[RELz] BFG's Enhanced Armory Realism (BEAR)

Post » Wed Mar 30, 2011 3:41 am

I've been always pissed off by the fact that, having both skills at 100, Light Armor is always completely deprecated in favor of Heavy Armor in terms of Encumbrance/Armor Rating ratio (both become 0 Encumbrance, but Heavy Armor gives a ton more AR, thus making Light Armor skill basically useless). Does/could this mod fix that? (by re-adding the HA encumbrance, for example, making only LA have 0 encumbrance if you reach certain skill with it, which is logical).
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Marcin Tomkow
 
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Post » Tue Mar 29, 2011 9:24 pm

I've been always pissed off by the fact that, having both skills at lvl 100, Light Armor is completely deprecated in favor of Heavy Armor in terms of Encumbrance/Armor Rating (both become 0 Encumbrance, but Heavy Armor gives a ton more AR, making Light Armor skill basically useless). Does/could this mod fix that? (by re-adding the HA encumbrance, for example, making only LA have 0 encumbrance, which is logical).


I'm afraid this mod doesn't change that, but I do use a mod called Realistic Fatigue that does that and a whole lot more - I highly recommend it!

That said, I would not agree that the LA skill is deprecated in favor of HA when both skills are at 100. Let's take the two best sets of armor in the game, Perfect Amber (LA) and Perfect Madness (HA), as an example:
A full set of Perfect Amber (LA) gives an armor rating of 52.75. At a skill of 100, it causes 0 encumbrance, and you also get the 1.5x armor rating bonus. So, at 100 LA skill, the effective armor rating is 79.125.
A full set of Perfect Madness (HA) gives an armor rating of 79.25, only one eighth of a point higher than Perfect Amber, with 0 encumbrance.
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Tina Tupou
 
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Post » Tue Mar 29, 2011 9:28 pm

But still they're basically the same, when it simply makes no sense. As much as you've mastered wearing Heavy Armor, you can never wear it with the same grace than when wearing some sort of Light Armor...

I'll take a look at that mod, thx!
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Robyn Lena
 
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Post » Wed Mar 30, 2011 1:47 pm

I've got a little micro-mod in my load list that contains several minor tweaks I've done... balancing out light and heavy armor is among the changes. All of the mastery perks are controlled by GMSTs. Here's a summary of the changes. OOO also edits a couple of these, I've put those values in as well.
GMST					Vanilla		Mine		OOOfPerkLightArmorNoviceDamageMult		1.5		1.25fPerkLightArmorJourneymanDamageMult	0.5		0.75fPerkLightArmorExpertSpeedMult		0.0		0.5fPerkLightArmorMasterRatingMult		1.5		1.25		1.25fPerkHeavyArmorNoviceDamageMult		1.5		1.25fPerkHeavyArmorJourneymanDamageMult	0.5		0.75fPerkHeavyArmorExpertSpeedMult		0.5		0.6667		0.6fPerkLightArmorMasterSpeedMult		0.0		0.3333		0.2

The DamageMult settings are how quickly the armor deteriorates from wear. SpeedMult is how much the armor encumbers you. RatingMult is the AR bonus for masters of light armor.

My changes are a little more extensive than OOO's, but they both do one important thing: weaken light armor, and make heavy armor stay heavier, so they're meaningfully different (and each have an advantage) at Master rank.
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Claire
 
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Post » Tue Mar 29, 2011 9:55 pm

A few people reported problems with the new "clothing gives a small Armor Rating bonus" feature of this mod. I have posted a new version, 1.72, that I believe fixes the problem - and also makes a few improvements in general to how that feature works.
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BrEezy Baby
 
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Post » Wed Mar 30, 2011 9:44 am

Just a request - the readme file is in the "Documentation" folder. As all other mods use a "Docs" folder, installing this mod creates a separate new folder for the readme of this mod only. I can rename that, but it is usually easy to plop the 7z file into BAIN and install from there. So consider this a request to change the folder name from "Documentation" to "Docs".
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Dylan Markese
 
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Post » Wed Mar 30, 2011 12:49 am

Just a request - the readme file is in the "Documentation" folder. As all other mods use a "Docs" folder, installing this mod creates a separate new folder for the readme of this mod only. I can rename that, but it is usually easy to plop the 7z file into BAIN and install from there. So consider this a request to change the folder name from "Documentation" to "Docs".


I can do that! I have installed several mods that use the "Documentation" folder so I just assumed that was the norm. :)
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Trevor Bostwick
 
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Post » Tue Mar 29, 2011 9:44 pm

I've been getting a curious bug, and I've no idea what I could have done wrong to create it... It happened once or twice in the last few days, that I suddenly lost my armor during a fight. It's a bit embarrassing, but not a big deal: I guessed it had been broken by some spell, conjured an armor for replacement and moved on. Although, when I wanted to get it repaired, it wasn't even badly damaged. I shrugged, supposed it was some glitch, put the armor back, all fine for some time. Had a few other fights without trouble.
Today it happened again, but it's a bit more problematic: I can't put it back (it's instantly unequipped), and my companion (Vilja) gets unequipped too. Restarted the game, same issue; tried using another armor, same issue; checked my gear and hers, everything looked fine. So I used the startquest bfgendenchant command; left the game; checked for updates, and updated mine (from 1.70 to 1.72); restarted the game. Now it went totally funky. Whatever I tried to equip (clothing or armor) was instantly stripped down, again and again. I was in a dungeon, so it's not too bad socially speaking, but it's a bit embarrassing, and the poor Vilja might not enjoy it after some time. Plus the "unequip" sound went on, again and again, and I couldn't walk away: my character wasn't frosen, but could barely move one step at a time.

Odd, isn't it? For now I've just uninstalled the mod, just for the time being to finish what I was doing... But I keep the savegame at this point. No idea if there's something I could do to help pinpoint the source of the bug?
(using OBSE 19 b3, by the way, I just triplechecked)
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Eve Booker
 
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Post » Wed Mar 30, 2011 2:02 am

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carrie roche
 
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Post » Wed Mar 30, 2011 6:58 am

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Nims
 
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Post » Tue Mar 29, 2011 9:24 pm

Uhh... :facepalm:
Bleral, the first problem you described was fixed in 1.71, but I (definitely) just caught the source of the second error. It was a REALLY stupid mistake on my part, that was introduced in 1.72. It had absolutely nothing to do with anything you did!

For those of you who are modders - the commands responsible for unequipping enchanted armor were accidentally moved to the fourth tier of a nested IF statement, from the fifth tier where they should have been. Whoops. :)

Anyway, please try out 1.751 - I'm ALMOST sure it fixes the problems you described...
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NO suckers In Here
 
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Post » Tue Mar 29, 2011 11:54 pm

Back to testing this mod. That's half the fun in Oblivion, right? I want to upgrade the mod from 1.72 to 1.751, so I run the endenchant command. Weapon and armor are unequipped and I get the messages that indicate the number of reset-ed enchanted weapons (zero) and armor (2), but the problem is that the messages are constantly repeating. It comes with console spam:


Error in script 79011911
Operator := failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0310 Command: Let
Error in script 79011911
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0310 Command: Let


Error in script 79011911
Operator - failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x044F Command: Let

The two 0x0310 errors repeat twice, then 0x044F once. Repeat this pattern to infinity. Like the previous times, weapon and armor enchantment scalings are disabled in the ini ever since I installed the mod all the way back then on this save. Because of this, I am wondering if I even need to run the uninstall script to upgrade.
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kennedy
 
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Post » Tue Mar 29, 2011 11:24 pm

Ouch, sounds like a mean typo...
Thanks for the quickfix! Can't test it right now, but I will...
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Da Missz
 
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Post » Wed Mar 30, 2011 5:45 am

I am not really wearing armor right now, but when I watch NPCs fighting usually they lose armor just from that one fight.
Is it supposed to come off that fast?
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Marquis deVille
 
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Post » Wed Mar 30, 2011 3:52 am

Testname - Yeah, I also made an error in the 1.72 version of the EndEnchant command which would make it constantly repeat. I fixed it for 1.751. :)
The first two console error messages are from the "reset armor" section. The mod used to record one variable on all enchanted armor (whether its magicka cost was autocalculated), and then reset that when EndEnchant was run. I realized there was no point to that later, but I forgot to tell the EndEnchant to stop trying to reset it. It's removed in 1.751.
The third console error message is from EndEnchant trying to reset the "armor rating due to clothing" on a dead actor. That one is more serious because the script stops executing at that point. And since EndEnchant never finishes, it keeps repeating. The 1.751 version checks whether the actor is dead before trying to reset the rating.

ITPaladin - Are you using 1.751? I made a mistake in version 1.72 (that is also in 1.75) that caused armor to come off much quicker than it was supposed to. You might check those NPCs after the fight is over and see if the armor is truly broken. If it isn't, then let me know...
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Nadia Nad
 
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Post » Wed Mar 30, 2011 3:39 am

Just a heads-up, I'm about halfway done with the Formulator update. The half that's done is bug fixes, incorporating some new OBSE commands and cleaning up the database key format; not the features you need. But hey, I'm working on it! ;)

If you haven't yet, you should grab http://www.tesnexus.com/downloads/file.php?id=31755 and familiarize yourself with how to use it. The command format is quite straightforward and will be extended in an obvious, consistent way for the new features. There will be no changes to the enchantments API (and no bugs there either, AFAIK) so you can work on that half of your production code immediately.

If anything's confusing, let me know. I can provide sample code, etc.
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A Lo RIkIton'ton
 
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Post » Wed Mar 30, 2011 6:39 am

Tejon, I'll have to take you up on that. I haven't had a chance to look at Formulator yet but definitely will.

I'm hoping the fact that no one has reported errors with 1.751 yet is a good sign... :)
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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 6:06 am

I haven't had a chance to use the mod yet (my install's acting up suddenly) but I have a suggestion for a later version. I've had instances of being disarmed and having to resort to the console (toggling off grass and trees) to find my item again. What are the chances that you could include an ability that the player could use to make dropped items flash or blink or something to make it a little easier to find them? Or maybe automatically play a custom effect shader on all your dropped items for 60 seconds after the combat ends, or something along those lines?
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Scarlet Devil
 
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Post » Wed Mar 30, 2011 3:34 am

I'm having instances where IMO armor is still dropping off like it was paper.
I have light armor gloves I was wearing and after a couple fights they just dropped right off me.
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Penny Flame
 
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Post » Wed Mar 30, 2011 8:56 am

I'm having instances where IMO armor is still dropping off like it was paper.
I have light armor gloves I was wearing and after a couple fights they just dropped right off me.


Do there seem to be any patterns to when it drops off too quickly? For example, does it only happen too quickly to certain characters? Is it only certain types (Gauntlets/Boots/etc.) or armor, or certain qualities (Mithril/Steel/Elven)? Is it only in some specific situations?

I don't know if you're a modder, but if you're relatively comfortable with the CS, I can tell you how to insert a command so that you can monitor how much health the armor has when it falls off. (By default, the mod sets anything that falls off to 0 health, so we'd have to change that to be sure that it's dropping off at the correct time.)


EDIT: Does it tend to be weaker armor that's dropping off quickly? If so, the dropping off might be genuine. For example, in my testing, it only took 3-4 hits with a Perfect Madness Longsword to shred Fur Boots down to 0 health. Since many guards and weaker opponents only wear Chainmail, Steel, or Mithril quality armor, their armor loss could be genuine.
I haven't been able to find any issues in the responsible script and haven't observed this behavior in-game with 1.751.
Let me know. Thanks, BFG
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john page
 
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Post » Wed Mar 30, 2011 7:07 am

Back to testing this mod. That's half the fun in Oblivion, right?


Thanks for the testing by the way, testname :). I wouldn't have found half the problems with the early versions of the mod without your help. Have you observed any issues with the current build (1.751)?
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Farrah Lee
 
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Post » Wed Mar 30, 2011 8:01 am

Do there seem to be any patterns to when it drops off too quickly? For example, does it only happen too quickly to certain characters? Is it only certain types (Gauntlets/Boots/etc.) or armor, or certain qualities (Mithril/Steel/Elven)? Is it only in some specific situations?

I don't know if you're a modder, but if you're relatively comfortable with the CS, I can tell you how to insert a command so that you can monitor how much health the armor has when it falls off. (By default, the mod sets anything that falls off to 0 health, so we'd have to change that to be sure that it's dropping off at the correct time.)


EDIT: Does it tend to be weaker armor that's dropping off quickly? If so, the dropping off might be genuine. For example, in my testing, it only took 3-4 hits with a Perfect Madness Longsword to shred Fur Boots down to 0 health. Since many guards and weaker opponents only wear Chainmail, Steel, or Mithril quality armor, their armor loss could be genuine.
I haven't been able to find any issues in the responsible script and haven't observed this behavior in-game with 1.751.
Let me know. Thanks, BFG


not a modder; this happened to me, level 2, so I wouldn't expect opponents to have that kind of power at those levels.
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Meghan Terry
 
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Post » Wed Mar 30, 2011 1:10 pm

not a modder; this happened to me, level 2, so I wouldn't expect opponents to have that kind of power at those levels.

...unless you use an overhaul like OOO/FCOM/TIE etc.
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Zualett
 
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Post » Tue Mar 29, 2011 11:08 pm

how does another mod influence this one? I do have TIE but I have the slider at like 30%.
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u gone see
 
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Post » Wed Mar 30, 2011 12:50 am

It's more a question of damage output. Higher-level enemies, with better equipment, will naturally do more damage to your equipment, even at a lower difficulty slider. I assume TIE uses unleveled enemies?
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Andrew Tarango
 
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