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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 2.0.4 has been released:

    - Updated for SKSE 2.0.11 / Runtime 1.5.62

    This update only affects the dll plugin. Translations will not need to be updated.
  4. DaJay42
    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
      Vetro78
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      Thanks, man. Good luck with your business.
    3. Elizinator
      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
      odikzz2
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      This mod is the reason that i'm still in 1.5.62.
  5. yumadtho73
    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.
  6. 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.
  7. AutDog
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    And it needs to be updated again...
  8. Wojmistrz
    Wojmistrz
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    Well would You look at that:
    J42_ARR_plugin
    Base Address is: 000000013FCC0000
    Unsupported runtime version 01050490.

    That is in txt file called J42_ARR_plugin ;) unsupported runtime? i guess this mod needs update or what
  9. 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?
  10. tjhm4
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    Thanks for an excellent mod. From the mod page it sounds like this mod doesn’t affect damage reduction from blocking, but blocking suffers from all the same issues as armor: low level shields are basically useless, and at high skill levels high level shields are no better than steel due to a cap. Any chance you’d expand this mod to cover blocking too?
  11. zamow
    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?
  12. Carbon14C
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    So theoretically, if one uses the Hyperbolic formula, the Heavy Armor skill tree becomes more worthwhile due to the removal of the hidden 100 rating. On top of that, enemies that wear armor, like bandits, or have innate racial armor, such as Seekers and Lurkers, will have higher damage resistance from armor due to the better formula, which in turn makes maces with Bone Breaker worth investing in for certain enemy types. Am I getting this right? lol

    Loot & Degradation should make this even better since it can distribute tempered equipment to NPCs.

    I'm kinda concerned about mages and how the new formula will interact with armor spells. But I'll find out, I guess.
    1. DaJay42
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      Yes, that's right.

      I wouldn't worry too much about mages with armor spells - now that 100 points worth of mage armor actually offers as much protection as 100 points of regular armor (no hidden armor shenanigans), they're actually slightly buffed.
      The only one that might be weird is the flat 80% damage reduction one. No idea what that one might do if you're already past the old limit.
    2. GammaLead
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      Based on how the master level armor spell (80% damage reduction) is implemented, this mod will not affect it. The spell has two stages:
      1) remove all armor (negates this mod)
      2) multiplies all damage received by 0.2

      If your armor is past the 80% DR limit (you need to edit a setting unless this mod does that--I've been out of the loop for a bit and am updating), the spell will effectively make you take more damage than not using it.
    3. skepmanmods
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      GammaLead, what makes you say that armor spells remove armor rating? Both Wikia and UESP seem to say otherwise.
    4. Velgath
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      If that's what UESP/Wikia state, they could very well be wrong. While they can be useful resources (UESP in particular often being very high quality), their words are not guaranteed to be correct - they are wikis after all, and editable by anyone. UESP's statement on the matter even has a "[verification needed]" tag, indicating no one has been able to properly verify it.

      The spell applies this perk to the player over its duration. As you can see, it simply multiplies incoming damage by 0.2, and "sets" armor rating to 0. If having armor equipped still 'shows' armor as being functional, I'd wager it's visual bug (ie. UI hasn't updated to account for perk changes).

      Note that if you have any other 'perks' that affect armor rating with an effect that has a higher "Priority", it may override this. I'm not sure what happens with perk effects if they have the 'same' priority. This could be another cause of inconsistencies when accounting for perks that increase armor rating (eg. armor trees). Another possible inconsistency could be caused by armor being applied through the magic effect itself instead of a perk (eg. Lord Stone).
    5. skepmanmods
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      Thank you Velgath, I missed that AmorFFSelf100 works by adding a perk while the other mage armor effects just add armor rating.
      So yeah GammaLead is probably right.
    6. VictorCreed2
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      If your armour can give you more protection than Dragonhide (80%) then does that mean this mod increases the armour cap? Or is that only if you tweak the values yourself?
  13. Rhyvexx
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    This mod doesn't show up for me in the mod configuration menu. SkyUI works fine as do some other mods that require SKSE. This mod does not. Please help.
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