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mrclint

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mrclint

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About this mod

Breaks an NPCs armor so you can't use it.
It will still be equipped on the NPC upon their death, and you can loot it, just not use it.

Also removes unused armor pieces in their inventory.
So in essence makes it harder for you to get gear.

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Tired of looting tons of armor?
You want the 'oh crap' feeling when the NPC you just battled and won over blasted your body armor to smithereens, and you his?

Then Broken Armor is for you.

With Broken Armor installed you should not be able to use everything, every time. Some parts should break from your attacks. They can still be looted and sold, just not equipped. Broken Armor is meant to make armor parts more scarce, especially with Loot And Degradation (or similar) installed, which gracefully allows your own equipped armor to break.

Broken Armor supports every slot on an NPC and works well with 'Styles of Skyrim - Modular Clothing System' and similar mods.

The other goal of the mod is the removal of unequipped armor parts. An NPC should not have multiple sets of armors in their inventory.

The third goal is to do it stealthily. You, when playing, should not notice the mod, either by seeing armor switching or by clogging up the script engine. That also means no naked NPCs upon death.

Features:
  • Breakage of armor on NPCs
  • Inability to equip due to size differences
  • Removal of unequipped armor parts on NPCs
  • Inability to equip broken armor parts



Features planned/ I might do:

Clean up dead NPCs non-looted broken armors

Description Framework integration

Block the mod from executing if NPC too close to you (sometimes it's not enough with line of sight checks)


Features this mod won't touch:
Breakage of you own armor or weapon. Use other mods for that.

Breakage AND the removal of NPCs weapon and armor mid-combat. This mod should not make a NPC naked.

Dropping weapons (still included in V1, but I suggest using other mods for that)

Slot selection for breakage (will not do. Too heavy on the script load with my current knowledge)

Ability to repair (will probably not do in the foreseeable future.)

Quest item filtering (will not do. Too heavy on the script load with my current knowledge)


Version 2 is now out:
Version 2 changes a lot under the hood. Hopefully making it even faster and more invisible.
The three biggest changes, though, are:
1) Instead of making the breakage randomly long before the NPC dies, the mod now switches every armor piece for later use.
2) With above change the mod now takes into calculation your form of weapon, if you sneak attack, power attack, how many attacks you take to
kill the NPC, and the armor vunerability vs weapon used.
3) Every NPC, when spawning, queues up to get cloned, and the main script one by one processes them.

This basically means that to get as many armor pieces intact as possible you now can be strategic.
The list down below are measured in percentage. +% means more chance to destroy, -% less chance.

  • Power attack: +40%
  • Sneak attack: -40%
  • More than 10 attacks: +20%
  • Blunt damage vs heavy armor: +40%
  • Slashing damage VS light armor or clothes: +40%
  • Piercing damage VS heavy or light armor: +40%
  • Fire damage VS clothes: +40%
  • Frost damage VS light armor: +40%
  • Shock damage VS light or heavy armor: +40%
  • Gauntlets, boots and jewelry, less probability due to size: -40%
  • Large armor pieces (keyword: ArmorCuirass) +40%

  • Unarmed 0% chance to destroy, but can still be too small or too large.


The above calculation in turn gets calculated against your chance setting in the MCM. 100% on the MCM setting does not mean that 100% of all armor pieces gets destroyed. It means that an armor piece has a 100% chance to get destroyed according to above list. 50% on the MCM means that if the armor piece has a 100% calculated chance to get destroyed, after the MCM it is down to 50% chance. To adjust the amount of NPCs, change the SPID distribution file.

This mod does NOT take into consideration if the equipped, or unequipped armor piece is a quest item. To exclude NPCs wearing quest items, simply block them in the SPID distribution file.


Due to how the mod, and Skyrim works, I have done everything in my knowledge to reduce script lag by staggering a big portion of the mod from executing on NPC spawn. I have also made everything I can to hide when the armor switches on an NPC. Lag will probably be inevitable anyway. Use this mod with that in your mind.

If you have any ideas how to improve the mod, features to implement, etc please let me know in the comment section.