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  1. tjhm4
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    v4.0.0. Physical resistances and weaknesses now modify the target's armor rating as opposed to the attacker's weapon damage. This means wearing armor is now always better than wearing nothing (at least for physical attacks), and armor effects matter more for late game armors (where AR is high) than for early game armors (where AR is low).

    *** Know Your Enemy 2 has been released. I consider it the successor to this mod, and it has a number of advances. Future development of this mod is not stopped, but I will likely focus my efforts on KYE2 ***

    Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)

    Thanks for your downloads, comments and endorsements.
  2. DaankeyKang
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    Hey tjhm4,

    Where an armor material has a weakness of "Arrows (x0.5 AR)", that's saying your armor rating is 50% less effective against arrows, right? 

    Never mind, all I had to do was just keep reading! lol 
  3. mant2si
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    Hi, thanks for amazing mod, how to exclude player from it effect, i already use resistance rescaled, and sometime just invincible (i.e take only 10% of damage) during some boss fights 
    1. tjhm4
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      You'll need to remove the perk the governs resistances from the player. I can't remember its name off the top of my head, but you'll see it if you open the mod in xEdit (there's only one perk I think). The you can use the console to remove it (player.removeperk XXXXXXX).
  4. xFORCERx
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    Hey @tjhm4 , love your mods and friend and I will be using them in our playthrough in Skyrim Together. To make our game harder I went with KYE Redux + Armors along with many other combat enhancers. Chocolate Poise Add-on recommends "Armor rating rescaled"  mod but from my research I see it has flaws (zero dividing results in instakills etc). I only wish to make early armors somewhat better because vanilla AR scaling is terrible. 
    So, reading through comments here I see there could be an issue using AR scaling mod with KYE redux (something in lines of perk "mod target damage resistance entry point"). What do you recommend to complement your mod?

    Combat and enemy mods I am using - https://prnt.sc/ZwQ2W8Ogd47S 

    Thanks!
    1. tjhm4
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      ARR should work fine with KYE, but you are right that ARR has issues with insta-kills. You might try resistances rescaled instead, it does the same thing as ARR, but only affects the player and it does not have the insta-kill issue - it's what I use anyway.
    2. xFORCERx
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      @tjhm4
      Would you mind sharing your settings you use for "Resistance rescaled" when in combo with your mods?

      I read your reply "You can use both. The magic resistances of KYE will feed into the resistances rescaled system, but the physical resistances won't."
      Does this mean only for KYE Redux (the creatures) won't have sharp/blunt weaknesses and resistances from your mod, but KYE Armors redux will still work 100% ?

      My goal is to not be too strong nor too weak throughout the whole game since there will be 2 of us roaming the world :)
    3. tjhm4
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      > Would you mind sharing your settings you use for "Resistance rescaled" when in combo with your mods?
      Sure. I mostly use the default settings, though sometimes I adjust poison or elemental resistances to more easily allow full immunities as I think they can make sense.

      > Does this mean only for KYE Redux (the creatures) won't have sharp/blunt weaknesses and resistances from your mod, but KYE Armors redux will still work 100% ?
      No, everything will work fine. The only difference is that resistances rescaled will rescale the magic resistances from KYE, but it won't rescale the physical resistances. All the effects of KYE will be there though.
    4. xFORCERx
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      Thank you very much! I can't wait to try out your mods in full playthrough!  
  5. HughMann1
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    Can't remember if I've posted about this or not, but I hope someone is able to make a Creation Club patch soon! I'd love to see what weaknesses/resistances something like Amber would have. ^.^
    1. tjhm4
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      Thanks. I don't have CC content, so its hard for me to make this! Still, if someone else made it I'd be happy to host it.
    2. HughMann1
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      IMO, the only things worth getting if you don't have Anniversary Edition are Saints and Seducers, and the crossbow packs. The latter have a mod here on the nexus that add matching crossbow bolts.

      As for the alternative armors, pretty much all of them are affected by KYE already, somehow.
    3. tjhm4
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      Thanks. Alternative armors are handled automatically because they use vanilla keywords.
    4. HughMann1
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      Forgot to mention Ghosts of the Tribunal as well - that one's pretty good too, and adds several different armor sets and dozens of weapons.
  6. a156619101
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    I love this mod, but i have two questions:
    Most armor seems to have a better overall protection against weapons, would this makes physical damage less effective than magics, especially that warrior enemies are obviously less dangerous since they won't change weapons against player? In my experience mage enemies already overpower warrior enemies , and breton is often considered the most powerful race in skyrim. Would things now be a bit more 'unfair'?
    And does this redux version compatible with the  'Armor Rating Redux SE - No Cap - Better Formula - Morrowind-like'?
    1. tjhm4
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      Armors are more likely to resist physical damage than magic. This doesn't make physical weapons less useful though - the physical armor effects are quite modest so not really a major obstacle to any particular weapon choice. Moreover, while magic resistances are comparatively rare, they are, where present, stronger. So, on this basis, KYE makes armor more of a problem for mage enemies than warrior enemies.

      I see what you mean about mages beating warriors, but this is kinda the rock, paper, scissors setup of the main classes: mages beat warriors, warriors beat thieves, thieves beat mages. But, KYE doesn't add to this, it stems from other game systems.

      KYE works well with Armor Rating Redux, in fact, for late game armors the effects of KYE will be more apparent with ARR because the vanilla cap can mask them.
    2. a156619101
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      thank you for your answer
    3. a156619101
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      It seems that Armor Rating Redux is not campatible. Wearing deep armor makes one immune to mace and fist. Disable either of them it works all right.
      update: load Armor Rating Redux after KYE solved the problem.
    4. a156619101
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      Is the x1.5AR and x2AR is to total amor or just the body part? And KYE seems to change how actor's armor shows.  With this mod the level 49 uthgerd shows 96 armor, otherwise its 170. Is it because body armor is counted elsewhere? 
    5. tjhm4
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      Hey, I'm starting to think there's something weird going on with your load order because load order for KYE and ARR shouldn't matter at all. In fact, it can't matter because there are no conflicts between them and load order only determines which mod wins conflicts.

      KYE and ARR making you immune to blunt doesn't make a lot of sense either. Unless maybe you are using ARR just to remove the armor cap, but then reverting to the vanilla linear formula. The only possibility I can think of is that the "mod target damage resistance" perk entry point might scale the % damage reduction as opposed to the underlying armor rating. This perk entry point is super poorly documented,  but the documentation that is present suggests it acts on the armor rating, but its possible it acts on the % damage reduction I guess. I can double check this, but either way, load order should not fix this problem anyway, so given load order did fix your problem I think there is something else going on.

      In response to your question, the AR multipliers affect your total AR (including those from armor spells). This is just how the engine works.

      > With this mod the level 49 uthgerd shows 96 armor, otherwise its 170.
      This doesn't make sense. KYE only affects armor rating when calculating damage dealt by weapon blows. Are you sure you are not confusing the effects of ARR and KYE? ARR will definitely change the armor rating of everyone.
    6. a156619101
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      On my test, the "mod target damage resistance" affect the reduced damage rather than AR points.

       I reintalled both mod with defalt settings (hyperbolic and 0.006 for ARR), go to whiterun inn,wearing only ebony armor(47AR on me) and nothing else,  brawl with uthgerd, her fist deal 2 damage on me , and power attack deals 4, which should be 8÷(1+47*2*0.006) =5.11, then i wear 3 leather amor to make my AR 96, uthgerd's power attack deals 5. My fist deals no damage to Uthgerd( level 49, AR170, steel plate armor). After the brawl, i try mace on uthgerd(no mace perk), power attack that deals 46 to unarmored npc deals nothing to her. I try sword on sinmir(level 4, 82AR, iron), 46 raw damage deals 12, which should be 46/(1+0.006*82*2.25)=21.
      Then I use modAV on Uthgerd. when her AR reaches exactly 167, she become immune to mace (and before that , when AR reaches 162, 58 raw mace damage deals less than 1, and the damage can only be seen by console and a quick keyboard press). 
      For Sinmir who wears metal and stick armor, the immune threshold is 134, when original damage reduction reaches 44.5%, and *2.25 to 100%.

      You may do this test yourself.


      Btw, believe me, i'm not here for causing trouble, i spent hours doing this because i think this mod can make up to what the game lacks towards perfection. And i'm here to help.
      And the '170 AR shows as 96' problem does not appear easily after i reinstall the mods(ARR  after KYE). But when it appears, it's not just a matter of displaying, as 170 AR makes deep armor immune to mace while 96AR doesn't. Maybe it appears when i save game and change the load order of mod or plugin and reload the save in a particular manner.
    7. tjhm4
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      Hey, thanks for the detailed info, and no worries - I don't think you are trying to cause trouble or anything like that, just trying to wrap my head around what's going on.

      Anyway, I'll double check this on my end and see if I can figure it out (might take a while). If the "mod target damage resistance" entry point really does affect the % damage reduction and not AR the mod will need some reworking. For vanilla, this entry point is only used for the mace perks that ignore enemy armor (basically making all armors weak against maces). For weaknesses affecting % damage reduction is fine, but it fails for resistances because it makes it way to easy to become invincible. I'll give everything another look and go from there. Thanks for the help.
  7. hardscrabble43
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    What is difference between know your enemy redux and know your enemy redux-armors? I assume either one replaces know your enemies. I have know your enemies installed. Do I need to delete it if I want one or both of redux?  Can any of these be run together? Are they meant to be run together?
    1. tjhm4
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      KYE redux gives enemies resistances and weaknesses. KYE redux armors gives armors resistances and weaknesses.

      Collectively they replace the original patcher version of KYE which contained two patchers, one for creatures and one for armors.

      If you use KYE redux or KYE redux armors you should not also use KYE because they do the same thing. KYE redux and KYE redux armors can be run together without issue, and they are meant to be used together assuming you want to give both enemies and armors resistances and weaknesses.
  8. TorinCollector
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    Is armor rating for arrows really calculated correctly? I'm wearing Steal Plate Armor (Deep + Metal => Arrows x1.5AR) but arrows still do most damage it seems.
    1. tjhm4
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      Skyrim is not currently installed on my machine for me to check, but I'm pretty sure everything is correct. You can test by looking it up in xEdit yourself. Or you can test in game too - let an enemy shoot you, check damage done, then exit, uninstall the mod and repeat. Unless you are at the armor cap (or your AR is really low) then KYE should reduce the damage taken. Many mods let arrows do a lot of damage, so it may just be that even with the extra AR form KYE arrows are still pretty potent.
  9. MikeBreezy92
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    So my steel armor is completely negating Swords and Daggers? Is that supposed to happen?
    1. tjhm4
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      No, but your armor will be twice as effective against them, so you should notice the difference but not to the extent you describe. Do you have any other armor related mods? If you have a mod that removes the armor cap, but keeps the linear damage reduction with armor rating that might be causing it.
  10. TorinCollector
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    From the description page, Steel Armor (Fur/Metal, Thick.) is better than Iron Armor (Metal, Thick.) since steel gets Frost (50%) in addition. Material: Fur adds Frost (+50%) and Weaknesses: Arrows (x0.5 AR) usually. So, the weakness to arrows is not combined into the Steel Armor. Is that right? Otherwise Iron Armor would be better than Steel Armor which would be counterintuitive.
    1. tjhm4
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      > So, the weakness to arrows is not combined into the Steel Armor. Is that right?
      No, due to its inclusion of fur, steel is not as resistant to arrows as is iron. I need to update the mod page as currently the value for steel is wrong. Overall steel is still better than iron though; while it is not quite as resistant to arrows, it resists frost and has a better base AR too.
    2. TorinCollector
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      Thank you very much for the answer.
  11. deleted143276173
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    I don't understand how to install Immersive Armors mod patch. Should I drag the .ini into the mod?


    1. tjhm4
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      You can just download and install it the regular way. Is there a problem?
    2. deleted143276173
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      When I do this, mo2 gives the following error. "The content of data does not look valid. " May i just click ignore?
    3. tjhm4
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      Yes, just ignore it. MO2 doesn't expect that a mod can just be a text file, but this is possible with SPID/KID files.
    4. deleted143276173
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      thank you so much