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SSEEidtArmorTools

Advanced Armor Sanitization and Balancing for Requiem / Skyrim AE.

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README

🏷️ The NameCode System (MO2 Metadata)

The script identifies mods by scanning the Notes field in your Mod Organizer 2 entries.

How to Tag a Mod:

Add the NameCode to your mod's Notes in the MO2 UI. Pattern: [Any Text] CF_[MaterialCode][SmithingLevel] Example Note: Dark Elf Blader - CBBE 3BA CF_En74

Supported Material Codes

Category Material Code
Light Armor Leather Lr
Light Armor Scaled Sd
Light Armor Elven En
Light Armor Glass Gs
Light Armor Dragonscale De
Heavy Armor Iron In
Heavy Armor Steel Sl
Heavy Armor Dwarven Dn
Heavy Armor Steel Plate Se
Heavy Armor Orcish Oh
Heavy Armor Ebony Ey
Heavy Armor Daedric Dc
Heavy Armor Dragonplate Dp

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Note on Scaling: In the example above, 74 represents the Smithing Skill required. The script uses this number to calculate the actual Character Level requirement automatically.


⚖️ Non-Linear Progression (Skill vs. Level)

ClarityForge distinguishes between your Crafting Skill and your Character Level. By entering a Smithing Level in the MO2 Note, the script generates a balanced Character Level requirement using a Quadratic Curve.

The Level Formula: 

$$PlayerLevel = 1 + (59 \times (\frac{SmithingSkill}{100})^2)$$

Smithing Skill (Tag) Character Level Req
5 Level 1
20 Level 3
40 Level 10
60 Level 22
74 Level 33
80 Level 39
100 Level 60

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🧩 Compatibility & Overhauls (3BFTweaks / Requiem)

  • Perk-Free Gating: Set IS_PERK_REQUIRED to False to ensure compatibility with overhauls that change Perk IDs. Crafting relies strictly on your numerical Smithing Skill and Character Level.
  • Jewelry & Circlet Logic: Items in Slot 42 (Circlet), Ears, Rings, or Amulets are forced to Clothing. This prevents them from breaking "Mage Armor" perks.
  • Helmet Definition: Items using Slot 30 (Head) or Slot 31 (Hair) are treated as functional Armor.

🛠️ Mandatory Script Setup

  1. Global Path Configuration: Set your physical MO2 mods directory in ClarityForge.pas: const MO2_MODS_DIR = 'D:\GAMES\MO2\mods\';

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  1. Record Preparation (BOD2 Flags): Ensure armor records have correct First Person Flags. This distinguishes Gameplay Slots (Cuirass, Boots) from Visual Slots (Capes, Accessories).

📖 The Crafting Manual System

ClarityForge generates a Unique Crafting Manual for every processed mod to keep your forge menu clean.

  • Unlock Requirement: You must have the manual in your inventory to see or craft the items.
  • Dynamic Naming: Manuals use the .esp name + material + level.
  • Example: [COCO] 2B Wedding Outfit Elven Lv 74 Book
  • Pricing: The gold value scales with tier: SmithingReq * 50. (Level 74 manual = 3,700g).
  • Forge Cleanup (Nullification): Original recipes are rendered "homeless" by removing their Workbench Keyword, preventing menu clutter.

⚙️ Internal Logic & Safety

The "One BOD2 Flag" Rule

For proper classification, each record should ideally have exactly one primary body slot set.

  • Full Body Suits: If a mod uses a single record to cover Body, Hands, and Feet, the script defaults it to Cuirass logic.
  • Conflict Warning: Since a suit occupies multiple slots, the player cannot equip separate boots or gauntlets alongside it; the engine will swap the items to prevent slot overlap.

Visual Slot Finalization

  • Exploit Protection: Injects Dummy Enchantments into accessories to prevent "Enchantment Swapper" exploits.
  • Normalized Stats: Accessories and Jewelry are set to Weight 0.1 and Armor Rating 0.

🚫 Critical Warnings

  • Metadata Dependency: If the CF_ tag is missing from the MO2 Note, the script will skip the file.
  • One BOD2 Flag Rule: Each record must have exactly one primary BOD2 flag set for proper classification (Helmet, Hands, etc.).