This sounds amazing, but I think it would be great if we could choose which part of the mod we want to use. As I see it, there are 3 parts to this Mod (Armor Calculation Simplified, Perk Changes, Items and Quest Rewards reworked). I think it would be great to have all 3 as separate downloads, so we could choose which parts we want to use. An alternative could be an installer for the mod manager where we can select this.
I would love to use the armor calculation part of this mod, but I already have the two other features from different mods and I am worried about compatibility.
well I can but unfortunately, as of now, I have zero knowledge on scripting, so I can't really separate the parts through scripts or MCM, however, splitting the mod into several files is also a good idea, lemme see what I can do.
regarding conflicts however, you can use Vortex to manage ARGO to load first before any of your preferred mods, so that the Changes ARGO made can be overwritten by other mods. Don't worry, the conflicts are guaranteed to be minor and won't break your game..
A little powerful even with nerfs, but I really like this none the less. Really allows you to mix and match some gear which is great if you have Ordinator. Great add-on to the perk tree and I'm looking forward to your future works.
P.S. if anyone has the Ordinator patch not working, double check to make sure the plugin isn't disabled since Wyrebash recommended them disabled for some reason...took me a day to figure that out...
Wyrebash recommended them to be disabled huh? Maybe because there's just too much conflict in it, tried to fix them with SSEEdit 4.0.1 but can't do much about that, sorry.
Also, thanks for the kind words and vote of confidence friend.
@JSPumpkinKing Your mod sounds good but it has some minor conflict with Andromeda and Complete alchemy and food overhaul, I think it'll be fine if let they overwrite your mod's changes, right ? Currently I place your mod as high as possible in my load order and manually make compatibility patches if its really necessary(anything related to the "armor's setting" modifications) Small warning though: You should update your mod's latest version is 1.3
oh snap! Right, thank you for that Small Warning, I didn't notice I haven't updated the Version to 1.3!
also, yeah, you can Load ARGO first then overwrite the changes with any conflicting Mods and you'll still keep some of the changes that this Mod made.
Altho, for your leisure, I'll go check Andromeda and Complete Alchemy and Food Overhaul and see if I can make a Patch that makes both works as Intended.
In theory It should still work if you load ARGO before either Ordinator or Summermyst, but I’ll check them later and see if I can make them compatible with ARGO, don’t worry.
Many thanks, friend! Can't wait to try this mod out. However, I have another compatibility question (I know, I know, I'm being a pain in the ass, sorry). Is this compatible with Armor Rating Redux, and if so, how do the two mods interact with each other? Do we get the perks/items from this mod, but the armor calculation from the other mod?
oh don't worry about being a pain in the ass I've been like that to my friends all the time *wink wink* kek lel.
Anyways, yes, in theory, if you Load ARGO before AR Redux, both should work. You'll use AR Redux's Armor Rating Calculations and ARGO's Perk and other stuffs' Changes.
Hope that answers you question, and I hope you enjoy playing with ARGO.
If there's an issue or bug you find, please do tell, I'll do what I can to solve them.
I like what I'm seeing so far and having the ordinator patch is extra incentive. Gonna install this and use on a later playthrough. If all of if works well then this could become huge! Good luck with development.
Thank You Very Much for the Kind Words friend! I hope you enjoy the Mod as well, and if there's any issues you found along the way, please do tell so that I can improve and/or make patches for it to work with other Mods as well.
The perks are integrated nicely with Ordinator. I haven't got to them yet as I'm trying to solve a crash issue on my fresh character though i doubt your mod did it. Again this feels like one of those mods that can become very popular.
I do have some critique though but correct me if I'm wrong obviously. Tower of strength can stack to a full 100% stagger reduction if I'm right. It seems 25% is a common number too as a good deal of skills go up by that increment which seems,, sad to say, quite unbalanced...
Heavy blows gives a 25% chance to stagger per piece equipped so does thst mean any normal unblocked attack will stagger my opponent 100% of the time?
Some of the perks will work but more thsn a few read as pretty broken. i'd suggest you try lowering the values or make a different version with those lower values to keep the game challenging :)
Thanks for the Input, Alternative Nerfed Version sounds good enough as well.
Ok here's what I can answer: 1. Yes, With the New Tower of Strength Perk, Your Character can't be staggered when they are in full heavy armor. But if example you have 3 pieces of heavy armor equipped (let's say Head Gloves and Boots) then you'll have a total of 75% Stagger Reduction, which means enemies' Power Attacks / Stagger Attacks have 25% Stagger towards you.
2. Yes, and maybe no, here's the thing, How Staggering is calculated is that each Weapons have their own Base Stagger Value, then multiplied / added by any external sources of Stagger Power like example Paarthurnax's Force Without Effort Perk which reduces incoming stagger by 25% and multiplies your Stagger to enemies by 25% as well. So let's say the Base Stagger for your sword is like a number of 10% Chance, with Heavy Blows and a full set of heavy armor, your chance of stagger increases to 100% meaning it's double your base, a total of 20%. Now I don't know exactly about the stagger value of each weapons since I haven't checked them in detail with SSEEdit, but that's how the mechanic works based on what I gather so far. A Dagger for example has abysmal stagger chance by default, and in this case ( possibly ) Full Heavy Armor Set Tower of Strength won't really do much to it.
I hope that answers your question, I'll make a nerfed version as soon as possible.
Thanks again for your suggestions and observations.
Does each piece of armour have its own stagger reduction value like a sword would have its own value to cause stagger as you mentioned above?
Say Iron Armour has 10%, while the rest (gloves, boots and helm) have 5% each, that would bring the total resist rating to 25% with the extra 100% from tower of strength boosting a full iron set to 50% or does armor not work like that?
I used to make my own mods but I'm a fit of depression induced insanity i deleted then all lol. I've never played with stats and numbers or the like so if you think your numbers are sound who am i to tell you they aren't?
Well, I don't think each Armor's Stagger Resistance works like Weapon does though. When I first tested the Tower of Strength, even enemies using a Steel Warhammer cannot stagger me in full Iron Armor, so that 100% Stagger Resistance means an absolute immunity to stagger.
In my speculation I think that when you got 75% Chance to Resist Stagger, it means you can be staggered 25% of incoming Stagger, which (probably) means that if your opponent have 20% Chance to stagger, it'll be 25% of that 20% Incoming Stagger Chance. I guess I can see now why it can be viewed as Overpowered.
Also, deep condolences about your mods, your mods would've something interesting that I'd love to try. But congratulations for Surviving Depression man, that's a crazy hard mental battle, and glad you did survive.
Thanks for taking the time to answer my questions and I appreciate the kind words on top of them. My mods were never amazing though and i ended up maintaining an Oblivion mod by Antiscamp:
https://www.nexusmods.com/oblivion/mods/44903
I also added street cleaners and gardeners to the Imperial City as well as smaller changes I've forgotten about. No big loss
40 comments
v1.4 Changelogs:
- Split the ESLs to 3 Parts for better customizations.
- Minor Fixes
Full Changelogs are in the Description Tab.
That is all, I hope you all enjoy and have a Great Day.
Cheers!
- PUMPKIN -
Removing: MasterLock [KYWD:01000803]
Is it safe to remove that?
I would love to use the armor calculation part of this mod, but I already have the two other features from different mods and I am worried about compatibility.
regarding conflicts however, you can use Vortex to manage ARGO to load first before any of your preferred mods, so that the Changes ARGO made can be overwritten by other mods. Don't worry, the conflicts are guaranteed to be minor and won't break your game..
P.S. if anyone has the Ordinator patch not working, double check to make sure the plugin isn't disabled since Wyrebash recommended them disabled for some reason...took me a day to figure that out...
Also, thanks for the kind words and vote of confidence friend.
About to give it a play through, i may come back and leave a generous review!
oooooo
Small warning though: You should update your mod's latest version is 1.3
also, yeah, you can Load ARGO first then overwrite the changes with any conflicting Mods and you'll still keep some of the changes that this Mod made.
Altho, for your leisure, I'll go check Andromeda and Complete Alchemy and Food Overhaul and see if I can make a Patch that makes both works as Intended.
Again, thanks for that small warning lel.
Anyways, yes, in theory, if you Load ARGO before AR Redux, both should work. You'll use AR Redux's Armor Rating Calculations and ARGO's Perk and other stuffs' Changes.
Hope that answers you question, and I hope you enjoy playing with ARGO.
If there's an issue or bug you find, please do tell, I'll do what I can to solve them.
I hope you enjoy the Mod as well, and if there's any issues you found along the way, please do tell so that I can improve and/or make patches for it to work with other Mods as well.
I do have some critique though but correct me if I'm wrong obviously. Tower of strength can stack to a full 100% stagger reduction if I'm right. It seems 25% is a common number too as a good deal of skills go up by that increment which seems,, sad to say, quite unbalanced...
Heavy blows gives a 25% chance to stagger per piece equipped so does thst mean any normal unblocked attack will stagger my opponent 100% of the time?
Some of the perks will work but more thsn a few read as pretty broken. i'd suggest you try lowering the values or make a different version with those lower values to keep the game challenging :)
Just some friendly pointers
Ok here's what I can answer:
1. Yes, With the New Tower of Strength Perk, Your Character can't be staggered when they are in full heavy armor. But if example you have 3 pieces of heavy armor equipped (let's say Head Gloves and Boots) then you'll have a total of 75% Stagger Reduction, which means enemies' Power Attacks / Stagger Attacks have 25% Stagger towards you.
2. Yes, and maybe no, here's the thing, How Staggering is calculated is that each Weapons have their own Base Stagger Value, then multiplied / added by any external sources of Stagger Power like example Paarthurnax's Force Without Effort Perk which reduces incoming stagger by 25% and multiplies your Stagger to enemies by 25% as well.
So let's say the Base Stagger for your sword is like a number of 10% Chance, with Heavy Blows and a full set of heavy armor, your chance of stagger increases to 100% meaning it's double your base, a total of 20%. Now I don't know exactly about the stagger value of each weapons since I haven't checked them in detail with SSEEdit, but that's how the mechanic works based on what I gather so far. A Dagger for example has abysmal stagger chance by default, and in this case ( possibly ) Full Heavy Armor Set Tower of Strength won't really do much to it.
I hope that answers your question, I'll make a nerfed version as soon as possible.
Thanks again for your suggestions and observations.
Say Iron Armour has 10%, while the rest (gloves, boots and helm) have 5% each, that would bring the total resist rating to 25% with the extra 100% from tower of strength boosting a full iron set to 50% or does armor not work like that?
I used to make my own mods but I'm a fit of depression induced insanity i deleted then all lol. I've never played with stats and numbers or the like so if you think your numbers are sound who am i to tell you they aren't?
In my speculation I think that when you got 75% Chance to Resist Stagger, it means you can be staggered 25% of incoming Stagger, which (probably) means that if your opponent have 20% Chance to stagger, it'll be 25% of that 20% Incoming Stagger Chance. I guess I can see now why it can be viewed as Overpowered.
Also, deep condolences about your mods, your mods would've something interesting that I'd love to try. But congratulations for Surviving Depression man, that's a crazy hard mental battle, and glad you did survive.
https://www.nexusmods.com/oblivion/mods/44903
I also added street cleaners and gardeners to the Imperial City as well as smaller changes I've forgotten about. No big loss