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This page was last updated on 01 December 2022, 6:47PM
- Changelogs
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Version 1.0.0
- Reformatted _DISTR file to newest SPID standards.
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Version 0.9.9
- Fixed Rocksplinter not being considered a Pickaxe
- Fixed Pickaxes being considered both piercing and slash damage
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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.
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Version 0.9.7.2
- Fixed Yngol's Shade not being classified as ghost
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Version 0.9.7.1
- Fixed EDM weaknesses not being applied properly
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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.
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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.
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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
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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)
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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).
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Version 0.9.2
- Fixed _KID files layouts
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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
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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
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Version 0.8
- Fixed several conditions
- Removed resistances and vulnerabilities from vampires (already covered by vanilla)
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Version 0.7
- More fixes related to unarmed damage
- Ghosts are no longer immune to regular Daedric weapons
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Version 0.6
- Fixed a couple of bad conditions with unarmed attacks
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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
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Version 0.2
- Added some missing creatures (Netch, Ash Spawns, Death hounds)
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