@JRoush
I`ve looked into it and your mod looks pretty impressive. Are you still working on it and will a non-beta version be released?
Unfortunately I must admit I don`t know enough to understand the mathematical formulas and stuff at first look, but maybe you can help me?
I loaded your esp into TES CS and I checked all the new game settings. I guess I need to alter the following settings:
For Resist Magic on Items and Enchantments (?):
favuMagicItemResistGrowthRate
favuMagicItemResistDecayRate
favuMagicItemResistUseDR
For Resist Magic on Spells (?):
favuMagicEffectResistGrowthRate
favuMagicEectResistDecayRate
and favuMagicEectResistUseDR
The purpose of the UseDR is to make use of your Diminishing Return formula. I see the Growth Rate and Decay Rate are part of the DR formula. Does that mean I can only use these along the DR formula? I don`t understand what those rates those anyway, because I do not understand the formula, which they are part of. What values would you recommend, if I want to set the Magic Resist mechanic for items and spells to a 25% value of the vanilla one? And my last question is: What shall I do, if I only want to alter the settings above? How can I make sure, nothing else is changed by the mod (like Chameleon etc.)?
It is a lot to swallow, especially if you don't have a mathematical background, and the pdf is targeted mostly at other modders. Here's a basic breakdown:
The mod allows the player & other actors to have skills, attributes, resistances, etc. above 100. In most cases this just means replacing a hard-coded value of '100' with an adjustable game setting. In cases like resistance, though, this isn't enough - stopping more than 100% of damage has no meaning, unless you're reflecting or absorbing it. Plus, like you, I felt that it was too easy to max out these values and break the game (especially chameleon).
I'll use Resist Magic as an example. In the vanilla game, every point of RM blocks 1% of total magical damage - very easy to understand. AV Uncapped replaces this 1:1 relationship with an
exponential decay. The best way to describe this is every 1pts RM block 1% of the damage you are
still taking. So an RM of 50 blocks 50% of total damage, but adding 50 more pts of RM will only block 1/2 of the 50% you are still taking, e.g. 75% of total damage. 150 pts RM blocks 87.5%, etc. It doesn't have to be 50pts->50% - you can adjust the numbers - but the principle is always the same.
In your case I'd recommend something closer to 20pts -> 20%. Here's a comparison chart:
- RM = % Damage Blocked
- 0 = 0%
- 10 = 11%
- 20 = 20%
- 30 = 28%
- 40 = 36%
- 50 = 43%
- 60 = 49%
- 80 = 59%
- 100 = 67%
- 150 = 81%
- 200 = 89%
For low values of RM, the difference from vanilla is barely noticeable. As you get higher, though, you start to see very diminished returns (hence the name of the formula). You estimated that 80% damage reduction was enough to break the game, and under this scheme you would need 150 points of RM to accomplish that. Still doable, if you're determined, but you'd probably have no armor or other buffs whatsoever.
If this sounds good, then here's how you set it up. You will need the latest version (v1.2) of the TES Construction Set, which you can download http://cs.elderscrolls.com/constwiki/index.php/The_Elder_Scrolls_Construction_Set.
- Download & install AV Uncapper from TESNexus. Installation instructions are in the readme; they boild down to 'copy a folder'. Don't activate the 'ActorValueUncapper_Example.esp' file unless you want to see everything that the mod does.
- Open the TES CS. Don't load any files, just open it.
- Go to Gameplay -> Settings to bring up the game settings dialog.
- Find ifavuMagicItemResistUseDR and iavuMagicEffectResistUseDR. Change both values to 1. This enables the new diminished returns formula.
- Find favuMagicItemResistDecayRate and favuMagicEffectResistDecayRate. Change both values to 1.12. The sets the relationship between magical resistances and % damage reduction. You can play with this value if you want to make resistances weaker or stronger.
- Find favuMagicItemResistGrowthRate and favuMagicEffectResistGrowthRate. Change both values to 0.83. This sets the relationship between magical weaknesses and % damage increase.
- Click OK, then save the changes (File-> Save).
- Activate the new plugin in your load order & play.
Note that the mod can't affect
just Resist Magic. This procedure will change the behavior of all magical resistances and weaknesses, e.g. Resist Fire or Resist Poison. This may be more than you intended, but I think it will work pretty well. And you won't get any of the other features of the mod - you skills & attributes will still be capped like normal.
If you're already familiar with the CS then I apologize for the step-by-step explanation