asdt123123 Posted Wednesday at 03:19 AM Posted Wednesday at 03:19 AM 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.  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.  Papyrus API: Scriptname ArmorTear Hidden {Native API for ArmorTear's procedural armor damage. Integrity is an armor copy's remaining visible surface, from 0.0 to 100.0. Intact and never-damaged armor reports 100.0. Only the player's armor is tracked: every function given another actor returns its "absent" result (-1, False, or an empty array), so these signatures will stay valid if NPC support is added later. Several identical copies of one Armor form can be carried. Functions taking an Armor report the worn copy when it is worn; otherwise they report the least intact carried copy, so broken armor that was forced off remains visible to scripts. Mod events. Register with RegisterForModEvent(eventName, "YourHandler"): Event YourHandler(String eventName, String strArg, Float numArg, Form sender) The sender is the affected Armor form; it is currently always the player's armor. ArmorTear_OnTear Visible damage was added to a worn armor. An explosion can send one event per damaged armor. strArg: "hit" (player was hit) or "script" (TearArmor). numArg: remaining integrity after the tear. ArmorTear_OnBroken A worn armor fell below the break threshold and was unequipped. It cannot be equipped again until repaired. numArg: remaining integrity. ArmorTear_OnRepaired One armor copy's damage was removed. strArg: "bench" (paid workbench repair), "menu" (the mod menu's tracked-armor list), or "script" (RepairArmor). numArg: 100.0. } ; Remaining integrity of akArmor, or -1.0 when akActor does not carry it. Float Function GetArmorIntegrity(Actor akActor, Armor akArmor) Global Native ; Lowest integrity among worn armor occupying any slot in aiSlotMask ; (Armor.GetSlotMask() bits, e.g. 0x4 for the body), or -1.0 when none is worn. Float Function GetSlotIntegrity(Actor akActor, Int aiSlotMask) Global Native ; Average integrity of all worn armor, weighted by the configured tear slot weights ; (an unweighted average when every worn slot has zero weight), or -1.0 when no ; armor is worn. Float Function GetOverallIntegrity(Actor akActor) Global Native ; True when akArmor's reported copy is below the break threshold. Bool Function IsArmorBroken(Actor akActor, Armor akArmor) Global Native ; Integrity below which armor breaks and is unequipped. 0.0 when breakage is disabled. Float Function GetBreakThreshold() Global Native ; Worn armor with any visible damage. Armor[] Function GetDamagedWornArmor(Actor akActor) Global Native ; Number of tears applied to akArmor's reported copy since it was last repaired, ; or -1 when akActor does not carry it. Int Function GetArmorTearCount(Actor akActor, Armor akArmor) Global Native ; Integrity of armor lying in the world, or -1.0 when akRef is not an armor reference. Float Function GetDroppedArmorIntegrity(ObjectReference akRef) Global Native ; Tears the worn copy of akArmor aiTears times (1 to 100). Each hole removes up to ; afHoleSize (1.0 to 2000.0) of surface from every mesh of the armor; 75.0 matches ; a sword hit. Tear chance, slot weights and armor resistance are ignored. Tearing ; stops early when worn-out armor is set to stop tearing. ; Returns the number of triangles removed: 0 when tearing is disabled, the armor is ; blacklisted, tearing is capped, or the armor is not currently rendered, and -1 ; when akArmor is not worn or an argument is invalid. The tear can break the armor, ; which unequips it before this function returns. Int Function TearArmor(Actor akActor, Armor akArmor, Int aiTears = 1, Float afHoleSize = 75.0) Global Native ; Removes all damage from every carried copy of akArmor, free of charge. Returns the ; number of copies repaired, or -1 when an argument is invalid. Int Function RepairArmor(Actor akActor, Armor akArmor) Global Native ; True when akArmor is blacklisted, either in the player's mod menu settings or by ; SetArmorBlacklisted. Blacklisted armor receives no new tears from hits or ; TearArmor; existing tears, breakage and repairs are unaffected. Bool Function IsArmorBlacklisted(Armor akArmor) Global Native ; Adds or removes akArmor from the script blacklist. The script blacklist is not ; saved: it is cleared on every game load and new game, so re-apply entries from ; OnPlayerLoadGame. It never changes the player's mod menu blacklist. Returns False ; when akArmor is None. Bool Function SetArmorBlacklisted(Armor akArmor, Bool abBlacklisted = True) Global Native  Submitter asdt123123 Submitted 10/13/26 Category Adult Mods Requirements Regular Edition Compatible No Install Instructions 5
DivineDefiance Posted Wednesday at 03:42 AM Posted Wednesday at 03:42 AM (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 Wednesday at 03:44 AM by DivineDefiance
asdt123123 Posted Wednesday at 03:58 AM Author Posted Wednesday at 03:58 AM 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. 1
WipeLawn Posted Wednesday at 04:08 AM Posted Wednesday at 04:08 AM Man, it reminds me of a cool mod only available for Skyrim LE that was hiding NiTriShape 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.
value_undefined Posted Wednesday at 05:10 AM Posted Wednesday at 05:10 AM 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.
mcnv Posted Wednesday at 06:27 AM Posted Wednesday at 06:27 AM (edited) 2 hours ago, asdt123123 said: all. wow do you think you can integrate this with durability mods like: Service Your Gear - Weapon and Armor Degradation at Skyrim Special Edition Nexus - Mods and Community Edited Wednesday at 06:35 AM by mcnv extra info
Mister X Posted Wednesday at 07:23 AM Posted Wednesday at 07:23 AM Heyho, Â very cool mod idea, especially the fact that it works without any armour patching! Â Can we find the source code somewhere or are you willing to release it?
MyDooM Posted Wednesday at 07:36 AM Posted Wednesday at 07:36 AM 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 😊
DownloadingStuff Posted Wednesday at 09:53 AM Posted Wednesday at 09:53 AM Never thought the day something like Break Undies would come back to Skyrim. 1
sikamikanico78 Posted Wednesday at 12:43 PM Posted Wednesday at 12:43 PM 2 hours ago, xboxpro said: are you god? exacttly my thoughts! is he?
PepperoniX Posted Wednesday at 02:30 PM Posted Wednesday at 02:30 PM (edited) I am worshiping you as my Deity now, lord asdt123123. Edited Wednesday at 02:31 PM by PepperoniX
AlyssaAwoo Posted Wednesday at 02:33 PM Posted Wednesday at 02:33 PM 10 hours ago, WipeLawn said: Man, it reminds me of a cool mod only available for Skyrim LE that was hiding NiTriShape 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.
tholos Posted Wednesday at 02:37 PM Posted Wednesday at 02:37 PM We need more Todds to stop this dude ! Â Asdt123123 you are the goat seriously
Yinkle Posted Wednesday at 02:40 PM Posted Wednesday at 02:40 PM (edited) Just Wow! Can't wait to try this.  Edit: Preliminary tests worked really well, the rips/holes/tears look great on default settings.  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!  Edited Wednesday at 03:09 PM by Yinkle
boyo_wonder Posted Wednesday at 02:42 PM Posted Wednesday at 02:42 PM (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 Wednesday at 02:44 PM by boyo_wonder
sikamikanico78 Posted Wednesday at 03:03 PM Posted Wednesday at 03:03 PM (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  edit: some more testing and i noticed that bodystockings and gloves? dont get visual damage,everything else does Edited Wednesday at 04:15 PM by sikamikanico78
asdt123123 Posted Wednesday at 06:47 PM Author Posted Wednesday at 06:47 PM 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  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.  You get a blink because something is doing a full 3D rebuild on the character.Â
Nessa Posted Wednesday at 07:30 PM Posted Wednesday at 07:30 PM (edited) 9 hours ago, xboxpro said: are you god?  If you have to ask, the answer is: YES!🤣  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!  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!  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 Wednesday at 07:35 PM by Nessa
sikamikanico78 Posted Wednesday at 08:40 PM Posted Wednesday at 08:40 PM 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.  You get a blink because something is doing a full 3D rebuild on the character. 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
WipeLawn Posted Wednesday at 09:15 PM Posted Wednesday at 09:15 PM 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 setting "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.
dragongodmod117 Posted Wednesday at 11:24 PM Posted Wednesday at 11:24 PM Banger after banger... Damn good work!
Skeleto921 Posted Thursday at 04:53 AM Posted Thursday at 04:53 AM This is amazing. Im hoping the repair option could later down the line be crafting materials rather than gold. Also would be cool in the future for the armor rating to go down for every tear. This is sick I used it and got my SHIT rocked. Banger mod
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