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Changelogs
Version 1.3.1
removed leftover debug/unused code
lesser glitches fixed
Version 1.3.0
added configuration power
MAJOR internal values re-adjusting and re-balancing
armor rating variations for NPCs should now be immediately synced
reworked the 'armor rating check' method to avoid an engine bug that was causing armor rating variations to not be registered at all by the game if the player was to switch a '0 armor rating piece' for a 'non 0 armor rating piece' under specific circumstances
improved responsiveness
NPCs were not granted the proper damage reduction when under the effect of flesh spells
armored non-NPC actors were not granted the proper damage reduction
[BASIC] added 'vanilla-like' and 'hardcore' damage curve presets
[FULL] fixed an oversight that was causing Dragonhide spell to give a lower than intended damage reduction boost
[FULL] added automatic balance bridging for "Smilodon", "Wildcat" and "Valravn"
[FULL] four armor rating related records on "Odin - Skyrim Magic Overhaul" were missing from the automatic balance bridging
[FULL] on uninstall, LItemScroll100Skill will now be selectively purged of "Scroll of Dragonhide" if - and only if - it was added by this mod, leaving ANY OTHER script-added item UNTOUCHED
[FULL] implemented a new 'Armor Rating' enchantment: new robes will be automatically distributed around via leveled lists; on uninstall, affected leveled lists will be restored -again- leaving ANY OTHER script-added item UNTOUCHED
[FULL] added automatic balance bridging for "Mysticism" and "Apocalypse"
[FULL] added standard patches for "Adamant" and its addon "Hand to Hand", since some records cannot be auto-bridged: to avoid unwanted behaviours, ARO will turn off if "Adamant" (or "Hand to Hand") is detected but the required patch is not
[FULL] "Cutting Room Floor"/"True Alteration Armor Visuals"/"FleshFX" visual effects should be applied also to allies when under the effect of 'Bastion' from "Adamant"
Version 1.2.0
added automatic compatibility bridging for 'Resistance Rescaled'
added security check against invalid downgrades
fixed a glitch that was causing armor rating value to be slightly off after game reload
[BASIC] general scripts optimization
[BASIC] removed leftover "debug" code
[BASIC] removed unused records
[BASIC] removed unused code
[BASIC] lesser internal values rebalancing
[FULL] added automatic compatibility bridging for 'Immersive Sounds - Compendium' ('po3 papyrus extender' required); standard patch is still available and compatible
[FULL] added automatic balance bridging for 'Vokrii - Minimalistic Perks of Skyrim' and 'Ordinator - Perks of Skyrim'; optional patches for description consistency available
[FULL] four armor rating related records on 'Odin - Skyrim Magic Overhaul' were missing from the automatic balance bridging; optional patch for description consistency available
[FULL] fixed "Cutting Room Floor" changes on 'flesh spells effect' if reverted by "Cutting Room Floor - Alteration Armor Shield Spell Fix"
[FULL] general scripts optimization
[FULL] flesh scrolls now lasts for 240s, and benefit from "Mage Armor" perks
[FULL] lesser internal values rebalancing
[FULL] removed leftover "debug" code
[FULL] added option to revert LItemScroll100Skill to vanilla status on uninstall
Version 1.1.0
fixed a bug that was causing the AR magic effect to cycle inordinately after game reload until the armor rating changed
scripts polishing
added switch to turn NPC resistance adjustments ON/OFF
[FULL] "LItemScroll100Skill" is no longer directly modified by the .esp; instead, 'Scroll of Dragonhide' is injected in the list IF it's not already there
[FULL] now theoretically compatibile with any mod that changes the cells where the Dragonhide scrolls are supposed to be spawned by this mod
[FULL] patch for "Cutting Room Floor", "True Alteration Armor Visuals" and "FleshFX" changes on MGEF records are automatically applied if any of these mods are loaded
[FULL] adjustments for "Ordinator", "Vokrii" and "Odin" on SPEL records are automatically applied if these mods are loaded (additional balance patches available)
[FULL] "Bone of the Earth" duration has been toned down to 240 seconds
Version 1.0
initial release
⁂ ~> Armor Rating Overhaul <~ ⁂ ⁂ ⁂
* Synopsis
* Overview Skyrim vanilla armor rating ("AR" from now on) management has always been one of the most poorly designed of all time. Most (but not all) of its flaws are inherently tied to the linear formula that the devs used, because a linear ratio between armor and damage reduction leads to an hyperbolic growth on survivability, and that's where (and why) the infamous "667 armor cap" kicks in; to make things even less clear, each armor piece gives an invisible 3% damage reduction out of thin air, probably to mend the intrinsic lack of tankiness (this also brings some wild and unintuitive behaviors, as you can see in the graphs). My thought is that the devs decided - for whatever the reason - to simply patch up the unexpected mess that came from using a linear solution instead of opting for a different formula altogether. Not the best decision, if you ask me. The issues that are directly and indirectly carried over are many: ▸ once you hit the hard cap, there is ZERO reason to furter increase your AR ▸ survivability is dependent on both AR *and* plain number of armor pieces worn ▸ maces and warhammers specific perks are pretty useless even at rank 3 ▸ total AR is pretty useless below values of ~300, and this also means that:
'mage armor' spells and perks are straight up useless (ebonyflesh + 3/3 mage armor perk is borderline useless)
any other form of extra AR (like "The Lord Stone") is pretty useless if the total AR is less than the aforementioned ~300
Vampire Lord form on its own is squishy as heck, having a maximum of 300 AR when at level higher than 45
Werewolf form is approximately as squishy as Vampire Lord form until level 41, reaching then a maximum of 400 AR when at level higher than 45 (and thus becoming a bit less squishy)
'Armor Rating Overhaul' aims (once again) to bring balance on the matter, fixing all of those problems at their very root by changing the way survivability is linked to AR.
* Description Long, detailed description of everything under spoiler.
Spoiler:
Show
This mod has been developed with an ambitious goal in mind: be as simple/lightweight/compatible as possible without compromising on functionality. The main focus of the whole project is the player character, which receives the 'full treatment': all of the formulas used are applied to the player - and to the player only - while actors only receive a 'sketched out' resistance evaluation. This decision has been taken to avoid both .dlls (better compatibility) and constant cloak effects/quest aliases (better performance), but also because 90% of the perceived game is - of course - player focused, and actors rarely have anything more than 200 AR anyway. As a side effect, the player will have the intended physical protection against actors/traps/whatever, while actors will have an approximated rebalanced protection when attacked by the player; actors attacked by other actors - or being damaged by traps - will lack the rebalanced protection, therefore being a bit less tanky. SPID .ini files are provided to mimic the readjusted protection and line it up to its "player attacking actor" counterpart. The curve behind the damage reduction calculation is a peculiar 'weighted exponential' that closely emulates a hyperbolic curve, but unlike the hyperbolic lack of a 'limit value', it slowly flattens out to a 90% cap; the reason for the cap is simple: apart from potential temporary effects, 99~100% damage reduction is just silly (I don't want to use 'unpolite' words here) and - in my opinion - kind of immersion breaking... if you want to cheat-become damage immune just type "tgm" or "tim" in the console command and call it a day.
A common misconception about percentages and survivability on Skyrim is that "double the percentage, double the survivability", while the truth is much more complex-fascinating... the vanilla calculation 'follows' an hyperbolic function to translate AR into survivability when the AR is inside the range 0~667 (the formula is " 1/(1-AR*0.0012) "), and then flats out at 667+ AR because this hyperbolic curve has a "zero" at about 833 AR (when the survivability would tend to infinity) and as such, values going from 667 to 833 would gradually cause a dramatic increment on damage resistance. However, an hyperbolic curve increases very slowly at the beginning, and that's why the 0~300 AR range feels so useless: survivability simply doesn't increase as much as it should; I guess devs at Bethesda don't really like math, not at all. What does all of this mean, by the way? It means that, on vanilla Skyrim, an AR of 300 (so 300*0.12% = 36% of damage reduction) doesn't add much survivability to the table compared to 150 AR (so 150*0.12% = 18% of damage reduction), despite being double the % damage reduction: ▸ survivability at 300 AR > 1/(1-300*0.0012) = ~1.56x ▸ survivability at 150 AR > 1/(1-150*0.0012) = ~1.22x This means that, if you have 100 HP, you can take roughly 122 physical damage before dying with 150 AR, and only a meager 156 physical damage with 300 AR. On a vanilla setting, you have almost no added survivability going from 0 to 300 AR, while you'll notice being way more tanky the closer you approach the 667 AR cap (and just to gain absolutely NOTHING after that). Using the 'weighted exponential' curve I came up with, on the other hand, lets you have a survivability that increases almost linearly in the range 0~850 AR and then slowly reaches the 90% asymptote after that: using the same AR values as example, you'd have a ~45% of damage resistance (1.83x survivability) at 150 AR and ~63% of damage resistance (2.68x survivability) at 300 AR (take a look to the graphs for a better understanding).
For those interested in the math or just curious about it, the curve used is:
and therefore, % damage reduction and survivability are:
As a comparison, these are the vanilla calculations (valid for AR range of 0~667):
and as a result:
Given that the damage reduction affects survivability in the same way regardless of the formula used to convert AR into damage reduction, it is possible to directly link damage reduction to survivability, as shown in the table below:
As you can see, survivability grows slowly for low percentages, and then quickly increases the closer the percentage is to damage immunity (100%). This, in the end, is the very reason behind the absolute superiority of an hyperbolic-like relation between AR and damage reduction instead of a linear one.
I offer two different builds of this mod, one more focused on simplicity (basic build) and one that is way more 'fleshed out' (full build), both using the same 'framework' and sharing the same formula (but using slightly different values for a better balancing): ▸ [BASIC build] doesn't touch any vanilla record, and will exclusively take care of the damage reduction curve; it is intended to be simpler and 'low maintenance', so any mod-specific balance solution for it is considered "out of scope" (just like for any other armor rating mod), and as such, no balance patches will be provided; any other compatibility issue is either non-existent (since it doesn't touch vanilla records) or obvious, such in the case of mixing it with other mods that change armor rating management (things that should be always avoided anyway, with any armor rating mod) ▸ [FULL build] is a complete "armor rating suite" that - unlike other 'armor rating' mods - implements many changes to AR-related records and aspects (like flesh spells and scrolls), and aims to integrate its own AR handling with most magic/perk/combat overhauls to bring an overall better balance and a more personalized experience: it will receive compatibility and balance updates, trying to keep actual .esp patches to a bare minimum (mostly needed for descriptions consistency)
One important thing to be specified: as unintuitive as it might seems, [BASIC build] might be - as pretty much EVERY other 'armor rating' mod - not completely compatible with (and/or balanced for) 'combat overhauls ', since they usually use their own parameters on damage reduction and armor; while this flaw should never bring to game-breaking outcomes, it might still make the game a bit too easy/hard than intended. On the other hand, [FULL build] is designed to be compatible with every 'combat overhaul ' around.
* Features and details * Installation Use your mod manager of choice to install it as any other mod, or manually put the files inside the game folder (not recommended). [BASIC build] is load-order independent, since it alters no vanilla records. [FULL build] should be placed according to the Compatibility Guidelines.
* Uninstallation To uninstall, either use the config power or type the console command (case insensitive) "setstage Nyr_ARO_MainQuest 701" to turn it off, wait for the notification, save the game and remove the files. Use of Resaver is recommended (as always is when removing mods that add scripts and/or new records).
* Update Safe to update to any newer version. If you want to switch from [BASIC build] to [FULL build] or the other way around, FIRST follow the instruction for "Uninstallation" up here, or oddities may result.
* Compatibility ▸ Should be compatible with any SE/AE version of the game ▸ Should be compatible with VR version (confirmation needed) ▸ Not compatible with other AR mods (do I really need to say this?) ▸ Do NOT install both builds together (do I REALLY need to say this?) Check the 'Compatibility Guidelines' article for a full list of compatible mods and some insights about it.
* Known issues While the effective damage reduction will be updated almost instantly if the AR changes, the displayed "Damage Resist" active effect will not be updated until the game is not in menu mode anymore. The script will simply wait for the game to be unpaused before trying to update the value, to avoid visual oddities that may creep in.