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[LE] Adding armor rating to enemy in tes5edit through mo2. No effect?


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I hope this isn't the wrong section since technically it isn't about creation kit but it is about tweaking a mod. I'm trying to give an armor rating to the dwarven colossus in mihails dwarven colossus mod since it dies way too easy. When I look at it's armor in tesv5edit through mod organizer 2 it shows up as clothing with an armor rating of zero. I changed it to 750 and saved. When I loaded my game up to fight the collosus it still takes full damage equal to my attack rating with no reduction. Do I need to change it from clothing to something else? do i need to reinstall the mod? I'm not sure if it just saves to the version of the mod I have installed virtually or if it actually changes the mod itself in the download folder. Any pointers are appreciated. Thanks!

 

EDIT: I did google the problem and found posts stating I needed to change the armor type because clothing can't have an armor rating. I changed the type to light armor and added the keyword "armorlight" and it still won't work. I tried doing it with creation kit but it won't work in MO2. I tried to follow instructions I found online and made some progress by changing the steam id in the tools section in MO2 and enabling multiple masters in the skyrim editor .ini but when I open the mod the creation kit just closes. Not sure where to go from here. Sorry if I'm missing something obvious.

 

EDIT2: Not sure why but edits to stats made in tes5edit made through mod organizer have no effect on the game. I did get the creation kit to work through mo2 with this guide https://www.nexusmods.com/skyrim/mods/21690/ after banging my head on the wall for a while. The changes I made in the creation kid DO WORK even though I changed the same things that I changed in tes5edit. The dwarven colossus now has 1000hp and 600 armor rating. Part of the confusion was caused by the fact that the colossus needed to be respawned by travelling to a distant place and time travelling with set timescale until a new colossus spawns with the effects of the mod being applied. Now I just need to figure out how to turn it into a patch so other people can suffer too. I would also rather have it as a patch myself that I can put after the mihails colossus mod to change it's stats without over writing the mod. If this isn't possible I'll just be happy using it how it is I guess but it would be nice to learn to do it properly.

 

EDIT3: Success is mixed but I've learned some things. The armor that the colossus wears doesn't seem to be able to provide armor even if you add the desired rating, change it from clothing to heavy armor, and add the keyword "heavy armor". It also shows to be wearing another clothing item called "FXDwarvenSteamCenturion" in CK but it doesn't show up in tes5edit for some reason. It seems to be able to hold an armor rating and function in game but it's source is the main game which I assume means that if I modify it I'll get unintended consequences with other enemies in the game if they use it as well. CK won't let me do anything except press save without letting me choose to make a new file so it automatically affects the current game. Trying to find a workaround for this. I was able to make a functioning mod to give the colossus the desired amount of hit points with a patch esp added after the main mod in load order. Considering giving up on the armor and just adding more hit points.

Edited by poncington
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