I'm not sure what you mean by "wearing smaller armor but get more AC". The size of the armor has nothing to do with AC, right? Do you mean that for shields you think that they should get more AC because of cover? The vendor solution you have sounds great, and I assume the percentage could be changed depending on the module's plot setting. There seem to be a lot of halflings in SGoS, for example. I am wondering about all of the armor found on the kobolds, goblins, etc NPCs. Would we have to go into protos and manually modify them?
Small characters in ToEE can wear any armour in ToEE... the problem is because it's sized for medium characters they struggle to adventure it the armour without encumbrance, which obviously is a huge disadvantage. They would either need an obscene strength score or find other ways to boost AC instead - relying on Dex rather than Armour, using Mage Armour and Shield spells, Bracers of Armour etc. In 3.5 D&D just like with weapons, armour can be sized for small characters with a reduced weight making plate mail clad Gnome and Halfling Fighters and Paladins viable options, but ToEE lacks those items. Fixing it with code rather than copy/paste/edit a huge chunk of Protos.tab to add new small versions of well over 100 items I would imagine if you include small Masterwork versions and Magical Weapons and Armour would be a faster and easier fix.
So, are you saying we can script to change the armor that small npcs wear to become small sized. I mention this point because characters often get their equipment from the spoils rather than purchasing it. I'm not sure how often small characters are actually wearing small, lighter weight armor. They aren't in SGoS nor in Vanilla. They might be in KotB. I'm not sure about 8.1 NC.
Ah I see, most monsters that aren't human in ToEE don't drop armour as loot anyway. They do in the Icewind Dale total conversion mod I made as a way to reward the player, but even then the armour isn't small sized - even from the Goblins.
@dolio So how would I halve the weight of a suit of armor in SGoS? Where do I put the protos number? Just to be clear, I was altering the copy of the module's protos.tab which I put into the module's override folder. It did work once for a suit of breastplate. This protos overrides the one in ToEE/data/rules, correct? I understand that ToEE/overrides is the last one checked by the engine when loading and, therefore, its contents are supreme. However, when I put the module's protos into the supreme override to change the weight of Mithril Plate Mail, my weight changes still did not take effect. I never had this kind of problem pre-Temple+, but I wonder if this is the same problem @Shiningted was mentioning.
@Basil the Timid the line of code dolio posted is a script handle specifically for the weight value of whatever object it's attached to, it's not a complete script that will do what you're asking for. As such there is nowhere to put the proto number because it doesn't work that way. Protos.tab has a number of columns which act as script attachment points, one of which IIRC is OIF_EQUIP, another is OIF_UNEQUIP into which a python script number is placed. In the corresponding script file a line of code would need to define what you want the script to do when that item is eqipped and unequipped. Specifically the script would need to check the size characteristic of the PC equipping the item, if the PC is small sized, the weight of the object should be reduced by half. The unequip script should just return the weight to default settings. Every item that is weighted for a Medium sized creature would then need this script added the same way - fortunately it'sjust a matter of adding the script number to each of those items in protos at that point.