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BreakArmor Framework 1.10f

 

Break Armor 1.10 improves performance, adds Break Weapon support, and fixes all known bugs and incompatibilities.

 

Break Armor 1.10f resolves the reported problems with OBSE save game bloat and incorporates a fix to the way that Break Clothing calculates health.

 

What is Break Armor?

 

Break Armor is an entirely new approach to the Break Undies system that allows breakable meshes to be used on any and all compatible clothing and armors.

 

The framework has the ability to automatically detect Break Armor, Break Weapon, and Break Clothing compatible meshes without the need for external ini files. This greatly simplifies the process of adding additional Breakable meshes to your game.

 

Break Armor uses mesh paths, and mesh paths alone to determine whether or not a particular piece of armor is Break Armor compatible. This means that all that is required to make a piece of existing armor Break Armor compatible are meshes for each desired break state.

All that you need to do is place appropriately named meshes in the appropriate folders, and the Break Armor framework will automatically detect them and start swapping meshes.

 

That's all it takes.

 

Features:

 

1. Break Armor can potentially work on any existing armor, clothing, or weapons. All that is required are the meshes.

 

2. Break Armor is fully compatible with user-enchanted armor and clothing, dynamically generated armor and clothing, etc. All that matters are which meshes the items use.

 

3. Modders Resource: Break Armor features a custom callback function that will report the current break status and coverage of any items worn by the passed NPC.

 

4. BreakArmor can also be used without extra ini files. Break Armor has the ability to detect and load appropriately named BreakArmor compatible meshes with no external ini files. This works for clothing and weapons as well.

 

5. BreakArmor can process BreakUndies style ini files, if desired (optional).

 

Recommended Mods (Perhaps even Required):

Because what's the point of Break Armor if you don't have anything to break?

 

Break Armor for Vanilla Armors

 

BU Armors Compilation

 

Installation

 

 

 

Copy BreakArmor.esp into your Oblivion/Data folder.

Copy Break_Armor.ini into your Oblivion/Data/ini folder

 

Optional:

 

LoversBreakArmor.esp

This enables armor destruction for BreakArmor compatible meshes in Lovers. Note: This plugin is still a bit crude. I'l probably update it with something a bit more elegant in the future.

 

BU_Disabler.esp

This disables break undies scripts. This allows you to use armor from esps that have BreakUndies.esm as a master. Note, BreakArmor should be loaded after BU_Disabler.

 

 

Modding with BreakArmor

 

 

 

 

BreakArmor is fully compatible with all Break Undies style meshes. To ensure backwards compatibility with Break Undies meshes, Break Undies 2.x style ini files can be read and processed by BreakArmor.

 

However, BreakArmor can also function without Break Undies ini files.

 

Whenever a new piece of armor is detected, BreakArmor will check the mesh's folder for BreakArmor compatible meshes. It then looks for a very specific pattern in the name _ba#.nif

 

Assume that the base clothing mesh is called "clothingmeshname.nif"

Rename the break meshes to match the following pattern so that the folder looks like this:

 

clothingmeshname.nif

clothingmeshname_ba1.nif

clothingmeshname_ba2.nif

...

clothingmeshname_ba#.nif

 

clothingmeshname.nif is the base unbroken mesh (the one listed in the esp/esm that loads the clothing). clothingmeshname_ba1.nif is the first broken state, clothingmeshname_ba#.nif is the most broken state.

 

And that is all that is required to ensure compatibility with BreakArmor 1.10

 

However, if you would rather use BreakUndies ini files, simply append the appropriate RunBatchScript entry to the end of the Break_Armor.ini file. Note: BreakArmor automatically processes any or all of BreakUndies.ini, BreakUndies_Stock.ini, and Break_Armor.ini if present

 

To add Break Armor, Break Weapon, or Break Clothing capability to an existing armor (stock or from any mod)

 

1. Create a unique mesh for each break state. Note: There is no hard limit to the number of meshes that Break Armor can utilize for a given piece of armor.

2. Add those meshes to the folder where the original nif is stored. The meshes MUST be named in the correct manner that indicates the order of breakage, as detailed above. (mesh_ba1.nif, mesh_ba2.nif etc)

 

That's it. The next time the game is loaded, BreakArmor will automatically start swapping meshes based on Armor Health (for Armor) or NPC Health/Fatigue (for Clothing).

 

 

Requirements:

 

 

1. OBSE v.20 or higher

2. Armor and/or clothing that is available in-game. The BreakArmor framework doesn't know or care how the armor got in-game, all that it cares about is finding meshes that it recognizes.

3. Optional: An ini file that loads the meshes you want to use. Note: It looks for any of the following: Break_Armor.ini, BreakUndies.ini, BreakUndies_Stock.ini

 


What's New in Version 1.10f

Released

  • ***1.10 to 1.10b***
  • 1. Tracked down an unpurged string that was causing save bloating.
  • 2. Break Armor will now properly re-initialize after data purge
  • 3. The health multiplier ini variable (CBHMult) is now correctly applied to the actor's health
  • 4. Setting both CBHMult and CBFMult to 0 will no longer cause Oblivion to freeze.
  • 5. Data purge now occurs any time the save menu is opened, in addition to the "onSave" event handler.
  • Thanks to borninmarch and Movomo for their help in spotting and testing these issues.
  • ***1.09 to 1.10***
  • 1. Crash when entering certain areas has been resolved
  • 2. Armor items with a 0 max health will now behave is if they were Break Clothing items, rather than Break Armor items. This means that their break state will be determined by health and and fatigue (governed by the CBHMult and CBFMult values in the ini file) This should eliminate crashes or freezes due to 0 max health armor items.
  • 3. Break Weapon support has been added. Break Weapon follows the same naming convention as Break Armor and Break Clothing. Simply add appropriately named meshes to your weapon folders and Break Weapons will be automatically activated. Break Weapon can be enabled or disabled with the "set aaBACycle.BreakWeapon to #" entry in the ini file.
  • 4. Bound summoned items are now excluded from BreakArmor mesh swaps. This should resolve freezing problems when fighting Mythic Dawn agents and other enemies that have been scripted to repeatedly summon weapons and armor. Note summoned items, as well as armor, clothing, and weapons with names that begin with the string "Bound " (note the space) will be excluded from breakarmor break events.
  • 5. Hotkeyed weapons should no longer be removed from vanilla hotkey slots on break events
  • 6. Weapon swaps will now wait until both attack and equip animations are complete before activating.
  • ***1.08 to 1.09b***
  • 1. This update eliminates the need for BreakUndies style ini files. Only the BreakArmor ini file is necessary, and only for setting user options.
  • ***1.07 to 1.08***
  • 1. All BreakArmor data is now purged on any game save events. This will eliminate any BreakArmor induced save bloat, and should make things a bit more stable. Note: BreakArmor will now automatically reinitialize following save events.
  • ***1.06 to 1.07***
  • 1. Update3D following a load is now only performed on NPC's that require it. All other NPC's will have their clothes updated in the normal fashion.
  • 2. The ability to reuse the same mesh path in multiple breakArmor groups has been restored.
  • ***1.05 to 1.06***
  • 1. The crashes during certain savegame loads has been resolved. Note: This fix required a single Update3d call on all nearby NPCs immediately after a savegame load. I am on the lookout for a cleaner solution
  • ***1.01 to 1.05***
  • 1.05 is a complete rebuild of much of the back-end with an eye to performance and stability.
  • 1. Significant improvements to performance, speed, and stability.
  • 2. Stacks of the same armor no longer cause problems
  • 3. The random armor duplication problem has been resolved
  • ***1.00 to 1.01***
  • 1. Callback functionality added. Find a sample esp demonstrating the callback functionality and a readme under the Modders Resources folder.
  • 2. Clothing break system has been implemented into BreakArmor and is ready for testing.
  • 3. BreakArmor now should ONLY attempt to re-equip items that it unequipped. Hopefully this should resolve some of the reported crashes.

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