26th november - I apologize for the lack of updates, been swinging between technical and personal issues as of late; updates will be delivered as soon as possible, so stay tuned!
update 1.3.1 fixes some lesser glitches and removes debug/unused code that was not supposed to ship with the update 1.3.0; PCP bridge has also been updated since it was using an old redirectioning and therefore it was not functional with version 1.3
update 1.3.0 is finally out and is expected to provide a MUCH more balanced experience, both for BASIC and FULL versions: let me know if there are any issues!
[BASIC version] might see some lesser adjustment, depending on feedback
[FULL version] will expand the pool of automatically bridged mods to include Blade And Blunt (on hold), Vokriinator, Vokriinator Black and maybe some older overhauls like SPERG and PerMa; other unlisted combat overhauls will also be checked
BOTH versions will receive any fix/optimization/improvement that might show up in the meanwhile; a configuration .ini file is also down the line
Just a thought: would it be possible to solve the whole armor/survivability problem by "de-hyperboling" the survivability formula, instead of "hyperboling" the armor one? Or maybe even dumping the whole survivability aspect? That way we could have the linear vanilla armor rating and damage reduction (well, maybe without those hidden +3% per armor piece bonus), and still have better, more streamlined?
Alive? Seems so. Well? Wouldn't say so. My main PC is probably feeling even worse, because it can play MH Wilds just fine but the moment I leave it on idle, somewhere a countdown starts and it's only a matter of time before it goes into irreversible system freeze (the type of freeze that can only be fixed by UNPLUGGING the power altogether). Trying to move to a different PC before nuking BIOS and Windows here, then I'll check the capabilities and - time permitting - I will provide the updates/fixes I owe you all.
I'm not gonna lie.... armor rating mods is kind of useless with legendary difficulty.
I got full dragon armor (upgraded to legendary), buffed with EbonFlesh/Dragonhide/additional armor from perks on a level 43 spellsword and the goddamn level 15 archer bandit can rend my obsidian skin and armor and bring down my 350hp to 70hp
use that logic again when the archer is using an arrowhead that is known to pierce or even scratch "ebony"/"dragon scale"/" or anything that is basically indestructible against iron and steel.
Thanks for the mod. I encountered some issues with the dialogue boxes and output to logfile and created bug reports for them. While technically not that much of a problem, it makes it difficult to adjust some settings as the current values are cut and therefore not visible.
I cannot uninstall this mod. I am using the power to deactive it and following the instrucitons to a T, however, after I load my game it just says is corrupted. EDIT: Purging the mod with resaver made it works kinda silly but oh well.
I'm afraid this is halfway between a mod issue and a game issue, since it is a 'false' save corruption and it doesn't happen if you have SSE Engine Fixes installed. I will check if I can do anything on my side.
EDIT - further testing shows that loading the "corrupted" save once will trigger the error and return the game to the main menu, but then trying to load the same save again will work even without SSE Engine Fixes installed; from there, a new save can be made and that one will not trigger the erroneous warning on load anymore.
EDIT - further testing shows that loading the "corrupted" save once will trigger the error and return the game to the main menu, but then trying to load the same save again will work even without SSE Engine Fixes installed; from there, a new save can be made and that one will not trigger the erroneous warning on load anymore.
Does anyone know if there is a mod that does something simpler like this? armor = 500. Damage = 600. 600 - 500 = 100 damage inflicted. If armor >= damage, then damage inflicted = 1
thats terrible..... armor gets much higher than attack damage, so only enchanted elemental weapons and magic would be useful
Adjusting damage to armor is literally the easiest part. I did the same mechanic in another game I modified that also used percentage armor(Starbound). It's simply wonderful because it removed the armor cap, giving the possibility of much greater progression.
Because of unexpected situation I had to reinstall all mods mid-playthrough of a mage character. Prior to the reinstall, I had 2 perks of Mage Armor with EbonyFlesh giving about 68% damage resist. After I had to reinstall the mod and load my save game, the character now only has 53% damage resist. I think this mod does some quest-like stuff in the background so I have to ask, does the mod know my character has the Mage Armor perks now? How can I get everything re-synched without starting a brand new character? Apparently it's not a good idea to just uninstall this mod.
Great mod! I am trying to use the hardcore curve version, but I couldn't find where to choose which value curve to use. Can someone clarify this for me?
137 comments
Well? Wouldn't say so.
My main PC is probably feeling even worse, because it can play MH Wilds just fine but the moment I leave it on idle, somewhere a countdown starts and it's only a matter of time before it goes into irreversible system freeze (the type of freeze that can only be fixed by UNPLUGGING the power altogether). Trying to move to a different PC before nuking BIOS and Windows here, then I'll check the capabilities and - time permitting - I will provide the updates/fixes I owe you all.
I got full dragon armor (upgraded to legendary), buffed with EbonFlesh/Dragonhide/additional armor from perks on a level 43 spellsword and the goddamn level 15 archer bandit can rend my obsidian skin and armor and bring down my 350hp to 70hp
you sound retarded, im sorry :D
I encountered some issues with the dialogue boxes and output to logfile and created bug reports for them.
While technically not that much of a problem, it makes it difficult to adjust some settings as the current values are cut and therefore not visible.
Did other users also encounter such an issue?
Resolution - 2560 x 1440 - 2k - native scaling
BASIC - 1.3.1
EDIT - further testing shows that loading the "corrupted" save once will trigger the error and return the game to the main menu, but then trying to load the same save again will work even without SSE Engine Fixes installed; from there, a new save can be made and that one will not trigger the erroneous warning on load anymore.
armor = 500.
Damage = 600.
600 - 500 = 100 damage inflicted.
If armor >= damage, then damage inflicted = 1
Adjusting damage to armor is literally the easiest part. I did the same mechanic in another game I modified that also used percentage armor(Starbound). It's simply wonderful because it removed the armor cap, giving the possibility of much greater progression.