For armor you can use Armor Rating Redux. For other resistances it doesn't make much sense, because Creatures like Flame Atronach are supposed to be immune.
The reason I suggested to work on npc is because it is really easy to make your follower immune to elements in vanilla game, I wanna change that. For the case of atronach immune, may be can fixed by giving them a perk to keep their speciality I think? (mod incoming spell magnitude 'magicdamagefire', etc), or just give a condition to limit this resistance cap on just actortypeNPC ??
I think having them extremely resistant instead of immune is fine too. It's not immersive to see a fire mage trying to fist fight with my summoned flame atronach.
It should work with bArmorRatingScalingEnabled = false. With bArmorRatingScalingEnabled = true there won't be any bugs, but you will simply have lower damage reduction than usual once your armor reaches 500.
This mod is not shown in the MCM. Is there another way to configure this mod for now? I just opened the mod folder and there's this settings.ini in the MCM folder. What do I do to just reduce the vanilla magic and elemental resistance? And I want with the vanilla formula, not the other two. I want poison and armor exactly as it is in vanilla too.
If you install a mod it can take some time until its MCM shows up on an existing save. If it doesn't show up at all, there is likely something wrong with your installation, so changing ini settings might not even do anything in that case.
To use vanilla poison and armor values, you need to set: bEnabled = 0 for [Armor] and [Poison]
The vanilla formula cannot be customized by this mod. If you want to reduce magic and elemental resistances, you need to choose between hyperbolic and exponential. Exponential is closer to vanilla, so I'd recommend to use it. For example to roughly reduce resistances by half, use: bEnabled = 1 iFormula = 1 iAt0 = 0 iAt100 = 50 for [Elemental] and [Magic]
Thank you for your quick answer. Many times mod authors take some time to answer me. I think I didn't explained well what I wanted. You mean is not possible to reduce the amount of damage reduction per percentage? That's what you meant to say? In vanilla 50% magic resistance is 2 factor, but If adjusted the formula to be 0,5 point of damage per % then It would be, with 50% magic resistance a factor of 1. But I just want to change the magic resistance cap in Skyrim. It's 85% with magic, and I just want to reduce it. I'm thinking of how much. Let's say 25% is the cap. How I would do it? If there's a way. I'm updating to say that this mod loaded in my skyrim. It's as you said, can take some time to load the mod. And If I disable "Rescaling enabled", unmark the little box at magic, elemental, armor and poison, but go in advanced and enable "rescaling enabled", mark the little box and change the "Max Magic Damage Reduction" value to let's say 50%. What I would be doing by doing this is change the cap magic resistance from 85% (the vanilla value) to 50%? And let "Max Physical Damage Reduction" at 80% would it be set cap physical resistance exactly like in vanilla? With this settings I have the vanilla armor rating with 567 armor cap and the hidden armor rating and stuff? I know you explained about the ini file, but I need to be sure because in MCM is different. And what is the value i should put at "Damage Reduction per Amor Point" to be the same as vanilla? I've read in the UESP that is 0.12% so it seems to the same.
If you only want to reduce the resistance cap without changing formulas, you can disable "Rescaling Enabled" on the Advanced page and set "Max Magic Damage Reduction" to your desired magic resistance cap. This mod always removes the hidden armor rating, so if you set "Max Magic Damage Reduction" to 80% and leave "Damage Reduction per Armor Point" at 0.12, you will have an armor cap of 80/0.12 = 666.
x is the resistance value in vanilla and y is the effective health factor. Effective health expresses your durability in terms of health. For example 50% magic resistance in vanilla gives you 50% damage reduction which is the same as if your health is increased by factor 2.
This mod and Armor Rating Rescaled SKSE Remake are incompatible with each other - bashing does not cause enemies to stagger. This was also reported on that mod's bug report page. Took me forever to narrow down the list since I updated my SKSE mods recently and noticed the latter mod was recommended further in the comments and I decided to try it out.
Like that wasn't the first thing I did? Turns out you are going to have to set a value for the OverrideArmorCap, in this case I set it to 99.9. But I shouldn't have to do that in the first place. But it seems the mod also conflicts with Improved Traps, reverting the damage from that mod to vanilla. I also get an SKSE load error from MO2 now.
For anyone wanting to use a different armor rating mod alongsides Resistances Rescaled, this mod of mine might be of interest since it is compatible: Armor Rating Overhaul
When I check my magic active effects, I see double listings - My Fire Resistance ??????????My Fire Resistance ??????????My Cold Resistance ??????????My Cold Resistance etc. (All resistances are this way, not just these two.) Is this the way the mod is supposed to work? Thanks!
Not supposed to be like that. I don't have this issue, but I made an update that should prevent this, regardless how it's caused. When you load your save with the new update, you might still have multiple effects, but once one of your resistances (besides armor) changes, the duplicate effects will be removed.
Thank you for looking at this, when I ran my game this morning, I went to the menu to grab a screenshot of this to send you, and there was no problem at the moment.
Is this new update (3.3.0) backwards-compatible as long as the newest Address Library is installed? I will be on 1.6.353 for some time yet, it seems. Thanks again!
I checked the console, and the mod seems to ship with 2 versions of each of these resistance checker effects - one functional (hooked into the scripts, I assume) and one not (an unintentional duplicate?)
It's intentional. Changing the magnitude of the magic effects doesn't update active effects. So every time the magnitudes change, the effects are replaced with their duplicates so that the updated values are displayed.
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If it doesn't show up at all, there is likely something wrong with your installation, so changing ini settings might not even do anything in that case.
To use vanilla poison and armor values, you need to set:
bEnabled = 0
for [Armor] and [Poison]
The vanilla formula cannot be customized by this mod. If you want to reduce magic and elemental resistances, you need to choose between hyperbolic and exponential. Exponential is closer to vanilla, so I'd recommend to use it. For example to roughly reduce resistances by half, use:
bEnabled = 1
iFormula = 1
iAt0 = 0
iAt100 = 50
for [Elemental] and [Magic]
This mod always removes the hidden armor rating, so if you set "Max Magic Damage Reduction" to 80% and leave "Damage Reduction per Armor Point" at 0.12, you will have an armor cap of 80/0.12 = 666.
For example 50% magic resistance in vanilla gives you 50% damage reduction which is the same as if your health is increased by factor 2.
The mod needs to be updated. Plain and simple.
??????????My Fire Resistance
??????????My Cold Resistance
??????????My Cold Resistance
etc. (All resistances are this way, not just these two.) Is this the way the mod is supposed to work? Thanks!
Skyrim SE 1.6.353.
When you load your save with the new update, you might still have multiple effects, but once one of your resistances (besides armor) changes, the duplicate effects will be removed.
Is this new update (3.3.0) backwards-compatible as long as the newest Address Library is installed? I will be on 1.6.353 for some time yet, it seems. Thanks again!
Lesson: Do NOT try to set up an extensive new LO w/o making some kind of list(s). Sorry to have bothered you.