Pretty simple and compatible resistance and weakness system (D&D 5e style). Separates physical damage into Slash, Piercing and Bludgeoning. Magic damage remains as Cold, Fire and Shock.
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Changelogs
Version 1.0.0
Reformatted _DISTR file to newest SPID standards.
Version 0.9.9
Fixed Rocksplinter not being considered a Pickaxe
Fixed Pickaxes being considered both piercing and slash damage
Version 0.9.8
Fixed weapon keywords not being properly distributed when Animated Armoury wasn't present.
Fixed Magical Weapons keyword distribution.
Fixed Guardian Troll Spirit not being considered a Ghost.
Version 0.9.7.2
Fixed Yngol's Shade not being classified as ghost
Version 0.9.7.1
Fixed EDM weaknesses not being applied properly
Version 0.9.7
Added innate compatibility for Elemental Destruction Magic (https://www.nexusmods.com/skyrimspecialedition/mods/440)
Distributed Earth, Wind and Water resistances and weaknesses to a few monsters.
I don't use EDM myself (at least for now), I distributed the resistances and weaknesses as I thought made sense. It's up to user preference to distribute them further.
Version 0.9.6.1
Minor tweak, added the RaW_WeapTypeMagical keyword. Weapons with this keyword will deal damage to Ghosts. You can distribute this keyword in the _KID file to any weapon/material you want.
Version 0.9.6
A little bit of code rework, offloaded most of it to KID. Safe to update midgame
Instead of checking each type of weapon, now there is 1 keyword for each type of damage, which are distributed through KID to the different type of weapons
- This is not only easier for the system, but also adds some futureproof, if a new kind of weapon is added (say, a Scythe with custom animations and all that), you can now add the RaW_WeapTypeSlashing (and RaW_AP_WeapTypeSlashing) keyword to it with KID and it will be consider a Slash damage
- It also adds a new layer of customization for users (say you want to emulate a "Hack Damage" for axes, you can add WeapTypeBludgeoning to the WeapTypeWarAxe, and axes will be considered slash and bludgeon damage, I know, it's not the same, but it's close :P)
Note: Pickaxes are considered to be axes in the vanilla game, I made the necessary adjustments for them to be considered Piercing damage, but if a mod adds a totally new pickaxe and it doesn't have the word "pickaxe" in its name, it might be considered an axe and thus, Slash damage.
Archived old versions, since KID has a VR version now
Version 0.9.5.1
Armor Plugin Only
Major rework of the plugin. Safe to update as usual
You can now add/remove resistances and weaknesses how you like by distributing the respective keywords in the _KID.ini file
Anything PC/NPCs can wear is supported, same as magic effects affecting them
Due to the increased flexibility added, Mage Armor can stack with each other again, I figured it wouldn't be a problem since most people don't apply more than 1 type of flesh spell at the same time, but it can indeed be exploited (although you can just add all the keywords to a single flesh spell and exploit it that way too, so it's up to user discretion)
Version 0.9.5
Reduced weakness multipliers from 2x to 1.5x (Enemies will now take +50% more damage from sources they are weak to, used to be +100%)
Armor Resistances and Vulnerabilities will now depend on the chest piece only.
Flesh spells no longer stack with each other. When applying two flesh spells at the same time, the higher level one will take priority (same as vanilla).
Version 0.9.2
Fixed _KID files layouts
Version 0.9.1
Better detection of Bound Weapons, including support for the uniques Bound Weapons from Mysticism
Animated Armoury now natively supported, no need for patches
Added Keyword Item Distributor (KID) as requirement
Version 0.9
Main File
- Added immunities to Paralysis, Staggering, Unrelenting Force Stagger, Wabbajack and Mora's Grasp. These were distributed to all unique (named) bosses (some were already covered by vanilla)
No more stun locking, silly boss battles
- Added immunity to Critical Attacks and resistance to Sneak Attacks, distributed to unique bosses (they'll take half the sneak damage you'd normally deal)
I might bash this further since Sneak Attacks can be ridiculously OP (up to 90x in vanilla!)
Armor Plugin
- Added flesh armor spells:
Oakflesh - Resistant to Piercing and Frost, Weak to Slash and Fire
Stoneflesh - Resistant to Bludgeon and Shock, Weak to Piercing and Frost
Ironflesh - Resistant to Slash and Fire, Weak to Bludgeon and Shock
Ebonyflesh - Resistant to Bludgeon, Weak to Piercing
Version 0.8
Fixed several conditions
Removed resistances and vulnerabilities from vampires (already covered by vanilla)
Version 0.7
More fixes related to unarmed damage
Ghosts are no longer immune to regular Daedric weapons
Version 0.6
Fixed a couple of bad conditions with unarmed attacks
Version 0.5
Added Resistance to Poison. Vanilla covers most cases, this mod cover Hagravens and Dragons
Added Resistance to Disease, not distributed yet.
Pickaxes are now considered Piercing damage
Added examples/templates for different Resistances and Weaknesses inside _DIST.ini file
Version 0.2
Added some missing creatures (Netch, Ash Spawns, Death hounds)
Preface
I loved the ideas behind the mods like Bring Your Silver and Know Your Enemy. My only problem with them was they required running a zEdit patch each time I added/removed a mod (plus more patches to be compatible with other mods).
They were also needlessly complex in my opinion (a 30% resistance and a 60% resistance doesn't make any difference in the grand scheme of the game)
So I made my own mod, using Spell Perk Item Distributor I could give Resistances and Weaknesses to any creature and NPC I'd like, without tangling with plugins in any way
To prevent the "complex" part, I just picked the D&D 5e Resistances and Vulnerabilities system. Which is in my opinion the best way to introduce this system in a simple "close to vanilla" way
Description
Basicaly, each enemy (except some extreme cases like Ghosts, Hagravens and other major enemies) will now take 50% less damage from certain type of weapons and take 50% more damage from other type of weapons, same applies for magic
Physical Damage Classification
Slash Damage includes Swords, Axes, Greatswords, Battleaxes and claws from Argonians and Khajiits
Piercing Damage is what Daggers, Arrows, Crossbow Bolts and Spears deal
Bludgeoning Damage is dealt by Maces, Warhammers and fists of Man and Mer races
Examples:
Spoiler:
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Horkers now: Take 50% less damage from Frost (Fat insulining and all that) Receive 50% more damage from Shock spells (cause you know, they're all wet) Take 50% less damage from Bludgeoning weapons (again, all that fat prevents bludgeoning damage from being a real issue) Receive 50% more damage from Piercing weapons (arrows, spears, daggers)
Skeletons now: Take 50% less damage from Fire and Shock spells (Bones are pretty resistent to fire and they dont have a nervous system) Receive 50% more damage from Cold spells Take 50% less damage from Piercing weapons (arrows might fly through the gaps or barely chip the bones) Receive 50% more damage from Bludgeoning weapons
Ghosts now: Take 0 damage from any physical weapon (they're ghosts) With a few exceptions though, Silver weapons will deal damage as usual, same as Daedric artefacts and Bound Weapons. Enchanted weapons will deal no physical damage, but the enchantment will affect them as usual (a fire enchantment on a steel sword will affect a Ghost, even when the sword itself doesn't)
A full list of resistances and weaknesses of every creature can be found in this spreadsheet kindly provided by ShalabiRogue, so go give kudos!
How to add modded creatures:
Spoiler:
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First and foremost, is highly adviced to create a new _DISTR.ini with the name of the mod where the new Creature is found. I'm gonna use the Giantesses mod by Mihail as an example. I'll create a _DISTR.ini file for the mod, is just a text file named after mihail's plugin but with a _DISTR at the end. In this case it will be mihailgiantesses_DISTR.ini (notice I changed the extension from .txt to .ini) This file should be placed inside the DATA folder, where the plugin or esp from mihail's mod is.
Then we pick the Resistances or Weaknesses we want to give the Giantesses, the _DISTR.ini from this mod contains examples of each one, let's pick Resistance to Piercing From this mod's _DISTR.ini
;RESIST PIERCING Perk = 0x800~Resistances and Weaknesses.esp|CREATURE,CREATURE,CREATURE
The semicolon at the begining means these lines are disabled by default, this is because these are examples. Once we copied the lines to our _DISTR.ini, we remove the semicolon from the second line (the first line is just there as description) Then we'll replace the "CREATURE" placeholders for the names of the giantesses. There are 2 types of Giantesses in Mihail's mod, normal Giantess and Giantess Matriarch, we can use the * wildcard and simply put "*Giantess", this will cover both Giantess and Giantess Matriarch
So the text inside the mihailgiantesses_DISTR.ini will look like this
Perk = 0x800~Resistances and Weaknesses.esp|*Giantess
Now we save the mihailgiantesses_DISTR.ini file and it's done, all our Giantesses from Mihail's mod will have resistance to Piercing damage.
J3w3ls madethis awesome tool you can use to distribute and customize the Resistances, Weaknesses and Immunities to different creatures from vanilla as well as some well-known mods. Make sure to read the instructions! It's truly an amazing work, so go give some kudos!
Armor Plugin Trying to classify each piece of armor was a pain, some of the vanilla armors lack sleeves or pants, they're almost as bad as the bikini armor meme. Since it was getting overly complicated, and it would break the system on armors with more than 4 pieces (or cloak/pouches mods) I opted for yet another simple solution, keep the vanilla classification of Clothing, Light and Heavy armor. In order to get the benefit (and weakness) from an armor, you need at least 3 pieces of the same type of armor equipped. Armor resistances and vulnerabilities depend solely on the chest piece, since in vanilla and in most modded armors, this piece represent almost the entirety of the outfit.
Clothing have no resistances nor vulnerabilities (they already have 0 armor so this balances it out pretty well.
Light Armor protects the user against Slash damage, but increases the incoming damage of Piercing weapons (an arrow will pierce light armor and prevent you from removing said arrow, further increasing its potential damage to the body)
Heavy Armor protects against Slash damage, but Bludgeoning damage will dent and batter said armor, further increasing the damage to the body
Armor plugin also covers Flesh Spells, beware this will stack with the armor you (and NPCs) wear.
Oakflesh - Resistant to Piercing and Frost, Weak to Slash and Fire Stoneflesh - Resistant to Bludgeon and Shock, Weak to Piercing and Frost Ironflesh - Resistant to Slash and Fire, Weak to Bludgeon and Shock Ebonyflesh - Resistant to Bludgeon, Weak to Piercing (ebony flesh is basically a stone flesh but completely inert to magic)
Instalation: Install like any other mod, no extra steps required
Load Order: Doesn't matter, esp is also light so it won't count towards plugin limit.
Uninstall/Update: Should be safe to update and uninstall at any time.
Compatibility: It should be compatible with most thing. Mods adding completely new creature races only need a to add them in a _DISTR.ini file Animated Armoury will require a patch (which is unfortunate, because it wouldn't if the keywords were implemented as part of the update.esm), anyway, I might provide one later on. Done.
Recommended Mods: Lore Friendly Ghosts, pretty good alternative for Ghosts, make sure to read the description to make it compatible with this mod. Runic Mage Armor, I use the overlay one, nice looking and unobtrusive way to see what Flesh Spell the enemy is using
Future Plans: Make armors have their own resistances and weakneses (like Know Your Armor does), that way Player and NPCs will have Resistances and Weaknesses as well. Done Add a Bestiary and a Grimoire, giving hints about resistances and vulnerabilities of creatures and armors.
That's it for now, any bugs you find, feel free to report them and I'll fix them as soon as I can