Tyfyter Posted September 21, 2022 Share Posted September 21, 2022 (edited) In the vanilla game the damage added by the fists of steel perk is just the base armor rating of the gauntlets rather than their actual armor rating (after smithing upgrades and heavy armor skill scaling);I'd greatly appreciate if someone either made a mod fixing this or gave me the necessary information to make one myself. Update: I have heavy armor scaling fully functional, I just need to be able to get item quality, if you happen to know how to do this, please tell me. Update: the only thing I still need to figure out is how to actually get the equipped item instead of just its base form. Update: it is done. Edited September 30, 2022 by Tyfyter Link to comment Share on other sites More sharing options...
LogicRock Posted September 21, 2022 Share Posted September 21, 2022 Off the top of my head, I think youd have to go to the perk in the creation kit and add to or change the factor that it modifies. Link to comment Share on other sites More sharing options...
Tyfyter Posted September 22, 2022 Author Share Posted September 22, 2022 Off the top of my head, I think you'd have to go to the perk in the creation kit and add to or change the factor that it modifies.As far as I can tell there's no way whatsoever to use any variables except actor values, and I genuinely can't tell if it's possible to add my own AV, or even if that's needed, but it looks like with a combination of a .NET Script Framework plugin and the Variable01 AV it should be possible Link to comment Share on other sites More sharing options...
Tyfyter Posted September 22, 2022 Author Share Posted September 22, 2022 I've gotten a script working to put the equipped gauntlets' armor value into Variable01, but TESObjectARMO.ArmorRating is apparently the base armor rating and I'm not sure how best to actually modify the damage, since it could be done with a perk entry point directly modifying damage, with a spell applying a magic effect modifying the unarmed damage av, or probably with several other methods. Link to comment Share on other sites More sharing options...
LogicRock Posted September 23, 2022 Share Posted September 23, 2022 Found this on the UESP Wiki: For all of the armor listed on this site, the provided armor ratings are the base armor ratings. The actual protection your character will receive from the armor is dependent upon your skill in that armor type and any relevant perks that you have unlocked. The rating can also be improved by using smithing to change the armor's quality to "Fine", "Superior", "Exquisite", "Flawless", "Epic", or "Legendary".The armor rating only reduces physical damage, not magical damage. Each point of armor rating reduces damage by 0.12%.Approximate formulas:Item Armor rating = CEILING[ (base armor rating + item quality) × (1 + 0.4 × (skill + skill effect)/100) ] × (1 + unison perk† ) × (1 + Matching Set) × (1 + armor perk‡)I haven't been in the creation kit for a long time but see if there is a way to inject this formula into the fists of steel perk. Link to comment Share on other sites More sharing options...
Tyfyter Posted September 23, 2022 Author Share Posted September 23, 2022 Found this on the UESP Wiki: For all of the armor listed on this site, the provided armor ratings are the base armor ratings. The actual protection your character will receive from the armor is dependent upon your skill in that armor type and any relevant perks that you have unlocked. The rating can also be improved by using smithing to change the armor's quality to "Fine", "Superior", "Exquisite", "Flawless", "Epic", or "Legendary".The armor rating only reduces physical damage, not magical damage. Each point of armor rating reduces damage by 0.12%.Approximate formulas:Item Armor rating = CEILING[ (base armor rating + item quality) × (1 + 0.4 × (skill + skill effect)/100) ] × (1 + unison perk† ) × (1 + Matching Set) × (1 + armor perk‡)I haven't been in the creation kit for a long time but see if there is a way to inject this formula into the fists of steel perk.As far as I can tell there is no way to use any formulas directly in spell magnitudes, and I can't find a way to get the item quality in the .NET plugin Link to comment Share on other sites More sharing options...
Tyfyter Posted September 25, 2022 Author Share Posted September 25, 2022 Update, while I assume using Memory.WriteFloat to change the magnitude of the active FoS magic effect is in some way less than ideal, it works, so in theory the only remaining issue is how to get the quality value Link to comment Share on other sites More sharing options...
Tyfyter Posted September 29, 2022 Author Share Posted September 29, 2022 For what it's worth I can now confirm that tempering does not make any changes to the 544 bytes following the address of the gauntlets Link to comment Share on other sites More sharing options...
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