Jump to content

Procedural Armor Damage


Recommended Posts

Posted

Procedural Armor Damage

View 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.

Ā 

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

Ā 

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)

Ā 

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

Ā 

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.

Ā 

Or just be a dirty cheater and use the mod menu

Ā 

Requirements

  • Skyrim SE/AE (Possibly noĀ 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)

Ā 

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.

Ā 

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?Ā -Ā 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

Ā 

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)

Ā 

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.Ā 

Ā 

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.Ā 


  • Submitter
  • Submitted
    10/13/26
  • Category
  • Requirements
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted (edited)

can you add a portion with examples of armours which work well with this mod? cause this seems like a very cool mod idea, I'd just like to know what Armour mods I can effectively use with this? Does the amazing world of bikini armour work with this?

Edited by DivineDefiance
Posted
16 minutes ago, DivineDefiance said:

can you add a portion with examples of armours which work well with this mod? cause this seems like a very cool mod idea, I'd just like to know what Armour mods I can effectively use with this? Does the amazing world of bikini armour work with this?

all.

Posted

Man, it reminds me of a cool mod only available for Skyrim LE that was hidingĀ NiTriShapeĀ parts to simulate armor damage. I think it has never been done with SE since hiding a BSTriShape will crash the game.

So glad to see something like this back, and done in a much better way.

Posted

I understand it's an early prototype, but I'm very excited to try it. Two general requests, if you could please make the source available. I'd honestly just like to read through it to see how you designed this. Second, and I don't even know how you would begin to do this, dynamically updating the armor keywords for AND or ORF so that NPCs can react to your clothing state would be amazing.

Posted

Heyho,

Ā 

very cool mod idea, especially the fact that it works without any armour patching!

Ā 

Can we find the source code somewhere or are you willing to release it?

Posted

It looks great. But I would like to see armor damage not on me, but on my companion, for example, on Lydia. I read it and realized why it's a bad idea to add armor destruction for everyone. But maybe you can add a section to the settings where can enable tracking of one or two additional actors? I do not know how difficult it is to do this. Just let it be a possible idea for future updates 😊

Posted
10 hours ago, WipeLawn said:

Man, it reminds me of a cool mod only available for Skyrim LE that was hidingĀ NiTriShapeĀ parts to simulate armor damage. I think it has never been done with SE since hiding a BSTriShape will crash the game.

So glad to see something like this back, and done in a much better way.

A little skimpy armor replacer can also hide parts of it's armor, even in SE, so it's very much possible. Always thought someone was gonna go the Dynamic Armor Variants and Dynamic Armor Variants Keywords route though, so seeing this approach is pretty interesting.

Posted (edited)

Just Wow! Can't wait to try this.

Ā 

Edit: Preliminary tests worked really well, the rips/holes/tears look great on default settings.Ā 

Ā 

One thing I noticed was that the damaged armour flickered between damaged & normal during Racemenu morphs. Hopefully this will be no challenge for your wizardry!Ā 

Ā 

Edited by Yinkle
Posted (edited)

Mod is cool and works well, though I do want to note that the claim of not needing a new mesh for the armor isn't a realistic one as even most armors that include a full body mesh, make use of a hidden masking zap slider in Outfit Studio/Bodyslide to hide parts of the body that aren't visible, to prevent the body from clipping through the armor when making use of body morphs and to make weight painting a little easier (don't have to perfectly weight paint a part of the body the player can't see if you just mask it out). I tested with this mod and indeed, armors that mask out parts of the body that are covered by the armor will essentially show tears in the body mesh after the armor covering those parts of the body tears.

The good news is, you may not need a new mesh entirely depending on the armor mod, but at minimum, there is work users are gonna have to do on their end in Outfit Studio on the vast majority of armors in their load order (even skimpy ones, as they usually still mask out the nipple area as nipple morphs are some of the most finnicky for clipping through armor when multiple are active) to make them work with this mod. They'll have to open the Outfit Studio project for their armor mod, find any sliders that mask out parts of the body, go into their properties, and make sure those sliders are not flagged as hidden (i.e hidden sliders will not show in Bodyslide), and are not set to be switched on by default. Then they have to build the armor in Bodyslide with those masking zap sliders switched off.

The caveat to this is that depending on the armor and the user's body slide preset of choice, there may now be clipping in the armor when they start moving around in-game, which would require more manual fixing through sculpting or weight painting edits to the body.

Edited by boyo_wonder
Posted (edited)

mod works perfectly! finally i got home to try it... after some testing i dd like to note that the armor sometimes is blinking and the full armor can been seen for 1 sec(every time there is a blink) but it have to do something with overlaping overlays in my game... i suspect wet function redux in combination with milk production from SGO4 os something

Ā 

edit: some more testing and i noticed that bodystockings and gloves? dont get visual damage,everything else does

Edited by sikamikanico78
Posted
3 hours ago, sikamikanico78 said:

mod works perfectly! finally i got home to try it... after some testing i dd like to note that the armor sometimes is blinking and the full armor can been seen for 1 sec(every time there is a blink) but it have to do something with overlaping overlays in my game... i suspect wet function redux in combination with milk production from SGO4 os something

Ā 

edit: some more testing and i noticed that bodystockings and gloves? dont get visual damage,everything else does

Those are excluded in the config by default (Their slots are set to 0 weight) because shoes/gloves usually optimize-out or simply don't contain the hand/foot meshes.Ā 

Ā 

You get a blink because something is doing a full 3D rebuild on the character.Ā 

Posted (edited)
9 hours ago, xboxpro said:

are you god?

 If you have to ask, the answer is: YES!🤣

Ā 

Just gave this a shot. Worked on 6 different custom armors and several vanilla (well ok modded vanilla so about 10 custom armors). I can see this becoming another essential mod. Those are popping up a lot lately. Great work!Ā :cool:

Ā 

Edit: Oh right, data. Skyrim 1170 in my case. 1190 mods and counting. Very heavy setup and working flawlessly. Also really like the repair system, my only suggestion is perhaps making something other than money do the repair work. Optionally! Money is good too for non-blacksmiths!

Ā 

Edit2: And I see why the custom vanilla was working: all have bodies underneath! Still minor thing to fix for those armors that cut out body meshes.

Edited by Nessa
Posted
1 hour ago, asdt123123 said:

Those are excluded in the config by default (Their slots are set to 0 weight) because shoes/gloves usually optimize-out or simply don't contain the hand/foot meshes.Ā 

Ā 

You get a blink because something is doing a full 3D rebuild on the character.Ā 

yes seems it was my mistake.... i had set:

iSpellOverlays=3 ....BIG MISTAKE!!  was torturing me for months with blinking textures..finally i found out lol
Posted
30 minutes ago, sikamikanico78 said:

yes seems it was my mistake.... i had set:

iSpellOverlays=3 ....BIG MISTAKE!!  was torturing me for months with blinking textures..finally i found out lol

I had the same issue by settingĀ "bEnableFaceNormalRecalculate=0" because I had some performance issue with another mod. Looks like Racemenu is very sensitive to body recalculation when you start to edit some values in the config file.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...