About this mod
Preset for True Armor that tries to replicate "set" bonuses with armor found in typical MMORPGS. Each material has their own unique buffs and debuffs within 3 different overall armor classes, in order to make armor be more than just seeking out the highest number in Skyrim.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Vanilla armor system has been reduced to 26% effectiveness so as to not overwhelm the resistance system and make everything unkillable.
This means if you have 100 armor, the game will treat you as though you only have 26 armor. This DOES mean any perks or other mods that interact with the vanilla armor system in your load order will have a reduced effectiveness as well.
Skill based armor ignore:
One Handed - 15%
Two Handed - 10%
Archery - 15%
When using weapons of the specified skill type, the player character receives a chance to bypass the specified amount of armor, receiving max value at 100 skill level. Example: Archery skill level 50 - 10% armor pen. Archery skill level 100 - 15% armor pen.
Tempering Based Armor Efficiency
Untempered base Armor Efficiency: 70%
Bad fit penalties: -2.5% reduction in movespeed, -2.0%weapon speed, and 70% armor efficiency. (Reduction in move/atk speed is PER piece equipped. The slots that count are Head, Chest, Hands, and Feet)
Fitting Threshold - Superior Quality
Legendary Armor Efficiency - 130%
When using armor that is below Superior quality, the effectiveness of said armor will be reduced to 70%, and you will incur the listed bad fit penalties. Once the player tempers the equipped armor to be at or above superior quality, armor stats will be applied at 100% effectiveness. Once the player has tempered equipped armor to legendary, armor stats will receive a 30% buff to all stats
Armor tiers
Light: Low (35%) physical resistance, High move speed, high attack speed.
Cloth - Highest magicka/stamina regeneration, 10% to all elemental resistances, 0% physical resistance.
Hide - Higher slashing resistance, 25% frost elemental resistance, reduction in archery resistance.
Leather - 25% poison protection, 25% shock elemental resistance, reduction in slashing resistance.
Scale - Only material in light tier with chance to deflect attack, reducing damage by 50%, but 25% less effective overall.
Dragon Scale - highest physical damage resistance in light tier, 25% fire resistance.
Medium: Average (49%) physical resistances, average move/atk speed, 15% increased effectiveness to all materials within tier.
Iron - Only material in all tiers to grant health regeneration, reduction in piercing resistance.
Steel - 20% increased base effectiveness, higher slashing resistance, reduction in piercing/blunt resistance.
Elven - Only material in medium tier to grant magicka regeneration, reduction in slashing resistances.
Glass - 15% to all elemental resistances, average physical resistances across the board.
Heavy: Highest (65%) physical resistances, low move/atk speed.
Steel Plate - Higher slashing resistances, reduction in piercing/blunt resistances.
Dwarven - Only material in heavy to grant magicka regeneration, move/atk speed on par with medium, reduction in slashing resistances.
Orcish - High (65%) poison resistance, high stamina regen, average resistances across the board.
Ebony - Average physical resistances across the board, **highest armor effectiveness out of all tiers at 25% base**
Daedric - 80% physical resistances across the board, 30% to all elemental resistances.
Dragon Plate - between light and medium tier for physical resistance (45%), **70% to all elemental resistances**
All armors within each tier are meant to be viable throughout the entire game. Armors within a tier share the same base stats, unless otherwise annotated in the buffs/debuffs for that specific material.
Additionally, you CAN mix and match gear through different tiers to receive bonuses!! If you want an ebony chest piece, with leather gauntlets, and elven helmet and boots, you will receive bonuses from all those tiers. Chest, helmet, gauntlets, and boots are how stats are weighted, in that order.
Blocking & Spells
Shields now have a 50% chance to block an attack that hits their model when the character is in combat but NOT actively blocking, which reduces damage from the attack by 85%
Spells that grant physical OR elemental resistances now have a minimum-maximum protection they will apply, stacking with the base armor or elemental rating of the spell, regardless of spell casted.
5% minimum increased protection to 30% maximum increased protection, scaling off player skill level in alteration.
COMPATIBILITY
Compatible with everything.
INSTALLATION
REQUIREMENTS (below mods and all of their requirements)
True Armor
Step 1. Install True Armor with your favorite mod manager or manually.
Step 2. Install my preset.
Step 3. Start the game and load my preset (Custom Settings 1) under the True Armor MCM. Use the inspect / examine spell in game to see the effects listed above.
Recommended Mods
Armor Rating Redux - I use this to adjust the scaling of the vanilla armor system. I use linear scaling and cap it at 75% around 500-600 armor (meaning you can only receive 25% damage reduction from the vanilla system). If you leave the vanilla scaling default, you WILL have entities become way too tanky.
Armor Rating Recalculator - Amazing mod to adjust the armor values on all equipment in the game. I personally use the decreased scaling preset, but use whatever you prefer.
CREDIT
Anubis22 & dtrail - For creating True Armor.
Vektor - For creating Nolvus, the modlist I created this preset for and play on.