Grand Armor Rework Mod - W.I.P
Project: G.A.R.M. - Grand Armor Rework Mod What it can do: 1. Modify armor level calculation 2. Nerfs Fortify Smithing and Alchemy (enchantments and ingredients) 3. Modify several items and armor spells in the game 4. Modify some perks (incomplete) 5. Highly recommended for starting a new game He
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About this mod Machine translation
Project: G.A.R.M. - Grand Armor Rework Mod What it can do: 1. Modify armor level calculation 2. Nerfs Fortify Smithing and Alchemy (enchantments and ingredients) 3. Modify several items and armor spells in the game 4. Modify some perks (incomplete) 5. Highly recommended for starting a new game He
Project: G.A.R.M.
GRAND ARMOR REWORK MOD
I very happily recommend that you start a new character before trying this MOD OUT. This is a beautiful part of high-level characters.
============== [Oh, it's you. ] ==============
That's right, that's what I'm talking about, your 'random pumpkin'. An Oldtime Skyrim player since 2011 who still plays it today, I wouldn't let my life go, SKYRIM is life.
If you noticed my previous mod Brigand Steel Armor - Women Only, you basically know who I am.
So let's get down to business.
== [Until commercial, rare quality these days. What's this? ] ==
Before you ask me what it is, let me say it again:
This is not a final version, this is an ALPHA version of the mod I want to make.
Okay, now we've solved the problem this way:
This is an overhaul for Armored Mechs in Skyrim, and it's not just about armor level, but other items that can affect armor level, enchantments, ingredients, everything.
The aim of this mod was to make a balanced armor class value, calculations and mechanics while still maintaining the use of other elements such as alchemy and enchantments.
= [Let's get this right, can you tell us more about this MOD? ] =
Well, let me first break it down into 5 parts and elaborate further:
- Armor assessment calculation
By default, Skyrim's armor level is capped at 667; 567 full armor, light/heavy/hybrid, 542 shields, which reduces damage by 80%. This means that if your armor rating is higher than the above hats, your defense will still remain at 80%, meaning that having a full set of Daedric Armor with 1000+ armor rating is no different than having a full set of Iron Armor with around 700+. Armor rating. In short, the extra points above 667 are straight up and meaningless.
This is the solution I implemented:
- Increased caps from 667 to 800, so in theory, 10 points of armor rating means 1% less damage, simplify the math.
Here's the solution I thought of, but I'm struggling to implement:
- Adding a soft hat/hard hat mechanic to the armor level so that the armor value above 800 is still worthwhile, the effect is not good.
- Modify forced ALCHEMY and SMITHING
So that's the source of all the evil that Skyrim has to deal with. Experienced players will immediately realize that by utilizing Fortify Enchanting, Alchemy, and Smithing's cycles, you can enter god mode and basically break any challenge in the game. It's not that the OP in the single player game is bad, but it just makes some of the mechanics feel rather overkill.
Here is the solution I implemented:
- Reduce the effectiveness of Fortified Smith ingredients so that you can't reach the crazy percentages of Fortified Smith potions.
- Remove any sources of Fortify Alchemy/Smithing from the store and Loots, limiting them to:
- Forgemaster's Fingers
2.Silver blood series rings
- Pure mixed ring
- Muiri’s Ring
- Krosis
- Dump the above projects, they now have a 25% yield per Fortify Alchemy/Smithing Properties with default rates of 12% and 20%.
- Several modified items and armored units
As mentioned above, several items have changed, but not all. In fact, several of the heavy armors are just painfully weak, too weak to even compete with light armor. Just look at Iron, Imperial and Ancient Nord Cuirass, they are all weaker than leather. LEATHER CUIRASS! It's just straight up ridiculous, it's the truth. Go ahead and see for yourself in the game! Not only that, I have a new problem that I increase the armor level cap: armor spells, because I raised the armor level cap, they became weaker.
Now here is what I implemented:
- Increased armor rating against Iron, Imperial and Ancient Nord Cuirasses. They are now above Leather and E …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.