What do I need to do in the CK to turn off the existing critical hit system?

it has to be done, I will find some way....
there must be some way. 
Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference)
GetActorValue('DamageResist')before and after each equip - then you know how much the current item has added.Event OnEffectStart(Actor akTarget, Actor akCaster)Me = akTargetif me != game.getplayer() Me.UnequipAll()OldARlog = ME.GetActorValue("DamageResist")endifEndEventEvent OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference) OldARlog = ME.GetActorValue("DamageResist")endeventEvent OnObjectEquipped(Form akBaseObject, ObjectReference akReference)IF akBaseObject.HasKeyword(ArmorHelmet)HelmetAR = ME.GetActorValue("DamageResist") - OldARLogOldARlog = ME.GetActorValue("DamageResist") elseif akBaseObject.HasKeyword(ArmorCuirass) CuirassAR = ME.GetActorValue("DamageResist") - OldARLog OldARlog = ME.GetActorValue("DamageResist") elseif akBaseObject.HasKeyword(ArmorBoots) BootsAR = ME.GetActorValue("DamageResist") - OldARLog OldARlog = ME.GetActorValue("DamageResist")elseOldARlog = ME.GetActorValue("DamageResist")endifEvent OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference)
GetActorValue('DamageResist')before and after each equip - then you know how much the current item has added.
skyrim script lag I cannot do it as I did in Oblivion.