Well please pay attention to the uninstall of his mod - nothing worse than getting involved in a mod to find you don't like it then have to do what that mod requires.
Reduce the impact of shield on Armor Rating? ... yeah you lose me on that - smacks of morrowind. Two characters not blocking and smacking each other with weapons in some arms race.
I know Duke/spookyfx would have more educated things to say about that, but armor isn't always all that - I'd rather have a good shield than armor if I had to choose. Armor types have various reasons for being worn (not just light for stealth and heavy for tank). It is supposed to be that plate mail type armors were meant to block blunt-impact based damage while chain/leather were for blades and sharp edges. Truly full set would have chain mail underneath the plate blocking the sharp edges that sneak through. A shield though would be good against most.
So then would you decrease the impact of the block skill too? Where does the block skill fit into your scheme?
First off, this was just an idea i was toying with for a private mod for myself.
Second, the idea is not to eliminate block! Under the current system, a shield adds to your total AR rating (and a fairly hefty chunk too!) as well as acting as a shield. What i toyed with doing was reducing the chunk of AR that the shield adds to your armor rating, so that it acted - well as a shield mostly, and that the majority of your AR was made up of your actual armor.
What that would do was make your total armor rating WITHOUT a shield (ie if you are using a two hander) similar to what you would get with a shield equipped. Why did i care? Well, because i was pushing AR quite high in the mod (to make armors more 'realistic' - again, this was just something i wanted to try for myself), lets say 80 AR to demonstrate the point, then if you lost 10 AR when you took off the shield the armor (now at 70 AR) would become 50% worse! I wanted to avoid that by reducing the impact of shields on AR (but not removing them - shields and blocking would still be vital)
This mod makes the AR number scale neutral instead, and so it circumvents a large part of this concern. But shields still often contribute as much as a cuirass (or greaves, ill have to look at the numbers again) to your AR - using a two handed weapon, you are not only at a disadvantage due to the loss of the most effective block and the use of shields, but also a significant chunk of AR!
Realistically armor is not dramatically changed in efficiency by "wearing skill". I wish I could take "wearing skill" out of the game. You could put a farmer in chain armor and it would protect them more or less the same as if a trained knight where wearing it with only a few exceptions.
This is pretty much what i wanted to do as well, and why i gave up on it. I wanted 'wearing skill' (ie light armor/heavy armor skills) to have a much lesser effect on armor protection (AR) and have other effects instead (slowing you down, fatigue, ability to use a weapon or even the ability to fight in the armor at all - many different ideas and ways of penalising poor armor skill, to make up for a lesser effect on AR). My logic was exactly the same as yours - armors would protect unskilled wearers
almost as much, but not quite - an unskilled wearer would not be alert and able to prevent the use of armor-circumventing strikes, like jabbing under the armpits, or might present the wrong profile, so some effect of these skills on AR is appropriate.
Again, i want to stress this was just an idea I was toying with in my own game, not something i think is appropriate to most or even a significant portion of other players.
This is defiantly not the case with a shield. Shield work can change some of the damage by deflection but not as much as most gamers think. For the most part the shield either stops the attack or not. An elephant stepping on your PC will never be stopped by a shield block even by the best Knight. A 2 handed sword might be turned harmlessly by a skilled deflection reducing its damage to nothing. A 2 handed war hammer... much less so! But the bottom line is in most cases with Melee weapons either you parry the blow or you do not.
Again, we share this logic. Although its a long time ago, i recall my brother making a mod for us that increased the blocking effectiviness of a shield. Although some damage is probably appropriate (lacking another way of dividing 'strikes that are effectively blocked' and 'strikes that are too heavy to block') another impact, such as on fatigue, might be appropriate. I sort of like the way blocking costs fatigue at very low skill levels - but this seems to stop happening fairly quickly as you level the skill
Again, me and my brother were unable to go into the innards of the blocking/armor skill specifics to make the changes we liked
Because Oblivion puts way to much importance in "armor wearing skill" and the armor game mechanics in Oblivion do not account for damage TYPE (such as...as Psymon said "plate mail type armors were meant to block blunt-impact based damage while chain/leather were for blades and sharp edges"...etcetera.) I like most players just ignored the armor system for the most part. I just used the default system and never considered changing it other than wishing it could be changed to "do it right".
Armor is mostly only a fashion statement in oblivion, that is "OK" because the beautiful near photo realistic (no floating health numbers rising from opponents, no combat fireworks, no flashes of light when you hit things) aesthetics are a big part of why I like the game. (Wow you can actually SEE the combat and not just a laser light show with flash pods!)
I would give up the aesthetics of the armor if I could have my way with the games armor mechanics. But until OBSE or TES 5 changes this basic issue with the armor (damage type verses armor type) I see many other projects that need more attention in modding Oblivion.
I would use your armor balancing mod as you stated as long as you do not touch the Shields or blocking game mechanics in any way and as long as "heavy" armor is still much better than "light" armor. Just be sure that the damage absorbed by the armor is directly in proportion to the weight. Armor that weights twice as much should protect twice as much. This is in line with the basic weight and force physics of medieval materials. Ideally armor would absorb damage quantities not damage percentages. A steel 10 pound helmet would absorb 100 points of damage if a sword does 300 points of damage for example. But that might require a locational damage system be in the hard code of the game as well!
However If reducing the AR on a Shields will not effect how it blocks attacks (I am not sure at this time about that) then yes I would agree with eliminating the AR on all Shields. A Shield adding to the Armor Class came about because war game developers "back in the day" did not have the experience or knowledge to do otherwise. Shield Armor class modification was a bad concept that came from the old D&D days.
This is what i wanted to change. I despised the fact that most armors (at least for much of the game) were distinguished by mere aesthetics, and wanted to create greater variety in their effects. Like you, i found i was unable to change the innards. In terms of shields, as far as i recall, a shield's ability to block is NOT impacted by its AR and thats why i was playing with the effect they had on AR, but this is certainly something i would make sure of first!
The armor system was just something i decided i did not like and tried to change - but without access to the innards to account for different strike types and magnitudes (eg heavy armors block light dagger strikes, but not heavy blows), and more importantly the way skills affect AR, i abandoned the effort when i gave up on oblivion. I never really planned to make any public mods so i was not constrained by expectations and could toy with ideas that appealed to me. A public mod of this type would need to stay more conservative, not changing things such as blocking mechanisms (or doing so in a seperate mod - besides, block works ok in the game)
For most people, a simple elimination of the marginal effects of the AR numbering system to make it neutral - as the previously linked mod does - is all that is needed. Perhaps that mod just needs to rework its uninstall mechanism, or be implemented in a different way or more directly in the damage formulas, so that it can be easily and uncontroversially incorporated into many overhauls and mods, fixing the skewed marginal aspects of the AR numbering system.
For a deeper change of the way armor works, the ability to change the innards is needed
Ideally armor would absorb damage quantities not damage percentages. A steel 10 pound helmet would absorb 100 points of damage if a sword does 300 points of damage for example. But that might require a locational damage system be in the hard code of the game as well!
This would be desirable (or at least interesting to try) but quite a lot of difficult questions about whether it can be done. Locational damage sort of seems to be in the game, with different parts of armor being hit and degrading, but this might just be random.
... wouldn't that then turn the shield type into an equally aesthetic exercise as armor now is?
I think I'd still rather have a steel shield than a fur one.
Exactly right, that was a concern. To a degree it was the 'lesser of two evils', and if the shield's contribution to AR was only reduced, not eliminated, getting a steel shield over a fur one still made a lot of sense, but you are right that, perhaps, not enough.
Thats where other mechanisms around shields might come in - for example, durability would be significantly different between the two, and if we could change the innards to make shields block all blows below a certain magnitude (but not, for example, an extremely heavy strike) then we could make a steel shield block heavier blows than a fur one, while lasting longer under the strain.
Lacking the ability to affect the innards, however, i was looking at only reducing, not eliminating, the shield's contribution to AR for precisely this reason
Not sure if skill rates could be yanked out of armor formulas ... probably what you refer to as an OBSE thing.
Likewise what then would the skill rates be used for?
If i could have my way then light/heavy armor skils would affect your ability to move and fight in these armors, as well as (but to a much lesser extent than in stock oblivion) how much they protect you (to simulate your inability to properly angle or otherwise avoid penetrating blows). It would all depend on what mechanism worked best once i could try them.
At the moment, i cant even touch these bits so the point is moot