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Mortal Weapons & Armors


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38 minutes ago, orgs1n said:

The nipple covers (slot 46) and panties (slot 54) were not assigned a durability on equipping, and proved indestructible in combat.

MWA doesn't really check slots at all. I suspect the items in question has the ArmorJewelry keyword. Jewelry is ignored by MWA. Can't very well have rings/amulet/circlets breaking and I can't check it out for myself as I don't have a Tumblr account. This is going to be a thing I'm afraid. I've noticed from my own time cleaning up mods that armor mod authors can be a bit... messy when it comes to the esp creation. You know the way everything is either daedric or ebony level even if it's just a scarf... It's pretty easy to change yourself with TesEdit if your interested. 

 

43 minutes ago, orgs1n said:

There was also an issue with the headpiece, but that may be due to armor pack in question. The headpiece was assigned a durability, but failed to equip. As a result, in combat it kept got destroyed over and over, as the screenshot below illustrates.

Hmm. Open the MCM and check the equip status list. Is the head piece there? If so try hitting the clean list button. The real question is though: Why isn't it being equipped. 

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4 hours ago, Monoman1 said:

MWA doesn't really check slots at all. I suspect the items in question has the ArmorJewelry keyword. Jewelry is ignored by MWA. Can't very well have rings/amulet/circlets breaking and I can't check it out for myself as I don't have a Tumblr account. This is going to be a thing I'm afraid. I've noticed from my own time cleaning up mods that armor mod authors can be a bit... messy when it comes to the esp creation. You know the way everything is either daedric or ebony level even if it's just a scarf... It's pretty easy to change yourself with TesEdit if your interested. 

 

Hmm. Open the MCM and check the equip status list. Is the head piece there? If so try hitting the clean list button. The real question is though: Why isn't it being equipped. 

The pieces in question didn't have any keywords at all. I added ClothingBody and VendorItemClothing, but it didn't make a difference. But really, it's not important. This is a pose armor at best. I also tested with an Iron Bikini and that was destroyed piece by piece. Excellent!

 

As for the head piece, that was indeed listed on your mod equip status list, and the MCM clean option neatly removed it. So all's well. This is a problem of that mod and not yours.

 

MWA appears to work quite well. It's great fun to see the PC's armor get taken apart and dropping to the floor! Especially in the comforting knowledge that for once, it won't disappear into the ground! I'll definitely be using MWA in my next playthrough!

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48 minutes ago, orgs1n said:

The pieces in question didn't have any keywords at all. I added ClothingBody and VendorItemClothing,

Don't forget ArmorClothing. 

 

A small update. Just added an option to increase the number of 'strikes' per hit. Normally one hit = one strike on a randomly picked piece of equipped armor. I've noticed that if you play as a nimble (dodging) character with a mod setup where you die from 2 or 3 hits and/or you wear lots of different armor pieces (and I do all three) then just damaging one armor piece at a time is slow. Now you can increase the number of armor strikes every time you're hit. I wouldn't set it too high though as there's extra processing involved and if you increase it too much armor can break noticeably long after you've been hit. 

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Don't mean to spam you guys with updates but I had to fix this after Naked Dungeons took all my stuff and I stabbed my way through the dungeon with a knife and fork I found in a cupboard :D

 

Added the same knife and fork, wooden sword, and all the beggar rags to a junk list. Anything in the junk list gets only 20% of the durability it would usually get. You'll have to reset your durability cache to get the new durability's on any new equips if you have had equipped them before. So I added a button in the MCM to do just that. 

 

Are there any other junk items you can think of?

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2 hours ago, Monoman1 said:

Are there any other junk items you can think of?

Torches! If I was a draugr and this stupid adventurer who can't see in the dark was trying to block my swings with a torch, it'd be the first thing I'd swat out of his hands!

 

Also, sometimes MWA notes an item "isn't worth the trouble", and doesn't automatically pick it up. Can that be configured? In general, everything I bother to carry in my meager pack *is* worth the trouble (to me).

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5 minutes ago, orgs1n said:

Torches! If I was a draugr and this stupid adventurer who can't see in the dark was trying to block my swings with a torch, it'd be the first thing I'd swat out of his hands!

 

Also, sometimes MWA notes an item "isn't worth the trouble", and doesn't automatically pick it up. Can that be configured? In general, everything I bother to carry in my meager pack *is* worth the trouble (to me).

you have a point there, like:

ink well, quill, paper for those times you wear that realy big ballgag

or those 100 rolls of toilet paper!

 

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32 minutes ago, orgs1n said:

Also, sometimes MWA notes an item "isn't worth the trouble", and doesn't automatically pick it up. Can that be configured? In general, everything I bother to carry in my meager pack *is* worth the trouble (to me)

That just means you left the trigger zone before the auto pickup timer reached zero. 

 

Good point about torches. I suspect it won't be straight forward though. I'll look into it. 

Edit: you can configure how long the timer takes in the MCM. The timer doesn't count down during combat though. 

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41 minutes ago, slonez1 said:

Is all the broken items dropped auto-picked up after timer duration? or are they lost after that timer?

I would prefer the later, personally.

Hardcore but the idea of the trigger zones is to recover shit that falls through the floor. 

 

41 minutes ago, slonez1 said:

Also, I am crashing with this mod. In combat it seems to crash when an item falls off. not all the time... just this particular fight.

I don't know if I'm doing something incorrectly?

HIT - List index 6: ObjRef: [ObjectReference <Item 19 in container  (00000014)>]. Base: [SBA_Armor < (89004A09)>]

 

Item x in container blah. These are not valid object references. Repair any broken stuff you want to keep then try stopping and restarting the mod. Shouldn't crash the game though.

 

Maybe it's a bad mesh. Try dropping Bikini Steel Gorget III into the game world. 

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7 hours ago, MayDayCray said:

Mmm.. People I kill don't re-equip they're body slot armors

That's the one part of the mod I've not had any problem with. Is the armor in their inventory at least? 

Send me a log if you'd like. Save and reload just before you kill someone. Loading the game will give me a marker to look for. 

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12 hours ago, Monoman1 said:

That's the one part of the mod I've not had any problem with. Is the armor in their inventory at least? 

Send me a log if you'd like. Save and reload just before you kill someone. Loading the game will give me a marker to look for. 

My papyrus log? 

 

I tried to pastebin it to you.. but I think I've gotta sign up for that

Papyrus.0.log

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1 hour ago, MayDayCray said:

My papyrus log? 

 

I tried to pastebin it to you.. but I think I've gotta sign up for that

Papyrus.0.log

I can't see anything in the logs to suggest a problem with re-equipping armor on dead npcs. In fact it's as if the NPC didn't die at all. He was initialized to die: _MWA_: Init Done on: [Actor < (FF005CE1)>]

But there's no trace of "_MWA_: Degrade: Actor:" in the log which is run when an NPC dies. 

If the NPCs armor unequipped in this instance I'd say it wasn't anything to do with MWA because DegradeCorpse() function does not appear to have been called. This is based on the assumption that you are using the latest version of MWA?

 

The mod is having problems though. I'd suggest repairing any damaged items you want to keep and restart the mod. 

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1 hour ago, Monoman1 said:

I can't see anything in the logs to suggest a problem with re-equipping armor on dead npcs. In fact it's as if the NPC didn't die at all. He was initialized to die: _MWA_: Init Done on: [Actor < (FF005CE1)>]

But there's no trace of "_MWA_: Degrade: Actor:" in the log which is run when an NPC dies. 

If the NPCs armor unequipped in this instance I'd say it wasn't anything to do with MWA because DegradeCorpse() function does not appear to have been called. This is based on the assumption that you are using the latest version of MWA?

 

The mod is having problems though. I'd suggest repairing any damaged items you want to keep and restart the mod. 

Wait.. you wanted me to kill that guy? I thought you just wanted me to bring him to the brink of death ??‍♀️

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5 minutes ago, MayDayCray said:

so I killed that guy.. lol

Papyrus.0.log

Thanks :)

Unfortunately I can find nothing in the logs to suggest anything is wrong.



Line 405: [10/18/2018 - 10:40:14PM] [_mwa_mcm <_MWA_ModConfigMenu (EE000D67)>] INITIALIZED
    Line 405: [10/18/2018 - 10:40:14PM] [_mwa_mcm <_MWA_ModConfigMenu (EE000D67)>] INITIALIZED
    Line 2759: [10/18/2018 - 10:40:34PM] _MWA_: LOAD GAME ================================================================================
    Line 2901: [10/18/2018 - 10:40:35PM] _MWA_: Soft dependency check Begin ===========================
    Line 2902: [10/18/2018 - 10:40:35PM] _MWA_: Dawnguard Installed: TRUE
    Line 2903: [10/18/2018 - 10:40:35PM] _MWA_: Dragonborn Installed: TRUE
    Line 2904: [10/18/2018 - 10:40:35PM] _MWA_: Sexlab Installed: TRUE
    Line 2905: [10/18/2018 - 10:40:35PM] _MWA_: Requiem Installed: False
    Line 2906: [10/18/2018 - 10:40:35PM] _MWA_: Soft dependency check End ============================
    Line 3171: [10/18/2018 - 10:40:37PM] _MWA_: Init Done on: [Actor < (FF005CE1)>]
    Line 5001: [10/18/2018 - 10:41:58PM] _MWA_: Degrade: Actor: [Actor < (FF005CE1)>]. Item count: 3
    Line 5004: [10/18/2018 - 10:41:58PM] _MWA_: ObjRefTemp: [ObjectReference < (FF005CF6)>]. Name: Orcish Dagger. i: 2. j: 300
    Line 5005: [10/18/2018 - 10:41:58PM] _MWA_: Cache Miss: GetDurability: Name: Orcish Dagger
    Line 5007: [10/18/2018 - 10:41:58PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Orcish Dagger
    Line 5020: [10/18/2018 - 10:41:58PM] _MWA_: GetMaterialDurabilityBonus() for Orcish Dagger took 0.100998 seconds to run
    Line 5023: [10/18/2018 - 10:41:58PM] _MWA_: GetDurability() for Orcish Dagger took 0.268997 seconds to run
    Line 5029: [10/18/2018 - 10:41:58PM] _MWA_: ObjRefTemp: [ObjectReference < (FF005CFE)>]. Name: Fur Armor. i: 1. j: 300
    Line 5031: [10/18/2018 - 10:41:58PM] _MWA_: Cache Miss: GetDurability: Name: Fur Armor
    Line 5033: [10/18/2018 - 10:41:59PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Fur Armor
    Line 5039: [10/18/2018 - 10:41:59PM] _MWA_: GetMaterialDurabilityBonus() for Fur Armor took 0.520996 seconds to run
    Line 5044: [10/18/2018 - 10:41:59PM] _MWA_: GetDurability() for Fur Armor took 0.976013 seconds to run
    Line 5045: [10/18/2018 - 10:41:59PM] _MWA_: ObjRefTemp: [ObjectReference < (FF005D2C)>]. Name: Fur Shoes. i: 0. j: 300
    Line 5046: [10/18/2018 - 10:41:59PM] _MWA_: Cache Miss: GetDurability: Name: Fur Shoes
    Line 5047: [10/18/2018 - 10:41:59PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Fur Shoes
    Line 5058: [10/18/2018 - 10:42:00PM] _MWA_: GetMaterialDurabilityBonus() for Fur Shoes took 0.298004 seconds to run
    Line 5059: [10/18/2018 - 10:42:00PM] _MWA_: GetDurability() for Fur Shoes took 0.468002 seconds to run
    Line 7187: [10/18/2018 - 10:42:29PM] _MWA_: LOAD GAME ================================================================================
    Line 7315: [10/18/2018 - 10:42:29PM] _MWA_: Soft dependency check Begin ===========================
    Line 7316: [10/18/2018 - 10:42:29PM] _MWA_: Dawnguard Installed: TRUE
    Line 7317: [10/18/2018 - 10:42:29PM] _MWA_: Dragonborn Installed: TRUE
    Line 7318: [10/18/2018 - 10:42:29PM] _MWA_: Sexlab Installed: TRUE
    Line 7319: [10/18/2018 - 10:42:29PM] _MWA_: Requiem Installed: False
    Line 7320: [10/18/2018 - 10:42:29PM] _MWA_: Soft dependency check End ============================


Important bits: 

NPC armor degradation started -> _MWA_: Degrade: Actor: [Actor < (FF005CE1)>]. Item count: 3

Valid object reference for the NPCs body armor - > ObjRefTemp: [ObjectReference < (FF005CFE)>]. Name: Fur Armor. i: 1. j: 300

and no errors.

 

I find it odd that it's always the body slot. If it were different slots every time then it would be something. I'm beginning to think it's a mod conflict of some sorts. Can you think of any other mods you use that might affect the body slot of NPCs?

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5 hours ago, Monoman1 said:

Thanks :)

Unfortunately I can find nothing in the logs to suggest anything is wrong.

 

  Hide contents

 


Line 405: [10/18/2018 - 10:40:14PM] [_mwa_mcm <_MWA_ModConfigMenu (EE000D67)>] INITIALIZED
    Line 405: [10/18/2018 - 10:40:14PM] [_mwa_mcm <_MWA_ModConfigMenu (EE000D67)>] INITIALIZED
    Line 2759: [10/18/2018 - 10:40:34PM] _MWA_: LOAD GAME ================================================================================
    Line 2901: [10/18/2018 - 10:40:35PM] _MWA_: Soft dependency check Begin ===========================
    Line 2902: [10/18/2018 - 10:40:35PM] _MWA_: Dawnguard Installed: TRUE
    Line 2903: [10/18/2018 - 10:40:35PM] _MWA_: Dragonborn Installed: TRUE
    Line 2904: [10/18/2018 - 10:40:35PM] _MWA_: Sexlab Installed: TRUE
    Line 2905: [10/18/2018 - 10:40:35PM] _MWA_: Requiem Installed: False
    Line 2906: [10/18/2018 - 10:40:35PM] _MWA_: Soft dependency check End ============================
    Line 3171: [10/18/2018 - 10:40:37PM] _MWA_: Init Done on: [Actor < (FF005CE1)>]
    Line 5001: [10/18/2018 - 10:41:58PM] _MWA_: Degrade: Actor: [Actor < (FF005CE1)>]. Item count: 3
    Line 5004: [10/18/2018 - 10:41:58PM] _MWA_: ObjRefTemp: [ObjectReference < (FF005CF6)>]. Name: Orcish Dagger. i: 2. j: 300
    Line 5005: [10/18/2018 - 10:41:58PM] _MWA_: Cache Miss: GetDurability: Name: Orcish Dagger
    Line 5007: [10/18/2018 - 10:41:58PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Orcish Dagger
    Line 5020: [10/18/2018 - 10:41:58PM] _MWA_: GetMaterialDurabilityBonus() for Orcish Dagger took 0.100998 seconds to run
    Line 5023: [10/18/2018 - 10:41:58PM] _MWA_: GetDurability() for Orcish Dagger took 0.268997 seconds to run
    Line 5029: [10/18/2018 - 10:41:58PM] _MWA_: ObjRefTemp: [ObjectReference < (FF005CFE)>]. Name: Fur Armor. i: 1. j: 300
    Line 5031: [10/18/2018 - 10:41:58PM] _MWA_: Cache Miss: GetDurability: Name: Fur Armor
    Line 5033: [10/18/2018 - 10:41:59PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Fur Armor
    Line 5039: [10/18/2018 - 10:41:59PM] _MWA_: GetMaterialDurabilityBonus() for Fur Armor took 0.520996 seconds to run
    Line 5044: [10/18/2018 - 10:41:59PM] _MWA_: GetDurability() for Fur Armor took 0.976013 seconds to run
    Line 5045: [10/18/2018 - 10:41:59PM] _MWA_: ObjRefTemp: [ObjectReference < (FF005D2C)>]. Name: Fur Shoes. i: 0. j: 300
    Line 5046: [10/18/2018 - 10:41:59PM] _MWA_: Cache Miss: GetDurability: Name: Fur Shoes
    Line 5047: [10/18/2018 - 10:41:59PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Fur Shoes
    Line 5058: [10/18/2018 - 10:42:00PM] _MWA_: GetMaterialDurabilityBonus() for Fur Shoes took 0.298004 seconds to run
    Line 5059: [10/18/2018 - 10:42:00PM] _MWA_: GetDurability() for Fur Shoes took 0.468002 seconds to run
    Line 7187: [10/18/2018 - 10:42:29PM] _MWA_: LOAD GAME ================================================================================
    Line 7315: [10/18/2018 - 10:42:29PM] _MWA_: Soft dependency check Begin ===========================
    Line 7316: [10/18/2018 - 10:42:29PM] _MWA_: Dawnguard Installed: TRUE
    Line 7317: [10/18/2018 - 10:42:29PM] _MWA_: Dragonborn Installed: TRUE
    Line 7318: [10/18/2018 - 10:42:29PM] _MWA_: Sexlab Installed: TRUE
    Line 7319: [10/18/2018 - 10:42:29PM] _MWA_: Requiem Installed: False
    Line 7320: [10/18/2018 - 10:42:29PM] _MWA_: Soft dependency check End ============================

 

 

Important bits: 

NPC armor degradation started -> _MWA_: Degrade: Actor: [Actor < (FF005CE1)>]. Item count: 3

Valid object reference for the NPCs body armor - > ObjRefTemp: [ObjectReference < (FF005CFE)>]. Name: Fur Armor. i: 1. j: 300

and no errors.

 

I find it odd that it's always the body slot. If it were different slots every time then it would be something. I'm beginning to think it's a mod conflict of some sorts. Can you think of any other mods you use that might affect the body slot of NPCs?

It's gotta be Deadly Mutilation.. that or I probably should start a new game. My save games are like 40mb and I've.. *ahem* unwisely removed mods mid playthrough including Loot and Degradation.  I always clean my save, and I never CTD virtually.. I'm hoping I don't have to start a new game.

 

I'll test MWA without Deadly Mutilation and on a new game save later today

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42 minutes ago, MayDayCray said:

So It's definitely a conflict with Deadly Mutilation. Moving either up or down in my load order doesn't fix the issue...

 

Example

 

 

 

Great. At least we know what the problem is. Deadly mutilation is one of those mods that I always wanted to try but there was some incompatibility with it that deterred me. Thanks for the vid :)

I'll check it out and see if something can be done. 

What outfit is that btw? Looks pretty cool. 

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23 minutes ago, Monoman1 said:

Great. At least we know what the problem is. Deadly mutilation is one of those mods that I always wanted to try but there was some incompatibility with it that deterred me. Thanks for the vid :)

I'll check it out and see if something can be done. 

What outfit is that btw? Looks pretty cool. 

The outfit is from BDO Lumik

The torn stockings are from Charming High Heels UUNP

And the shoes are from The Book of UUNP I believe 

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1 hour ago, Siudhne said:

If I understand the previous answers correctly, there is no circlet/ring breakage mechanism? Too bad.

The mod would be capable of this and probably daedric stuff breaking too but what would be the point? 

1 hour ago, Siudhne said:

For that matter, can quest items break?

Why the hell would you want to do that? ?

Seems like it would be a pretty good way to break your game.

 

On 10/20/2018 at 4:10 AM, MayDayCray said:

Have you ever tried the fixed scripts version for Deadly Mutilation?

Nope. Never did try DM at all in the end and I remember why now. Skeletons. It replaces a lot of skeletons. Messy combination with SL mods I feel. 

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