Skarr’s BodyArmor Adjustments
Penetration plays a much greater role in how much damage is dealt. Penetrated damage has very little mitigation or regen factor even versus the base game now, while keeping armors unique
Kevlar vest has been changed to a concealable kevlar vest:
– 1 Armor(4)
20% mitigation
80% regen factor for non-penetrated rounds
300 durability
No movement penalty (0%)
20% noise increase
Should fit more of a stealth role, while still allowing some F-ups.
Ceramic plate is now a steel plate within a plate carrier:
– 3 Armor(7) (will only stop intermediate calibers)
60% mitigation
30% regen factor for non-penetrated rounds
400 durability
+3 Total Reloads of ammo
4% movement penalty
50% noise increase
This Steel has almost no regen factor from non-penetrating rounds to simulate spalling, every hit is a near permanent injury.
The combined ceramic and kevlar vest is now a proper combat vest/full outfit plate carrier with ceramic plate inserts:
+2 Armor(12) (NIJ-IV)
50% Base mitigation (Comes out to about 85%~ protection against 7 pen)
80% regen factor for non-penetrated rounds
300 durability
+6 Total Reloads of ammo
7% Movement penalty
130% noise increase
The combat vest Kevlar Layer/broken plate:
+ 1 Armor(6) (will defeat all handguns/shotguns minus 5.7 and 4.6)
35% mitigation
15% mitigation from penetration
95% regen factor for non-penetrated rounds
700 durability
+6 Total Reloads of ammo
5% Movement penalty
90% noise increase
These changes allow this armor to really be set apart, designed for pure unadulterated combat. Stealth is not ideal, but action stealth may still be feasible.
Due to name and description changes, there is most likely no longer effective translations for the base game armor types. Alternative version will be made with vanilla names and descriptions to for non-english audiences.
Revisions:
Old revisions of this mod are available below. Click the link to download.