Skyrim Special Edition
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Tommas666

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tommas666

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Armor gives a debuff to your magic skills depending on how many pieces you are wearing, and your skill on the relevant Armor (Light/Heavy) debuff gets lower once you gain levels in the relevant Armor Skill until (almost) no debuff. Armored Mage friendly (with training of course xD)

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So... in most games mages don't use armor, or can't use armor, or shouldn't use armor, or wouldn't use armor... UNLESS they posses a special training, trait, or whatever that makes them be able to use the armor while not affecting the casting... so... this is my take on that...

Companion mod: Shields Affect Casting - Same thing as Armor Affects Casting, but for Shields, can be used in conjunction with this one, or as a stand alone thing.


So... I hate writing Descriptions, because I tend to write too much of things that nobody cares about... so I made a picture explaining the debuffs xD

Short Description:(Super important things are in bold for SUPER lazy readers like me xD)
- Adds a debuff to ALL magic SKILLS (Alteration, Conjuration, Destruction, Illusion, Restoration) when using Light or Heavy Armor
- The debuff grows depending on how many pieces of armor you have equipped (max 4)
- Heavy Armor Pieces give 5 debuff each, Light Armor gives 3 debuff each
- The debuff gives the correct number if you mix armor types (example, you have heavy boots (-5), light helmet (-3), light bracelets (-3) = 11 debuff)
- You can abolish the debuff for 1 piece of armor every 20 skill points in the relevant Armor Skill (so you CAN be a Heavy Armored Mage, it just takes you some time until you level up Heavy Armor enough to overcome the debuff)
- Two different implementations in the same esp, with one option in the MCM menu (Explained down below)
- Train your armor skill and lower your debuffs
- Use Potions/Enchantments to buff the relevant Armor Skill (Light or Heavy) to lessen the negative effects (for the duration of the buff xD)

- Works for NPCs if you are using SPID.
- No scripts (except for the ones corresponding to the MCM and the updater for the MCM menu respectively).

MCM:
- One option on the MCM menu to change the implementation.

Reverse Debuff vs Skill Check (changes for both player and NPCs at once)
- Default (OFF): When leveling the respective ARMOR skill, you abolish one step of the debuff, from last to first equipped item, which means:
- With 4 pieces of Light Armor equipped, and a Light Armor Skill level of 15, all pieces give you a debuff, total 12 less Skill levels on all your Magic Schools.
- With 4 pieces of Light Armor, and Light Armor Skill 20, you abolish the 4th debuff, so you only get (3 x 3) 9 less Skill Leves.
- With 3 pieces of Light Armor, and Light Armor Skill 20, you still abolish the 4th debuff (which you don't have because you only hay 3 pieces), so those 3 still count as 3.
- When you get to Lvl 80 you abolish all the negative effects, but beware that if you get ANY debuff to your ARMOR skill because of poison, effects from other mods, frostfall, whatever... you will go below the threshold and you will get negative effects...
- You can use buffs (Forify Light/Heavy Armor Skill) to your ARMOR skill to abolish the negative effects, be it by Enchanting, Potion, or any other means... and it will abolish the corresponding negative effect (for as long as the Armor buff last).
- With this option there is no gain in equipping less pieces of armor (unless your Magic Skill is too low, as it will go under 0 xD), but it gives you a real feel of advancing on your armor+magic skills. This is the default option now, and the one I will be playing with.


- On: This is how the mod worked on version 1.0 and 1.1:
- You abolish the Debuffs from 1st to 4th... this lets you equip 1 piece of Armor with Armor Skill 20 without having any negative effects...
- You can equip 2 pieces after you go over Armor Skill 40
- 3 pieces when Armor Skill 60
- 4 pieces when Armor Skill 80
- This version looks more realistic, but in game is not practical, and you don't get a sense of advancing on your skills... you can just equip the minimum pieces of armor corresponding to your skill level, so you fully negate the debuff, and slowly add pieces when you advance your skills... not very immersive I would say xD




Long non-explanatory rumble about things slightly related to this mod:

Yes, I know there are other mods that manage the Armor vs Magic thing xD but they take their own approach, and as fine and well crafted those mods are, they didn't sit well with me... because mostly they are self contained... so wearing Heavy armor makes you cast slower, or use more magicka... which doesn't affects anything else, and while that works for other mods that Add/Modify magic SPELLS, but it doesn't interact too much with mods that add different mechanics to magic/spells...

My approach is a simpler one... I give a debuff to the magic skill (appears red in the skill menu)... this simpler approach makes it that everything managed by the engine would reflect this (spells would be less powerful, less duration, everything as if you have a lower skill level for that school), and this is automatic, I am only applying a debuff... which would also play nice with every and all mods, as my debuffs can stack with everything and won't dispel anything.

This works great with my mod Just Cast It - Magic Rebound and its variants, but it doesn't require it, as less skill would mean more frequent chances of failing the cast.
And also... this makes it that any mod that adds its own mechanics and for any reason needs to check or use your magic skills, it knows they are lower, and will react accordingly, so even if it is a simpler approach, it makes it more organic in conjunction with other mods that depend on the Magic Skills to do their own thing...

This mod does not modify any vanilla record, and it is totally self managed. If you have SPID it also applies the correct debuff at every NPC and Followers... it also updates when you change Armors (only when you/NPC change armors/shield) or when the relevant skill goes over the threshold, the rest of the time the scripts are not active.

All my mods are always going to be free, and requests will never need a transaction, but if you would like to contribute to my xBox found I would appreciate it
https://streamelements.com/tommas2404/tip
All donations are going to be used to buy an xBox and/or xBox related accessories, so I can finally test my own mods and give better support for them, check for incompatibilities and testing the patches I make.