Jump to content

Procedural Armor Damage 1.0.0


3 Screenshots

About This File

Adds progressive tears/holes to the player's worn armor and clothing as they get hit. It'll pick one damageable article of armor, then tear its meshes a little more with each successful hit roll. These are actual holes in the geometry, not just a damaged texture! Damage is tracked separately for each armor item, and persists between game sessions.

 

Very beta, still largely in the prototype phase. Although seems to work great so far (Minus the noted problems below)

 

Configure the mod in SKSE Mod Menu! Just press `F1` then find `Procedural Armor Damage`. From inside that menu you can change the damage chance, tear size, which equipment slots are more likely to get damaged, and how damaged armor can get before it's unequipped. You can also restrict tears to specific bones, view your tracked armors, or restore an item. Mess with the settings and find the look you like! (Restricting bones would be like, focusing damage on breasts/etc)

 

What it does:

  • Rolls the main damage chance once per player hit, then picks one eligible armor item using its equipment slot weights. All of that item's tearable meshes can receive damage.
  • Lets you add/remove slot weights. By default, slot 32 has a weight of 100, 36 has 5, 50/51 have 2, and 52 has 10. Slots 33 and 37 have 0 (Hands and feet). Unconfigured items use the Default weight of 30. If an item occupies multiple configured slots, its highest weight wins. These are relative weights, not separate % chances!
  • Can clean up small pieces left disconnected by a tear. This can be disabled in the menu.
  • Can unequip armor below your chosen remaining integrity threshold, and prevent it from being re-equipped until it's repaired. The default is below 20% remaining integrity.
  • Lets you limit visible damage if you just want a particular look. Turn off `Unequip and block damaged armor` for cosmetic-only tearing.
  • Doesn't require building custom meshes - IT JUST WORKS

 

Repairing your armor:

Look at an armor workbench, and you'll see an extra `R` prompt near the usual activation prompt. Press it to open the repair menu! It'll show damaged armor in your inventory, including anything that was unequipped. Repairing an item costs gold, restores its appearance, and makes it usable again. The cost scales with the amount of damage and its base armor rating (Capped at 100 for pricing). You can change the prices, hotkey, and prompt position in the `Repairs` tab.

 

Or just be a dirty cheater and use the mod menu

 

Requirements

  • Skyrim SE/AE (Possibly no VR support - untested) [Newer AE versions UNTESTED, GOOD LUCK!]
  • SKSE64 and Address Library for SKSE Plugins matching your game runtime.
  • SKSE Mod Menu Framework (Required for the in-game menus and workbench repairs. Optional if you only want armor damage and configure it through JSON. Highly highly recommended)

 

Installation:

  • Install the mod as you would anything else, then launch the game through SKSE.
  • There's no .esp to enable, and supported outfits don't need individual patches.

 

Common Questions:

  • It doesn't work - Check your requirements, the main damage chance, and your slot weights. Gloves/shoes are normally excluded by their default weights. If that doesn't explain it, post the mod's log from:

    %USERPROFILE%\Documents\My Games\Skyrim Special Edition\SKSE\

  • Does it work on every outfit? - It needs supported skinned armor meshes. Rigid/unskinned geometries are skipped, along with skin, face, and hair materials. BodySlide-built outfits don't need special damage textures.
  • What does integrity mean? - The percentage of original armor surface that's still there. It doesn't reduce the item's armor rating stats, or change its enchantment/tempering.
  • Maximum visible damage is confusing - It's shown as % remaining. Setting it to 80% keeps at least 80% integrity, so only 20% of the surface can be removed. Set it to 0 for no cap. Tears and detached-piece cleanup share this limit; existing holes won't heal when you change it.
  • I don't like the look! - Change the tear radius/triangle budget, restrict tears to specific bones, or adjust the visible damage limit! `Delete & restore` in Tracked armors will clear an item's damage if you want to start over.
  • Performance impact? - Dense outfits cost more to process, and the first capture of an armor mesh can cause a small spike. Lower the triangle budget or disable small-island cleanup if needed. Saved damage uses lazy compression, and compression only runs when saving.
  • Does it damage NPC armor too? - Currently, new damage is applied to the player's worn armor only. It also doesn't currently place tears at the exact location of the incoming hit.
  • Can I use it without the mod menu? - Settings are in `Data\SKSE\Plugins\ProceduralArmorDamage.json`. The workbench repair menu needs SKSE Mod Menu Framework.
  • Male/Female/Both/Cow/etc support? - Sex makes no difference. So any race/sex/thing should work just fine

 

Known issues:

  • The first time being hit may have a small lag spike. This is due to the system setting everything up essentially. After that - you'll be good to go. Not a hard fix, but I didn't bother optimizing this further for the prototype phase in case there's more serious issues to tend to.
  • If you have multiple of the same armor in your inventory, and they stack - it can introduce some weird bugs. I may fix this in a future update
  • Some armor "islands" may be created, which doesn't look super realistic. Or some geometry may not be damaged. This is a trade off for performance concerns. You can mess around with the island detection thresholds in the config and see if you can get it right
  • Not all armor has BODY MESHES under! In this case, it will be FUCKED and you will look like a ghost. Use this mod only if you tend to use armors with the actual body included. For example, vanilla armor WILL BE FUCKED
  • It CAN technically create floating meshes. If the upper part of your cape is destroyed, the rest will float. It's skyrim, so just pretend it's a magic cape (Another performance trade off)

 

Addressing some systems:

Once this mod is tracking your armor, it will follow it forever (You can untrack in the menu still). In chests, in your followers inventory, on the fucking GROUND. Purpose is to prevent people from cheating the system by resetting it. This DOES come at a small cost though - the item's damage data must be stored on disk/memory. However, it is compressed while on either, so the footprint should not be noticeable unless you have 1,000 damaged armors. 

 

Why no NPC support? For the same reason I mentioned above. It would require tracking the physical armor until Skyrim (Or you) deletes it. I figured people wouldn't be interested in spending the resources for NPCs. 



×
×
  • Create New...