UPDATE (Nov-2021): - New, even more polished and fine-tuned preset - Includes new TA unfitted armor mechanic settings (TA 2.4.7.), - Improvements across all settings - fine tuned poison and stagger resistances - corrected some speed penalties (max is -10%, before used -11/-12%, shifted to stamina regen penalties) - Scaled armor slightly slower but stronger (solid price, also includes Guard armor & Dawnguard, so it makes sense) - Generally slightly bigger diff between heavy and light armors (scaled tries to be in-between) - Overall re-evaluated all settings to get a satisfying and coherent values which make sense from all angles: weight, coverage and armor price!
Alternate version notes (as of 3.0 the only version)
Main thing that 'bothers' me with the chance factor coupled with armor coverage - e.g. Steel Plate has 97% body coverage, so that means there is 3% change an attack may totally bypass the armor (actually it's higher by how much deflect+pierce chances are lower than 100%...). Yes, attack getting past the armor can happen, but most likely not by blind 3% chance. So if you are unlucky, (and/or have not so high health, say like me for role-play reasons limit yourself that way), a power attack by a high level opponent, can still (almost) one-shot you even when wearing really good armor. In reality getting past the armor would depend on the SKILL of the attacker and the aim of the strike, as well as chance, etc...
An alternate version of the preset with the chance damage armor-bypass removed, but ONLY for full body higher tier types of armor (Steel Plate, Dwarven, Orcish, Glass, Ebony, Daedric, Dragonscale, Dragonplate, and thus also all armors classified as such in the True Armor) has been released as Version 2.00. Meant to be used with higher damage multipliers. I use ~350-390% dmg mult.
Two new things I've noticed (I was testing max protection settings):
- if using AGO (Archery Gameplay Overhaul) or similar mods that add arrow bleed effect: even with TA archery protection at 100%, you still get the bleeding damage. Not an issue on lower tier armors, as it is logical. But when using full plate, it becomes distracting, so might consider turning that option off for the player. - bashing damage (non)protection. I'm sure somebody already mentioned this, but I max out all protections and was still taking damage. Was bewildered for a while until I realized I was being bashed and taking damage. If this cannot be fixed, I'll try to see if it can perhaps be reduced significantly by upping the Vanila AR and reducing TA AR, while keeping. Will test that soon.
As for Simply Balanced, it is quite a different matter, you really have to tune it to your game and what you want from it. I use the Example preset that came with the mod with just a few small changes. I increase the dmg multipliers from 3x/3x dmg dealt/received to 4x/4x. But I put 2x on the general dmg mult for NPC dmg received and then 2x dmg dealt by the player and 4x dmg received by the player, while the Example preset has 3x/3x only on the player dmg setting (that is not to change the game difficulty setting that the general dmg is adjusted). This was NPCs are also more deadly among themselves. Side effect is that you follower are stronger but that is a problem in Vanilla too. Just use console to tone down the damageMult for any followers (I use to 50% or even to 25-50%).
The other difference is I lower the weapon equalization settings, from 50% to 35-40%, since it only works on the player I don't want to distort things too much.
That's it. The rest is fine tuning as you play the game.
You mean using the console command "getavinfo damageresist" ?
I think that is because of the way True Armor applies the Health Limiter. Nothing to be concerned about, it's a feature.
A comment for the TA author: "Ironically perhaps the health limiter does not actually alter health at all. Instead it alters armor rating. To be precise it alters armor rating negatively until the desired effective health has been achieved. So if you were to look at the armor rating of a mammoth for example it might read something like -1800. Just try to kill one with these settings and you should be able to see what I mean. "
Regarding "Dynamic stamina" (DS), what do you mean by broken? Doesn't work at all? I had to fine tune turn some things off with inbuilt console toggles and additionally tweak some settings in SSEdit, to play nicely with other mods. So basically, I use Dynamic stamina for general stamina usage, and Dynamic Combat (DC) for combat stamina use (on top of DS stamina use, if using Wildcat combat stamina, you might want to turn that off, or reduce it in DC. I takes a bit of trial and error to hit the desired outcome.
I mean its broken for me cause I use many other mods and animations. And also some console toggles doesnt work like walking stamina usage because of armor influences
I mean its broken for me cause I use many other mods and animations. And also some console toggles doesnt work like walking stamina usage because of armor influences
18 comments
- New, even more polished and fine-tuned preset
- Includes new TA unfitted armor mechanic settings (TA 2.4.7.),
- Improvements across all settings
- fine tuned poison and stagger resistances
- corrected some speed penalties (max is -10%, before used -11/-12%, shifted to stamina regen penalties)
- Scaled armor slightly slower but stronger (solid price, also includes Guard armor & Dawnguard, so it makes sense)
- Generally slightly bigger diff between heavy and light armors (scaled tries to be in-between)
- Overall re-evaluated all settings to get a satisfying and coherent values which make sense from all angles: weight, coverage and armor price!
Any comments and suggestions are welcome.
Main thing that 'bothers' me with the chance factor coupled with armor coverage - e.g. Steel Plate has 97% body coverage, so that means there is 3% change an attack may totally bypass the armor (actually it's higher by how much deflect+pierce chances are lower than 100%...).
Yes, attack getting past the armor can happen, but most likely not by blind 3% chance. So if you are unlucky, (and/or have not so high health, say like me for role-play reasons limit yourself that way), a power attack by a high level opponent, can still (almost) one-shot you even when wearing really good armor. In reality getting past the armor would depend on the SKILL of the attacker and the aim of the strike, as well as chance, etc...
An alternate version of the preset with the chance damage armor-bypass removed, but ONLY for full body higher tier types of armor (Steel Plate, Dwarven, Orcish, Glass, Ebony, Daedric, Dragonscale, Dragonplate, and thus also all armors classified as such in the True Armor) has been released as Version 2.00.
Meant to be used with higher damage multipliers. I use ~350-390% dmg mult.
- if using AGO (Archery Gameplay Overhaul) or similar mods that add arrow bleed effect: even with TA archery protection at 100%, you still get the bleeding damage. Not an issue on lower tier armors, as it is logical. But when using full plate, it becomes distracting, so might consider turning that
option off for the player.
- bashing damage (non)protection. I'm sure somebody already mentioned this, but I max out all protections and was
still taking damage. Was bewildered for a while until I realized I was
being bashed and taking damage. If this cannot be fixed, I'll try to see if it can perhaps be reduced significantly by upping the Vanila AR and reducing TA AR, while keeping. Will test that soon.
Love the preset for TA it's really aligned with how i play the game ^^
Sorry for the mistakes with the English, though "thought" is kind of a tough word to get right lol
As for Simply Balanced, it is quite a different matter, you really have to tune it to your game and what you want from it.
I use the Example preset that came with the mod with just a few small changes. I increase the dmg multipliers from 3x/3x dmg dealt/received to 4x/4x. But I put 2x on the general dmg mult for NPC dmg received and then 2x dmg dealt by the player and 4x dmg received by the player, while the Example preset has 3x/3x only on the player dmg setting (that is not to change the game difficulty setting that the general dmg is adjusted). This was NPCs are also more deadly among themselves. Side effect is that you follower are stronger but that is a problem in Vanilla too. Just use console to tone down the damageMult for any followers (I use to 50% or even to 25-50%).
The other difference is I lower the weapon equalization settings, from 50% to 35-40%, since it only works on the player I don't want to distort things too much.
That's it. The rest is fine tuning as you play the game.
I think that is because of the way True Armor applies the Health Limiter. Nothing to be concerned about, it's a feature.
A comment for the TA author:
"Ironically perhaps the health limiter does not actually alter health at all. Instead it alters armor rating. To be precise it alters armor
rating negatively until the desired effective health has been achieved. So if you were to look at the armor rating of a mammoth for example it
might read something like -1800. Just try to kill one with these settings and you should be able to see what I mean. "
I appreciate it and I remember you were one of the earliest big supporters for my mod! Thanks a lot =D