncountered exactly the same behaviour somewhere arround ~800 armor rating with default mod settings.
  11. Drullo321
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    Thanks for the excellent mod. Using it for months. I have a small suggestion. I don't like the vanilla hidden armor rating. Can you add an option to remove it by default, not just when using the linear formula?
    1. SSyl
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      It removes the hidden armor rating using all formulas, not just the linear formula.
    2. Drullo321
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      Thanks. Shame on me hasily posting a question instead of just have a look into the esp with xEdit
  12. yumadtho73
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    It looks like there is something wrong with this mod. It doesn't seem to change the damage resist but it uncaps it so you quickly get to the point where you take little damage as you approach 833 armor until you take zero. Removing armor to bring me below 833 causes me to take damage again and the difference is striking on legendary. You go from taking huge chunks to nothing when the mod spits out going from 80.33% to 84% damage resist. It should only be a 20% damage reduction going from those two values but instead I start taking no damage.

    Turning linear mode on does not fix it, disabling the mod does fix it.
    1. Alexandrious1
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      Yes I noticed this too, and im playing on Skyrim VR version. It seems the only damage I do take is from Ranged Bow attacks and magic, but against melee Im practically invincible. I guess I gotta disable this until a fix.
    2. Carbon14C
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      Based on similar comments I'm seeing, it only seems to be a problem once you go beyond 80% damage reduction.
  13. Carbon14C
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    Well this is not good. Gonna need another update (thanks Bethesda) and DaJay42 hasn't been active on the Nexus since January.
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