2.4.1 is here! And it brings lots of really cool new features, too many to list all of them here. Some highlights: - Creature protections - Armor tempering influence the effectiveness of the players armor - Skills influence the players ability to bypass enemies armor - Spell protections for mages - New presets - New editor mode for much easier usage and adjustment of the armors
Don't forget to read the updating instructions in the mods description and the changelog on top of the description or on the "Logs" tab As usual, please let me know if there are any problems with the update.
I have added videos explaining all the functions of True Armor, watch them please if you want to dive in deeper, know how you can tweak everything yourself or if you have questions regarding True Armors functions.
Before asking general questions please read the FAQ on the forum first. If you came up with some nice settings, I would encourage you to share them! There is a forum topic just for that.
Hi Anubis! I've been using your mod for almost two years now and I stand by my previous comment of it being one of the most all-time essential mods for Skyrim! I just have one question (I think it's the last I need to know for 100% fine tuning, haha): Regarding the armor priorities, i.e. head, hands, torso, feet, does the priority always get divided by 12? Sorry if my question is not clear, what I mean is: If I put all the values at 3, all the body parts would get an equal chance of being hit (3/12), correct? Now, if I put body 10, head 8, hands 4, feet 1; would that give the body a 10/23 chance of being hit vs the feet 1/23? I'm tryring to exacerbate the head & torso priorities (vital organs) vs hands and feet. Sorry for my english.
Sorry for replying wayyy too late. I had quite a few challenges to deal with that left me with little time for mod support. To make it short: your explanation / assumptions are actually how it works under the hood. So it seems you got the math down =) And no worries about your english, it is perfectly reasonable!
Thank you! Yes, after play-testing a bit I found the exact desired result I was looking for. Again, your mod is SO thorough that If you have the "courage" (lol) to go into the numbers, it offers an unparalleled level of customization. I really wish Bethesda contacts you like it has with the Creation Club modders to bring you on the team for TES 6 because this is honestly brilliant. Cheers!!
Hey, thanks a lot for the kind words, it means a lot to me =)
I fear even if Bethesda would ask, they would never want the default system to be so deep. But maybe they could be convinced on something in-between. I wouldn't bet on it, though, haha ^^
Looking at the Enemy Enhancer mod, it seems to introduce quite a few variables to buff stats of opponents. True Armor does similarly alter damage multipliers and may change armor rating (via health limiter). So I see some minor conflict potential. Nothing game breaking, but the mods may interfere with each others calculations somewhat. In the end, it could then happen that enemies would have more or less protection / armor rating as intended by either mod. So the feeling of the game may be a little off. But options can also be turned off if needed. The armor protection system of TA should generally work with Enemy Enhancer outside of these (hopefully minor / unnoticeable) disagreements.
This mod is cool, but it causes MASSIVE script lags in towns... save file shows dozens of ta_armorprotection_script active, hundreds terminated. I tried this mod several times on different mod builds, it's always the same, despite that ally/neutral scans turned off. Damn shame
Apologies for late reply. If you are still reading: How did you measure script lag? Yes, this mod does use scripts, and yes it is not the lightest script mod ever, all true. But at the same time, I never had lag issues from TA that would in any way hamper my experience. Also note that TA itself is very sensitive to script lag (which is not the same as causing script lag), because of its timely nature for playing sound effects and applying calculations on hit.
The scripts you are seeing in the log are normal and indicate that it works as intended. Every actor in range needs a script on them for TA's very sophisticated protection system to be able to do it's job. Most of those scripts will be idle 99% of the time and do little to nothing. TA's scripts don't poll or update all the time. And when actors leave the range, the scripts on them are removed and terminated to ensure they don't linger on these actors. That is a sign of the mod cleaning up after itself.
same. resaver showing massive copies of the same armor protection script. and i cant save anymore because stacked scripts with the same frames over and over...
It is difficult for me to understand in both of your comments how much of what you state is actually a problem vs. simply a concern / overreaction. It sounds like you became concerned after going data mining in your savegames looking for issues rather than after feeling an actual problem in game.
To reiterate: Having 20 or even twice that of these scripts active is totally normal and expected behavior. One must be on every actor within a decent range for the mod to work. As mentioned, the scripts are not continuously working. They become engaged only upon certain events for a very short time, such as the player attacking the actor. Though not nonexistent, their calculation overhead is hence rather small. Similarly, to have many of these scripts listed as terminated and therefore inactive is not necessarily a concern. If they are terminated, then they are not called anymore and don't contribute to script lag in game. The fact that they are being terminated indicates intended clean up measures. It is not even necessarily a problem to have thousands of inactive references listed, as long as the game knows to ignore them (which seems to be the case being "terminated"). Modern computers have so much memory that a few thousand (even hundreds of thousandths) of references barely make a dent, so wasted memory is unlikely to be a big concern, too.
So did you actually measure script lag? How did you measure it? Did you make sure to isolate TA in testing, such that other mods can't interfere? When you say you can't save anymore, what do you mean? The game literally won't create new savegames anymore? If so, that is the first I ever heard of such a thing happening.
Maybe I am wrong and this is a bigger concern than I currently think. But so far your statements were too vague to really get much out of them. Neither do they match my own experience, and apparently also not those of most people here.
Neat idea... reminds me of THAC0 from old DnD. In my game(without this mod) combat is very fast and I don't know why exactly. The enemy just does so much damage to me and I seem to do a lot to them.
That is not very Skyrim typical I think. In vanilla, it seems to me that fights tend to drag a little, but of course I don't know your mod list which can change this a lot. I would guess you have some combat mod installed which aims at increasing combat speed and overall deadliness? Maybe also a mod that overrides the difficulty settings of the game so that everyone receives more damage?
Dawnguard heavy being treated as scale armor really fucks up being able to use it because instead of being a sidegrade of dwarven/advanced it's just a downgrade now.
I respectfully disagree. Although it all depends on your TA settings, of course. Assuming you are talking about the balanced preset, I fully believe each type of armor is valid. Even hide armor (as long as you are using the attribute system, at least for the player). Because while you may be much more susceptible to damage, you are also significantly faster moving, regenerating, and attacking. It's a tradeoff. Personally, I found lighter armors superior for fighting small enemy groups and heavy armors superior for fighting large groups (where you are bound to get hit no matter how much you try to evade and time attacks).
I have downloaded it and will use it. Does it make the Wolf Armor protection better? I would love to see Aela and Farkas wear the Companion's Armor without using another mod to force them...and speaking of other mods, if I want armor I'm currently wearing to weigh nothing (or at least next to nothing)- which I think is realistic-, do I need to use another mod? I am going to use either Simply Balanced or SkyTweak as well.
EDIT: does it even make sense to install Combat mods like Wildcat/Ultimate Combat or Mods like "Stronger/Improved stats- X Armor" with this mod? (Kinda hoping you'll say no, as that would free up space)
The Wolf armor is of type steel plate if I remember correctly. That would make it quite formidable in terms of defense (using one of the presets). To modify the weight of your worn armor you will need another mod, that is outside of the scope for TA.
Actually, yes, it does make sense to combine for example Wildcat or Ultimate Combat with TA. These mods do pretty different things and I believe they combine just fine. Although it is most certainly not a must. "Stronger/Improved stats- X Armor" are generally not needed. TA is balanced already as is (assuming the presets are used).
Late reply? That was quite fast, honestly. Thank you :-)
This reply here is late though. Really late...I apologize for that. I literally lost complete interest in gaming for quite a while and PC gaming (don't have Skyrim on console and don't want to) came back last. I sometimes have those weird phases (happens with gaming, watching series, reading...). This one just took about two years...
Then I will use Wildcat. I think it is less script-intensive, last I looked.
Also, I probably will use the presets, because I just can't quite figure out what I like. Then I'll add Simply Balance or SkyTweak- that should take care of combat. ;-)
Does this mod work well with Dragon Combat Overhaul by Arthmor? And with Realistic Armor/Guard Armor Replacement by NordWar?
Haha, after three years being back, not bad ^^ But I totally know what you mean, I am also more an on and off kinda player. Haven't played Skyrim in a long time, but every now and then i return to it.
Regarding the mods you mentioned: I think that TA will play nicely with them, although I haven't tested them. With the armor replacer it just hinges on whether or not the new armors have the correct keywords assigned (vanilla / DLC keywords).
I did several Tests with this Mod in Realistic Settings and the Enemies stop Attacking and stay in guard waiting to receive hits, eventually they attack but they are not continuous making the Combat dull and bored
After uninstall this Mod everything, return to Normal with my hard, intense and highly strategic combat, if you are interested I can give you my list of All Mods which I have changed the Vanilla poor Combat Model
Hey. I love your mod, its incredible. I just have an issue with it. I dont know why but, wh en I activate your mod, the game star to crash in certan situations. My pc have really good RAM and an acceptable video card. I asume this is because the amuount of scripts but, I iven install the mod Whith a vanilla copy of skyrim, and the issue hapens again. What can I do?
Hi, I know I am wayy too late with this reply, sorry. Hmm, personally I haven't really encountered increased crashes at all with TA, although script lag can sometimes become noticeable when hitting enemies (the sound comes at a slight delay). I guess you could try deactivating options in TA, like the attribute system etc. to make it less of a load overall. But I am not sure if it will actually help. =/
655 comments
And it brings lots of really cool new features, too many to list all of them here.
Some highlights:
- Creature protections
- Armor tempering influence the effectiveness of the players armor
- Skills influence the players ability to bypass enemies armor
- Spell protections for mages
- New presets
- New editor mode for much easier usage and adjustment of the armors
Don't forget to read the updating instructions in the mods description and the changelog on top of the description or on the "Logs" tab
As usual, please let me know if there are any problems with the update.
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I have added videos explaining all the functions of True Armor, watch them please if you want to dive in deeper, know how you can tweak everything yourself or if you have questions regarding True Armors functions.
Before asking general questions please read the FAQ on the forum first.
If you came up with some nice settings, I would encourage you to share them! There is a forum topic just for that.
And no worries about your english, it is perfectly reasonable!
I fear even if Bethesda would ask, they would never want the default system to be so deep. But maybe they could be convinced on something in-between. I wouldn't bet on it, though, haha ^^
edit: seems to work.
Yeah, I just started to notice that as well. Nothing a little fine-tuning of both mods' settings can't fix.
The scripts you are seeing in the log are normal and indicate that it works as intended. Every actor in range needs a script on them for TA's very sophisticated protection system to be able to do it's job. Most of those scripts will be idle 99% of the time and do little to nothing. TA's scripts don't poll or update all the time. And when actors leave the range, the scripts on them are removed and terminated to ensure they don't linger on these actors. That is a sign of the mod cleaning up after itself.
To reiterate:
Having 20 or even twice that of these scripts active is totally normal and expected behavior. One must be on every actor within a decent range for the mod to work. As mentioned, the scripts are not continuously working. They become engaged only upon certain events for a very short time, such as the player attacking the actor. Though not nonexistent, their calculation overhead is hence rather small. Similarly, to have many of these scripts listed as terminated and therefore inactive is not necessarily a concern. If they are terminated, then they are not called anymore and don't contribute to script lag in game. The fact that they are being terminated indicates intended clean up measures. It is not even necessarily a problem to have thousands of inactive references listed, as long as the game knows to ignore them (which seems to be the case being "terminated"). Modern computers have so much memory that a few thousand (even hundreds of thousandths) of references barely make a dent, so wasted memory is unlikely to be a big concern, too.
So did you actually measure script lag? How did you measure it? Did you make sure to isolate TA in testing, such that other mods can't interfere? When you say you can't save anymore, what do you mean? The game literally won't create new savegames anymore? If so, that is the first I ever heard of such a thing happening.
Maybe I am wrong and this is a bigger concern than I currently think. But so far your statements were too vague to really get much out of them. Neither do they match my own experience, and apparently also not those of most people here.
I have downloaded it and will use it. Does it make the Wolf Armor protection better? I would love to see Aela and Farkas wear the Companion's Armor without using another mod to force them...and speaking of other mods, if I want armor I'm currently wearing to weigh nothing (or at least next to nothing)- which I think is realistic-, do I need to use another mod? I am going to use either Simply Balanced or SkyTweak as well.
EDIT: does it even make sense to install Combat mods like Wildcat/Ultimate Combat or Mods like "Stronger/Improved stats- X Armor" with this mod? (Kinda hoping you'll say no, as that would free up space)
The Wolf armor is of type steel plate if I remember correctly. That would make it quite formidable in terms of defense (using one of the presets). To modify the weight of your worn armor you will need another mod, that is outside of the scope for TA.
Actually, yes, it does make sense to combine for example Wildcat or Ultimate Combat with TA. These mods do pretty different things and I believe they combine just fine. Although it is most certainly not a must. "Stronger/Improved stats- X Armor" are generally not needed. TA is balanced already as is (assuming the presets are used).
This reply here is late though. Really late...I apologize for that. I literally lost complete interest in gaming for quite a while and PC gaming (don't have Skyrim on console and don't want to) came back last. I sometimes have those weird phases (happens with gaming, watching series, reading...). This one just took about two years...
Then I will use Wildcat. I think it is less script-intensive, last I looked.
Also, I probably will use the presets, because I just can't quite figure out what I like. Then I'll add Simply Balance or SkyTweak- that should take care of combat. ;-)
Does this mod work well with Dragon Combat Overhaul by Arthmor?
And with Realistic Armor/Guard Armor Replacement by NordWar?
But I totally know what you mean, I am also more an on and off kinda player. Haven't played Skyrim in a long time, but every now and then i return to it.
Regarding the mods you mentioned: I think that TA will play nicely with them, although I haven't tested them. With the armor replacer it just hinges on whether or not the new armors have the correct keywords assigned (vanilla / DLC keywords).
After uninstall this Mod everything, return to Normal with my hard, intense and highly strategic combat, if you are interested I can give you my list of All Mods which I have changed the Vanilla poor Combat Model
This mod is compatible with Wildcat if that's what you wanted to ask.
Hmm, personally I haven't really encountered increased crashes at all with TA, although script lag can sometimes become noticeable when hitting enemies (the sound comes at a slight delay). I guess you could try deactivating options in TA, like the attribute system etc. to make it less of a load overall. But I am not sure if it will actually help. =/