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  1. dukethedropkicker
    dukethedropkicker
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    Anniversary Edition is out, supported game version: later than 1.6.317 (Requires Address Library AE)
    All configurations can be modifed in the config file.
    the AE version used a different config library, the old json file is now a toml file.

    Feedback is appreciated
    Welcome to submit bug reports, I'd like to improve it as well as I can
    Feature discussion over source code is also accepted
    Thank you guys!


    Might be interested:
    Armor Rating Rescaled Remake
    Best In Class PP Remake
    Bunny Hopper Of Skyrim
    Dynamic Equipment Manager Updated
    Essentials Be Gone Reborn
    Glow Be Gone Updated
    Individual Shout Cooldown Remake
    No Enchantments Restriction Remake
    Speed Casting Remake
    You Can Sleep Remake

    TODO LIST
  2. stranghels24
    stranghels24
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    where is skyui version?
  3. ThusaDragon
    ThusaDragon
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    I replied to something on the bug page, but I'll put this here as well for visibility about the traps doing very little damage bug:

    With scaling factor 0.83, armor cap 99, and hidden armor rating removed, all physical hitting traps (spikes, blades, spike walls, etc) do
    1 damage. Poison and fire traps are fine.

    I did some further testing. With hidden armor rating enabled, I took even less than 1 point, with or without wearing actual armor. With the armor cap at 90, I took closer to 9 damage from each blade swing. With the armor cap at 50, I took plenty of damage. It seems that, when getting hit by a trap, it always considers you as protected as this mod would let you get.

    When I installed Improved Traps - Dangerous, then further modified those values to be colossal in the creation kit (blade traps do 12000 damage), I started taking 120 damage for every point that the armor cap was under 100. At 99 (or 0 for some reason), I took 120 damage. At 95, I took 600 damage. Again, regardless of wearing armor. An enemy, meanwhile, took at least twice as much damage as me for some reason, sometimes more. Whereas I took one 120-damage hit, it seems like the enemy took several 120- or maybe 240-damage hits in quick succession.

    My planned "solution" for now is to edit all the physically hitting traps to do at least 100 times the damage I think they should, so that I can keep the cap at 99. (In the Creation Kit, edit the "Activator" for the trap, e.g. TrapBladeSwinging01, click its specifically named script, e.g. BladeTrap, click Properties, and change the numbers for LvlDamage1 through LvlDamage6.)

    I'm plenty good at doing science and poking around in the creation kit, but I have no idea how to modify the way the .dll works, so that's the best I have for now. I hope someone figures out why this mod of all things would be responsible.
    1. ftwranger
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      there is some nice info !

      so if let's say I keep the cap at 90 then I should increase trap damage by 10times instead of 100times at 99 cap? or do I got this wrong?
    2. Kulharin
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      Armor Rating Redux apparently had/has the same issue but in ARR it goes away if you change the curve from hyperbolic to exponential


      does this still occur if you set the OverrideArmorCap to just "0" and use whatever value is assigned for armormax in the game settings?

      edit: i can confirm if happens even with overridearmorcap disabled.
    3. NickLR
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      In my experience, if I leave OverrideArmorCap value "0" (disabled), no matter what value I put in the trap damage, it will always give 1 damage.
      So I had to set a value in OverrideArmorCap. In my case, 99. This way I can increase the damage of traps with SSEEDIT and get results in game.
  4. Wanderer993
    Wanderer993
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  5. iKn0x
    iKn0x
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    It would be cool to have different variables for light armor and heavy, so wearying heavy would have a higher armor cap.
  6. hoangdai94
    hoangdai94
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    💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖 
  7. ZZZ9WWW
    ZZZ9WWW
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    This saved my Skyrim from one shot each other. Thanks
  8. gr0wlt1g3r
    gr0wlt1g3r
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    So does this work with Skyrim v1.6.117?  This is the version that Steam delivers to me after doing a clean install.  It is also the version supported by the latest silverlock download of SKSE.  What I find confusing is that there is also a v1.6.640 out there but I cannot determine its provenance using Google (or any other search engine).  These version splits make my head hurt.
    1. Pulkkine0
      Pulkkine0
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      SKSE mods requiring Address Library should work with any new version, is how I have understood it.

      To add to your confusion, the current GOG version is 1179...  I hate it too.
    2. Lynzula
      Lynzula
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      Yeah I just came back to modding this bullshit game after years of playing modded Morrowind. The Skyrim modding scene is a cluster fuck. I can't keep up with all these version letters and numbers and acronyms. I have the latest game too, because it makes zero sense to desperately cling to old versions of a game. A tale as old time. People unwilling to update things.
  9. Gumami
    Gumami
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    seems to be very bugged with shield bashing damage, i changed the override armor cap in the toml file, i tried 99 and got very little damage when bashing(2 damage) and tried a low number too, more damage but still very little compared to when i didnt have this mod installed. if someone could provide a solution i would be very grateful
    1. armorunit
      armorunit
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      Right.
      I don't know why too, but this mod is reduce the bash damage certainly.
      This mod is light and simple. but this problem is make me choose other mod.
  10. shuu66
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    使用这种算法,原本就有巨大优势的 Light Armor 将会获得近乎 Heavy Armor 的效果,Heavy Armor 将变得没有意义。而且前期低等级的 Armor 就已经具备了非常高的 Resist。
  11. Heek40
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    How does this mod work with the spell "dragonhide"? Normally dragonhide just gives you the max damage resist, but with this mod there's no max damage resist. So does dragonhide effectively lower your damage resistance if your armor is above the vanilla cap?