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Mortal Weapons & Armors


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42 minutes ago, nagothm said:

I would be very satisfied if it just had some of the armor destroyed so when you looted the NPC you could only get boots and gloves this time, or maybe those were destroyed and I just got a tunic and a hood, something like that.  Anything making it where you got less armor/weapons when you loot bodies.

Well this mod kind of does that. Most stuff on dead npcs or in containers will either:

A) be too damaged to be of much use.

B) probably won't fit you anyway.

C) or more likely both of the above.

 

It's a pretty good 'scarcity' mod in it's own right.

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On 4/6/2019 at 11:56 PM, Monoman1 said:

Thanks :)

I'm curious as to what the hunger mod you mentioned is? 

Sorry - got the name wrong. It's Poverty and it's on Nexus (mod # 96891). So far it works like a dream in restricting placed armour, weapons, food, drink, etc.

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Stack dumps dont mean anything right?

 

==================
[huge stack dump.log]  53114 lines
dump count: 2
Dump 1 @ line #1647
Time of dump: [04/08/2019 - 07:11:38PM]
---------------------------------------
 220  (72007A3E)  _mwa_combatweapon.OnAnimationEvent()
 214  (720012CA)  _mwa_combatarmor.WeaponHit()
    - (720012CA)  _mwa_combatarmor.OnHit()
  81  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (7201825D)  _mwa_playerinventorytrackadded.OnItemAdded()
  68  (7201825D)  _mwa_playerinventorytrackadded.OnItemRemoved()
  59  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (7200B585)  _MWA_NpcDegradationAlias.OnInit()
  54  (72000D67)  _mwa_mcm.OnConfigManagerReady()
  47  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (72015CAC)  _mwa_objectequipmonitor.OnObjectEquipped()
  44  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (72015CAC)  _mwa_objectequipmonitor.OnObjectUnequipped()
  10  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (720136F5)  _MWA_NpcDegradationAlias.OnInit()
   3  (72000D63)  _mwa_main.OnPlayerLoadGame()
   3  (7202397E)  _MWA_CellChangeObjectDetach.OnCellDetach()
   2  (72007A3E)  _mwa_combatweapon.OnPlayerLoadGame()
   2  (72000D67)  SKI_PlayerLoadGameAlias.OnPlayerLoadGame()
   2  (7200CB17)  _MWA_GameTimeUpdateKicker.OnInit()
---------------------------------------
Dump 2 @ line #27447
Time of dump: [04/08/2019 - 07:12:38PM]
---------------------------------------
 220  (72007A3E)  _mwa_combatweapon.OnAnimationEvent()
 214  (720012CA)  _mwa_combatarmor.WeaponHit()
    - (720012CA)  _mwa_combatarmor.OnHit()
  81  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (7201825D)  _mwa_playerinventorytrackadded.OnItemAdded()
  68  (7201825D)  _mwa_playerinventorytrackadded.OnItemRemoved()
  62  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (7200B585)  _MWA_NpcDegradationAlias.OnInit()
  54  (72000D67)  _mwa_mcm.OnConfigManagerReady()
  47  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (72015CAC)  _mwa_objectequipmonitor.OnObjectEquipped()
  44  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (72015CAC)  _mwa_objectequipmonitor.OnObjectUnequipped()
  10  (72000D63)  _mwa_destructiontypes.IsDestructible()
    - (720136F5)  _MWA_NpcDegradationAlias.OnInit()
   3  (72000D63)  _mwa_main.OnPlayerLoadGame()
   3  (7202397E)  _MWA_CellChangeObjectDetach.OnCellDetach()
   2  (72007A3E)  _mwa_combatweapon.OnPlayerLoadGame()
   2  (72000D67)  SKI_PlayerLoadGameAlias.OnPlayerLoadGame()
   2  (7200CB17)  _MWA_GameTimeUpdateKicker.OnInit()
---------------------------------------

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6 minutes ago, Sutsiua said:

Stack dumps dont mean anything right?

Eh... I wouldn't say that. They can happen but they shouldn't really. It indicates a problem of some sorts. A problem mod or an overstressed scripting system. If they keep happening I would consider investigating. And just fyi, some stacks dumped may not actually be the cause. They can just be collateral. 

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Is there anyway to add summoned items to the Immune/Ignore list?

I keep getting messages with a summoned bow equipped. I can't add it to the immune list as I would a normal item. It doesn't ever break but the messages are a little distracting.

 

Also, is there any spell effect that will cause an item to break? I was thinking of adding something like that the Dragon Soul absorbing scene so your character ends up naked.

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6 hours ago, Mez558 said:

Is there anyway to add summoned items to the Immune/Ignore list?

I keep getting messages with a summoned bow equipped. I can't add it to the immune list as I would a normal item. It doesn't ever break but the messages are a little distracting.

I actually never thought of this stupidly. What message comes up?

6 hours ago, Mez558 said:

Also, is there any spell effect that will cause an item to break? I was thinking of adding something like that the Dragon Soul absorbing scene so your character ends up naked.

There's no spell but there is a mod event if scripting is your thing. 

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On 3/6/2019 at 10:03 PM, Monoman1 said:

Has anyone else had problems with objects being named one thing but actually being another thing. Nobody has reported it so I'm wondering if it's a mod conflict for me. 

Yes! This is my one problem with the mod, and although it is relatively minor, it has actually been quite annoying over a long-ish playthrough. Finding a cool enchanted ebony dagger only for it to be renamed "Fine Hat (3/36)" is only funny the first time, really. It doesn't happen always, but consistently happens quite a lot.

 

Now, also worth noting that I have been running this mod on SSE for the past month or so without any problems whatsover, beyond item name-swapping. When I have used previous versions of this mod in SSE, I would resave in creation kit as I hear you always should, but this time I didn't bother and there have been no negative consequences. Playthrough has lasted well over 30 hours at this point - I know more reports than just mine would be ideal, but honestly I think you should go ahead and list the mod as SSE compatible, or at least make a note in the description. It would be a shame for others to miss this!

 

A couple of other minor thoughts:

- is there/could you implement a way to give an option to exclude items found in chests or in the world from degradation? It makes total sense to me that armor looted from enemies you have just chopped up is not in a good state, but I don't like it that even equipment found in grand treasure chests or placed on weapons racks ready for use is in an awful state and needs to be taken to the blacksmith. I like having an unarmed, naked heroine as much as the next perv, but muh immersion...

- this is probably a big no, but could you set a chance for looted gear to be damaged and unusable, rather than just low durability? Not only would this complement the gender/weight fit of entirely preventing the player from equipping certain items without investment of resources, it would always stop unscrupuluous dragonborns (AKA me) from making bank by selling truckloads of low durability armor to Adrianne, and using the money to repair the gear I want to use. Bonus awesomeness (ok this is probably really impossible now) if armor had a greater chance to be destroyed when the NPC has died to a killmove or other massive damage (as with the 'blood money' perk from Ordinator's pickpocket tree).

 

❤️ Thanks for your work as ever. Your mods are god's gift.

 

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8 hours ago, Lugubrious0ne said:

Yes! This is my one problem with the mod, and although it is relatively minor, it has actually been quite annoying over a long-ish playthrough. Finding a cool enchanted ebony dagger only for it to be renamed "Fine Hat (3/36)" is only funny the first time, really. It doesn't happen always, but consistently happens quite a lot.

Couldn't agree more. It is very annoying. I've tried several times to track this bug down but whatever it is it isn't a straight-forward problem. The code looks right. I've got a workaround in my version but I'm not happy with a workaround and would rather fix it directly. 

8 hours ago, Lugubrious0ne said:

Now, also worth noting that I have been running this mod on SSE for the past month or so without any problems whatsover, beyond item name-swapping. When I have used previous versions of this mod in SSE, I would resave in creation kit as I hear you always should, but this time I didn't bother and there have been no negative consequences. Playthrough has lasted well over 30 hours at this point - I know more reports than just mine would be ideal, but honestly I think you should go ahead and list the mod as SSE compatible, or at least make a note in the description. It would be a shame for others to miss this!

Cool. That's great news :)

8 hours ago, Lugubrious0ne said:

- is there/could you implement a way to give an option to exclude items found in chests or in the world from degradation? It makes total sense to me that armor looted from enemies you have just chopped up is not in a good state, but I don't like it that even equipment found in grand treasure chests or placed on weapons racks ready for use is in an awful state and needs to be taken to the blacksmith. I like having an unarmed, naked heroine as much as the next perv, but muh immersion...

Does that make sense though. I mean, if these items are so great then why aren't the bandits etc around there using them? If we disagree then I don't know I'd have to look into where that's handled. Some parts of the mod are very complicated at this point and I'm not sure I want to go poking around in them. 

9 hours ago, Lugubrious0ne said:

- this is probably a big no, but could you set a chance for looted gear to be damaged and unusable, rather than just low durability? Not only would this complement the gender/weight fit of entirely preventing the player from equipping certain items without investment of resources, it would always stop unscrupuluous dragonborns (AKA me) from making bank by selling truckloads of low durability armor to Adrianne, and using the money to repair the gear I want to use. Bonus awesomeness (ok this is probably really impossible now) if armor had a greater chance to be destroyed when the NPC has died to a killmove or other massive damage (as with the 'blood money' perk from Ordinator's pickpocket tree).

Probably can't do this as every broken item needs extra tracking information attached to it to 'remember' what it was, which includes a lot of information. What I potentially might be able to do is reduce the amount of gold you get for things. I can't directly reduce the amount of gold you get as that's hard coded into the game but what I could do is when you sell something you get whatever gold it is normally worth but then the mod will refund gold to the merchant based on it's durability. There is a problem with this though - It's very cheap to repair damaged stuff (by design) so you could just repair it and then sell it....

 

Also you might consider using a carry weight mod to stop you hauling those kitchen sinks back to town. 

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For some reason, MWA won't always setup properly when it's first loaded for me.

 

When it works, it goes as follows...

Game loads (new game, qasmoke or an existing save that was created prior to installing MWA).

Messages about registered MCM menus pop in top left corner.

Some piece of armor briefly appears floating in front of me only to disappear a second later.

Armor in the inventory contains durability info.

MCM works just fine.

 

A bit from Papyrus...

Spoiler

[04/14/2019 - 12:43:22AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>] INITIALIZED
[04/14/2019 - 12:43:27AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:43:29AM] _MWA_: Dawnguard Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Dragonborn Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Sexlab Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Devious Devices Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Requiem Installed: False
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check End ============================
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:43:29AM] _MWA_: Dawnguard Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Dragonborn Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Sexlab Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Devious Devices Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Requiem Installed: False
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check End ============================
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (2D0008B1)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (2D00082F)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Mask (Down) -  FormId: [Form < (2D000913)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Armor < (00012E4B)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. Objref: None
[04/14/2019 - 12:43:30AM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: None
[04/14/2019 - 12:43:30AM] _MWA_: New: OnItemAdded: Iron Gorget (open). Ref: None
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Requested on Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Processing on Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:30AM] _MWA_: Selected block 0. Block Usage: 0
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Iron Gauntlets. Ref: ObjRef: [ObjectReference < (FF0009DA)>]. _MWA_InvAliasIndex: 0
[04/14/2019 - 12:43:30AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:30AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:30AM] _MWA_: Cache Miss: GetDurability: Name: Iron Gauntlets
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Requested on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Processing on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:30AM] _MWA_: Selected block 0. Block Usage: 1
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Iron Gorget (open). Ref: ObjRef: [ObjectReference < (FF0009DB)>]. _MWA_InvAliasIndex: 1
[04/14/2019 - 12:43:30AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:30AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:30AM] _MWA_: New: OnItemAdded: Iron Armor. Ref: None
[04/14/2019 - 12:43:30AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: New: [ObjectReference < (FF0009DB)>] moved into None
[04/14/2019 - 12:43:31AM] _MWA_: New: OnItemAdded: Iron Mask (Down). Ref: None
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Requested on Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Processing on Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:31AM] _MWA_: Selected block 0. Block Usage: 2
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Iron Armor. Ref: ObjRef: [ObjectReference < (FF0009DD)>]. _MWA_InvAliasIndex: 2
[04/14/2019 - 12:43:31AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Gorget (open)
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: New: OnItemAdded: Iron Boots. Ref: None
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Gauntlets
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Requested on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Processing on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:31AM] _MWA_: Selected block 0. Block Usage: 3
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Iron Boots. Ref: ObjRef: [ObjectReference < (FF0009DF)>]. _MWA_InvAliasIndex: 3
[04/14/2019 - 12:43:31AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Requested on Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Processing on Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:31AM] _MWA_: Selected block 0. Block Usage: 4
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Iron Mask (Down). Ref: ObjRef: [ObjectReference < (FF0009EF)>]. _MWA_InvAliasIndex: 4
[04/14/2019 - 12:43:31AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Gorget (open)
[04/14/2019 - 12:43:31AM] _MWA_: New: [ObjectReference < (FF0009DF)>] moved into None
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Boots
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Armor
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Mask (Down)
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: New: Removing[ObjectReference < (FF0009DB)>] from inv
[04/14/2019 - 12:43:32AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Boots
[04/14/2019 - 12:43:32AM] _MWA_: Initial Equipped:  -  FormId: [Armor < (3A000D77)>]. Objref: None
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Armor
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: New: Removing[ObjectReference < (FF0009DF)>] from inv
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: GetMaterialDurabilityBonus() for Iron Gauntlets took 1.703003 seconds to run
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Mask (Down)
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: GetDurability() for Iron Gauntlets took 2.036995 seconds to run
[04/14/2019 - 12:43:32AM] _MWA_: New: [ObjectReference < (FF0009DA)>] moved to [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetMaterialDurabilityBonus() for Iron Armor took 0.467003 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DA)>] moved into [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DD)>] moved to [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (2D00082F)>]. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:33AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (2D0008B1)>]. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetMaterialDurabilityBonus() for Iron Gorget (open) took 1.494003 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:33AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetDurability() for Iron Armor took 1.909996 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: New: OnItemAdded: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DD)>] moved into [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetMaterialDurabilityBonus() for Iron Boots took 1.542999 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: New: OnItemAdded: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: OnItemAdded ERROR for Iron Boots
[04/14/2019 - 12:43:33AM] _MWA_: MakePersistent: Requested on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: MakePersistent: Processing on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: Selected block 0. Block Usage: 7
[04/14/2019 - 12:43:33AM] _MWA_: MakePersistent: Iron Boots. Ref: ObjRef: [ObjectReference < (FF0009DF)>]. _MWA_InvAliasIndex: 1
[04/14/2019 - 12:43:33AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: GetDurability() for Iron Boots took 2.111000 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Equipped 2: Iron Gauntlets -  FormId: [Form < (2D0008B1)>]. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Armor < (00012E4B)>]. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: Equipped 2: Iron Armor -  FormId: [Form < (2D00082F)>]. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DA)>] is back with the player. Doing nothing
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: OnItemAdded: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: OnItemAdded ERROR for Iron Gorget (open)
[04/14/2019 - 12:43:34AM] _MWA_: MakePersistent: Requested on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: MakePersistent: Processing on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Selected block 0. Block Usage: 8
[04/14/2019 - 12:43:34AM] _MWA_: New: [ObjectReference < (FF0009DD)>] is back with the player. Doing nothing
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Armor. Ref: [ObjectReference < (FF0009DD)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: MakePersistent: Iron Gorget (open). Ref: ObjRef: [ObjectReference < (FF0009DB)>]. _MWA_InvAliasIndex: 3
[04/14/2019 - 12:43:34AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Equipped 2: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 4194308
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetWornObjectHealth called on Iron Gorget (open) - [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Armor fits slot 32. New Mask = 4194304
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Armor fits slot 52. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Boots took 0.300003 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.150002 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Gorget (open) took 3.006004 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (6/15). ObjRefDisplayName: Iron Gorget  (6/15)
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: Equipped 2: Iron Boots -  FormId: [Armor < (00012E4B)>]. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 32768
[04/14/2019 - 12:43:34AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Gorget (open) fits slot 45. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.099998 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: GetWornObjectHealth called on Iron Armor - [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: GetMaterialDurabilityBonus() for Iron Mask (Down) took 1.971001 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: [ObjectReference < (FF0009EF)>] moved to [Actor < (00000014)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Boots. Ref: [ObjectReference < (FF0009DF)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 128
[04/14/2019 - 12:43:34AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Boots fits slot 37. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.050995 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Gorget (open) took 0.300995 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: New: OnItemAdded: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:34AM] _MWA_: New: [ObjectReference < (FF0009EF)>] moved into [Actor < (00000014)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetWornObjectHealth called on Iron Boots - [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 8
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Mask (Down) took 3.446007 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Gauntlets fits slot 33. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.050003 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:35AM] _MWA_: Initial Equipped: Iron Mask (Down) -  FormId: [Form < (2D000913)>]. Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: GetWornObjectHealth called on Iron Gauntlets - [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:35AM] _MWA_: Equipped 2: Iron Mask (Down) -  FormId: [Form < (2D000913)>]. Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: New: ListObjRef: BEGIN for Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: New: Mask = 4096
[04/14/2019 - 12:43:35AM] _MWA_: New: ListObjRef: Iron Mask (Down) fits slot 42. New Mask = 0
[04/14/2019 - 12:43:35AM] _MWA_: New: ListObjRef: END. Duration: 0.084000 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:35AM] _MWA_: GetWornObjectHealth called on Iron Mask (Down) - [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: New: [ObjectReference < (FF0009EF)>] is back with the player. Doing nothing
[04/14/2019 - 12:43:35AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:37AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:37AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:37AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:37AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:37AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:37AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:38AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:38AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:38AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:38AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:38AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:38AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:38AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]

 

When it doesn't work, it goes as follows...

Game loads (new game, qasmoke or an existing save that was created prior to installing MWA).

Messages about registered MCM menus pop in top left corner.

Nothing.

Armor in the inventory is the same as in vanilla game.

MCM exists and shows all subcategories, but clicking on them has no effect so all seem to be empty.

 

A bit from Papyrus...

Spoiler

[04/14/2019 - 12:45:24AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>] INITIALIZED
[04/14/2019 - 12:45:29AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/14/2019 - 12:45:31AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:45:31AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Armor < (00012E49)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Mask (Up) -  FormId: [Form < (2D000912)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Armor < (00012E46)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (2D0008E7)>]. ObjRef: None

 

I tried different LO combinations, systematicaly uninstalling all but required mods and it happens even then.

There seems to be an increased chance of this happening if I open the inventory right after the loading screen, but then there are exceptions when it works even if I do it anyway. Further testing did not confirm this.

There seems to be an increased chance of this happening with more mods I enable.

 

In general it just seems random. Sometimes it works, sometimes not, but once it fails to setup properly, it's over. Saving and reloading has no effect on that.

I have some additional tests on mind I'd like to try, but I'm not sure when I'll be able to do them so I thought I'd just let you know what I found in the meantime. :)

Link to comment
On 4/13/2019 at 9:40 AM, Monoman1 said:

Couldn't agree more. It is very annoying. I've tried several times to track this bug down but whatever it is it isn't a straight-forward problem. The code looks right. I've got a workaround in my version but I'm not happy with a workaround and would rather fix it directly. 

Haha, yeah. Maybe I am OCD, but it is extremely triggering for some reason. The weirder part is that it appears the game does see the original name - for example, if you drop a misnamed item, it has its original name on the ground. But the inventory name is still wrong. Even Jaxonz Renamer cannot change this. Also, it comes in bursts - sometimes, every single item on corpses looted after a big fight are misnamed. Sometimes I can play for hours without seeing a single error.

On 4/13/2019 at 9:40 AM, Monoman1 said:

Does that make sense though. I mean, if these items are so great then why aren't the bandits etc around there using them? If we disagree then I don't know I'd have to look into where that's handled. Some parts of the mod are very complicated at this point and I'm not sure I want to go poking around in them. 

That's a valid point. However, just as weird as it is in vanilla for every single item to be usable when you find it, it seems to me just as weird for every single item (more or less) to be barely held together with sticky tape when you find it with MWA. If all these swords are on their last legs, why keep them in your bandit hideout at all? From a gameplay standpoint, it also takes away a bit from the "wow" factor of finding, say, Red Eagles Sword after a hard dungeon slog, only to realise that you will need to go all the way back to town and fix it up. 

 

The other factor, for me (and maybe I'm a weird player, who knows) is I find MWA, while fulfilling its task beautifully, does push me towards speccing into Smithing just for the sake of convenience. Because it is guaranteed that every item I find in the world will either be gone after 2 fights, or will need to tempered, I go for the later. Of course MWA is always going to be a direct buff to smithing. Hm. What I'm getting at is it would be nice to occasionally find items in a good condition "right out of the box" (what the hell, maybe even tempered items, as is the case with Loot and Degradation), so that non-smithing characters (or just characters/players who aren't too thrilled with trecking to the grindstone every time they clear a bandit camp) are not completely gimped. This more lenient approach could be offset by either more expensive ingots OR, say, requiring 3 ore to smith 1 ingot (shoutout to CCOR, could even be MCM configurable), so even smithing-oriented characters make more of an investment for gear maintenance and repair.

 

EDIT because brain slow: What I mean is, I feel like MWA should mean that the player has to cycle through different weapons and armors more often than vanilla when out in the world, because things break. What actually happens for me is that I leave town with one tempered set of gear, and rarely if ever change when adventuring - because everything you find is trash, and gear tempered with a somewhat decent smithing skill is actually quite survivable, there is little incentive to "make do" with what you find. If that makes sense.

 

On 4/13/2019 at 9:40 AM, Monoman1 said:

Probably can't do this as every broken item needs extra tracking information attached to it to 'remember' what it was, which includes a lot of information. What I potentially might be able to do is reduce the amount of gold you get for things. I can't directly reduce the amount of gold you get as that's hard coded into the game but what I could do is when you sell something you get whatever gold it is normally worth but then the mod will refund gold to the merchant based on it's durability. There is a problem with this though - It's very cheap to repair damaged stuff (by design) so you could just repair it and then sell it....

 

Also you might consider using a carry weight mod to stop you hauling those kitchen sinks back to town. 

Yep, I figured it's probably a tricky one. It is super hard to balance economy, I find. Even with sell prices hard nerfed in Trade & Barter MCM, I always reach a point in my super-modded Skyrim where the shear number of mod-added items and locations makes me rich enough to pay away the intended hardships of iNeed, Frostfall, and also MWA. Your proposed solution sounds very promising to me. Again it is a buff to smithing (spam tempering becomes the new "forge 1000 iron daggers" except you also make bank from it), but an ingot scarcity solution as I mentioned above would mitigate this.

 

Anyways, random unfeasible suggestions aside, if you never released another version of this mod I will still use it forever just as it is. Mad skills.

 

PS EDIT: I think the trouble I face in my current playthrough, and always have, is keeping the exciting pressures of early game Survival Skyrim (I'm hungry! Where can I sleep? My armor keeps falling apart! Every hold guard and wolf wants a piece of dat ass!) alive past level 10 or so, without also diminishing the feeling of reward and progression that fun gameplay depends on. Scarcity, Trade & Barter, no fast travel, Frostfall, Campfire, iNeed, MWA, Defeat...the solution is out there. Somewhere.

Link to comment
13 hours ago, Lugubrious0ne said:

Haha, yeah. Maybe I am OCD, but it is extremely triggering for some reason. The weirder part is that it appears the game does see the original name - for example, if you drop a misnamed item, it has its original name on the ground. But the inventory name is still wrong. Even Jaxonz Renamer cannot change this. Also, it comes in bursts - sometimes, every single item on corpses looted after a big fight are misnamed. Sometimes I can play for hours without seeing a single error.

In making the mod I found that there seems to actually be two names attached to an object. A world name when its dropped on the ground and one when it's in a container. Just another skyrimism to make the mod more difficult to make. If memory serves, the name needs to be set when the object is outside a container otherwise there are issues. 

 

The irregularity in frequency of the name bug is another reason its being difficult to fix. It's just impossible to reproduce reliably it seems. 

13 hours ago, Lugubrious0ne said:

That's a valid point. However, just as weird as it is in vanilla for every single item to be usable when you find it, it seems to me just as weird for every single item (more or less) to be barely held together with sticky tape when you find it with MWA. If all these swords are on their last legs, why keep them in your bandit hideout at all? From a gameplay standpoint, it also takes away a bit from the "wow" factor of finding, say, Red Eagles Sword after a hard dungeon slog, only to realise that you will need to go all the way back to town and fix it up. 

 

The other factor, for me (and maybe I'm a weird player, who knows) is I find MWA, while fulfilling its task beautifully, does push me towards speccing into Smithing just for the sake of convenience. Because it is guaranteed that every item I find in the world will either be gone after 2 fights, or will need to tempered, I go for the later. Of course MWA is always going to be a direct buff to smithing. Hm. What I'm getting at is it would be nice to occasionally find items in a good condition "right out of the box" (what the hell, maybe even tempered items, as is the case with Loot and Degradation), so that non-smithing characters (or just characters/players who aren't too thrilled with trecking to the grindstone every time they clear a bandit camp) are not completely gimped. This more lenient approach could be offset by either more expensive ingots OR, say, requiring 3 ore to smith 1 ingot (shoutout to CCOR, could even be MCM configurable), so even smithing-oriented characters make more of an investment for gear maintenance and repair.

 

EDIT because brain slow: What I mean is, I feel like MWA should mean that the player has to cycle through different weapons and armors more often than vanilla when out in the world, because things break. What actually happens for me is that I leave town with one tempered set of gear, and rarely if ever change when adventuring - because everything you find is trash, and gear tempered with a somewhat decent smithing skill is actually quite survivable, there is little incentive to "make do" with what you find. If that makes sense

Fair point. Maybe I can add a little configurability to how much items are degraded. I don't want to add too much as all this needs to happen quickly during a bandits death throws etc. 

13 hours ago, Lugubrious0ne said:

figured it's probably a tricky one. It is super hard to balance economy, I find. Even with sell prices hard nerfed in Trade & Barter MCM, I always reach a point in my super-modded Skyrim where the shear number of mod-added items and locations makes me rich enough to pay away the intended hardships of iNeed, Frostfall, and also MWA. Your proposed solution sounds very promising to me. Again it is a buff to smithing (spam tempering becomes the new "forge 1000 iron daggers" except you also make bank from it), but an ingot scarcity solution as I mentioned above would mitigate this

Ingot scarcity wouldn't really matter as you could just ask a blacksmith to fix it for you. 

13 hours ago, Lugubrious0ne said:

EDIT: I think the trouble I face in my current playthrough, and always have, is keeping the exciting pressures of early game Survival Skyrim (I'm hungry! Where can I sleep? My armor keeps falling apart! Every hold guard and wolf wants a piece of dat ass!) alive past level 10 or so, without also diminishing the feeling of reward and progression that fun gameplay depends on. Scarcity, Trade & Barter, no fast travel, Frostfall, Campfire, iNeed, MWA, Defeat...the solution is out there. Somewhere.

I know the feeling. I often get bored around the level 20 mark. 

 

 

On 4/14/2019 at 2:15 AM, Tiress said:

For some reason, MWA won't always setup properly when it's first loaded for me.

 

When it works, it goes as follows...

Game loads (new game, qasmoke or an existing save that was created prior to installing MWA).

Messages about registered MCM menus pop in top left corner.

Some piece of armor briefly appears floating in front of me only to disappear a second later.

Armor in the inventory contains durability info.

MCM works just fine.

 

A bit from Papyrus...

  Reveal hidden contents

[04/14/2019 - 12:43:22AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>] INITIALIZED
[04/14/2019 - 12:43:27AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:43:29AM] _MWA_: Dawnguard Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Dragonborn Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Sexlab Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Devious Devices Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Requiem Installed: False
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check End ============================
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:43:29AM] _MWA_: Dawnguard Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Dragonborn Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Sexlab Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Devious Devices Installed: TRUE
[04/14/2019 - 12:43:29AM] _MWA_: Requiem Installed: False
[04/14/2019 - 12:43:29AM] _MWA_: Soft dependency check End ============================
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (2D0008B1)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (2D00082F)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Mask (Down) -  FormId: [Form < (2D000913)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Armor < (00012E4B)>]. Objref: None
[04/14/2019 - 12:43:29AM] _MWA_: Initial Equipped: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. Objref: None
[04/14/2019 - 12:43:30AM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: None
[04/14/2019 - 12:43:30AM] _MWA_: New: OnItemAdded: Iron Gorget (open). Ref: None
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Requested on Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Processing on Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:30AM] _MWA_: Selected block 0. Block Usage: 0
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Iron Gauntlets. Ref: ObjRef: [ObjectReference < (FF0009DA)>]. _MWA_InvAliasIndex: 0
[04/14/2019 - 12:43:30AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:30AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:30AM] _MWA_: Cache Miss: GetDurability: Name: Iron Gauntlets
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Requested on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Processing on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:30AM] _MWA_: Selected block 0. Block Usage: 1
[04/14/2019 - 12:43:30AM] _MWA_: MakePersistent: Iron Gorget (open). Ref: ObjRef: [ObjectReference < (FF0009DB)>]. _MWA_InvAliasIndex: 1
[04/14/2019 - 12:43:30AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:30AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:30AM] _MWA_: New: OnItemAdded: Iron Armor. Ref: None
[04/14/2019 - 12:43:30AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: New: [ObjectReference < (FF0009DB)>] moved into None
[04/14/2019 - 12:43:31AM] _MWA_: New: OnItemAdded: Iron Mask (Down). Ref: None
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Requested on Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Processing on Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:31AM] _MWA_: Selected block 0. Block Usage: 2
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Iron Armor. Ref: ObjRef: [ObjectReference < (FF0009DD)>]. _MWA_InvAliasIndex: 2
[04/14/2019 - 12:43:31AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Gorget (open)
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: New: OnItemAdded: Iron Boots. Ref: None
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Gauntlets
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Requested on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Processing on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:31AM] _MWA_: Selected block 0. Block Usage: 3
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Iron Boots. Ref: ObjRef: [ObjectReference < (FF0009DF)>]. _MWA_InvAliasIndex: 3
[04/14/2019 - 12:43:31AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Requested on Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Processing on Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:31AM] _MWA_: Selected block 0. Block Usage: 4
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: MakePersistent: Iron Mask (Down). Ref: ObjRef: [ObjectReference < (FF0009EF)>]. _MWA_InvAliasIndex: 4
[04/14/2019 - 12:43:31AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Gorget (open)
[04/14/2019 - 12:43:31AM] _MWA_: New: [ObjectReference < (FF0009DF)>] moved into None
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Boots
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Armor
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Cache Miss: GetDurability: Name: Iron Mask (Down)
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:31AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: New: Removing[ObjectReference < (FF0009DB)>] from inv
[04/14/2019 - 12:43:32AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Boots
[04/14/2019 - 12:43:32AM] _MWA_: Initial Equipped:  -  FormId: [Armor < (3A000D77)>]. Objref: None
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Armor
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: New: Removing[ObjectReference < (FF0009DF)>] from inv
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: GetMaterialDurabilityBonus() for Iron Gauntlets took 1.703003 seconds to run
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Mask (Down)
[04/14/2019 - 12:43:32AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:32AM] _MWA_: GetDurability() for Iron Gauntlets took 2.036995 seconds to run
[04/14/2019 - 12:43:32AM] _MWA_: New: [ObjectReference < (FF0009DA)>] moved to [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetMaterialDurabilityBonus() for Iron Armor took 0.467003 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DA)>] moved into [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DD)>] moved to [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (2D00082F)>]. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:33AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (2D0008B1)>]. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetMaterialDurabilityBonus() for Iron Gorget (open) took 1.494003 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:33AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetDurability() for Iron Armor took 1.909996 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: New: OnItemAdded: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DD)>] moved into [Actor < (00000014)>]
[04/14/2019 - 12:43:33AM] _MWA_: GetMaterialDurabilityBonus() for Iron Boots took 1.542999 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: New: OnItemAdded: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: OnItemAdded ERROR for Iron Boots
[04/14/2019 - 12:43:33AM] _MWA_: MakePersistent: Requested on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: MakePersistent: Processing on Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: Selected block 0. Block Usage: 7
[04/14/2019 - 12:43:33AM] _MWA_: MakePersistent: Iron Boots. Ref: ObjRef: [ObjectReference < (FF0009DF)>]. _MWA_InvAliasIndex: 1
[04/14/2019 - 12:43:33AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:33AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:33AM] _MWA_: GetDurability() for Iron Boots took 2.111000 seconds to run
[04/14/2019 - 12:43:33AM] _MWA_: Equipped 2: Iron Gauntlets -  FormId: [Form < (2D0008B1)>]. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:33AM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Armor < (00012E4B)>]. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:33AM] _MWA_: Equipped 2: Iron Armor -  FormId: [Form < (2D00082F)>]. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:33AM] _MWA_: New: [ObjectReference < (FF0009DA)>] is back with the player. Doing nothing
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: OnItemAdded: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: OnItemAdded ERROR for Iron Gorget (open)
[04/14/2019 - 12:43:34AM] _MWA_: MakePersistent: Requested on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: MakePersistent: Processing on Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Selected block 0. Block Usage: 8
[04/14/2019 - 12:43:34AM] _MWA_: New: [ObjectReference < (FF0009DD)>] is back with the player. Doing nothing
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Armor. Ref: [ObjectReference < (FF0009DD)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: MakePersistent: Iron Gorget (open). Ref: ObjRef: [ObjectReference < (FF0009DB)>]. _MWA_InvAliasIndex: 3
[04/14/2019 - 12:43:34AM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Equipped 2: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 4194308
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetWornObjectHealth called on Iron Gorget (open) - [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Armor fits slot 32. New Mask = 4194304
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Armor fits slot 52. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Boots took 0.300003 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.150002 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Gorget (open) took 3.006004 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (6/15). ObjRefDisplayName: Iron Gorget  (6/15)
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: Equipped 2: Iron Boots -  FormId: [Armor < (00012E4B)>]. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 32768
[04/14/2019 - 12:43:34AM] _MWA_: Waiting on fit. ItemCount: 0
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Gorget (open) fits slot 45. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.099998 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: GetWornObjectHealth called on Iron Armor - [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: GetMaterialDurabilityBonus() for Iron Mask (Down) took 1.971001 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: [ObjectReference < (FF0009EF)>] moved to [Actor < (00000014)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Boots. Ref: [ObjectReference < (FF0009DF)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 128
[04/14/2019 - 12:43:34AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Boots fits slot 37. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.050995 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Gorget (open) took 0.300995 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: New: OnItemAdded: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:34AM] _MWA_: New: [ObjectReference < (FF0009EF)>] moved into [Actor < (00000014)>]
[04/14/2019 - 12:43:34AM] _MWA_: GetWornObjectHealth called on Iron Boots - [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:34AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:34AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: BEGIN for Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:34AM] _MWA_: New: Mask = 8
[04/14/2019 - 12:43:34AM] _MWA_: GetDurability() for Iron Mask (Down) took 3.446007 seconds to run
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: Iron Gauntlets fits slot 33. New Mask = 0
[04/14/2019 - 12:43:34AM] _MWA_: New: ListObjRef: END. Duration: 0.050003 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:35AM] _MWA_: Initial Equipped: Iron Mask (Down) -  FormId: [Form < (2D000913)>]. Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: GetWornObjectHealth called on Iron Gauntlets - [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:35AM] _MWA_: Equipped 2: Iron Mask (Down) -  FormId: [Form < (2D000913)>]. Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered QUEUING state
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered UPDATING state
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: New: ListObjRef: BEGIN for Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:35AM] _MWA_: New: Mask = 4096
[04/14/2019 - 12:43:35AM] _MWA_: New: ListObjRef: Iron Mask (Down) fits slot 42. New Mask = 0
[04/14/2019 - 12:43:35AM] _MWA_: New: ListObjRef: END. Duration: 0.084000 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: Entered EMPTY state
[04/14/2019 - 12:43:35AM] _MWA_: GetWornObjectHealth called on Iron Mask (Down) - [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: New: [ObjectReference < (FF0009EF)>] is back with the player. Doing nothing
[04/14/2019 - 12:43:35AM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:35AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:35AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:37AM] _MWA_: Sanity: IsObjRefEquipped: Iron Mask (Down). Ref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped aliasIndex = 4. Base: Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]. AliasCount: 1. SlotMask: 4096. IsEquipped: TRUE
[04/14/2019 - 12:43:37AM] _MWA_: IsObjRefEquipped: TRUE for Iron Mask (Down). Objref: [ObjectReference < (FF0009EF)>]
[04/14/2019 - 12:43:37AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/14/2019 - 12:43:37AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF0009DA)>]
[04/14/2019 - 12:43:37AM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Boots. Objref: [ObjectReference < (FF0009DF)>]. AliasCount: 0. SlotMask: 128. IsEquipped: TRUE
[04/14/2019 - 12:43:37AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Boots (13/13 M100). ObjRefDisplayName: Iron Boots (13/13 M100)
[04/14/2019 - 12:43:37AM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF0009DF)>]
[04/14/2019 - 12:43:38AM] _MWA_: Sanity: IsObjRefEquipped: Iron Gorget (open). Ref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:38AM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]. AliasCount: 0. SlotMask: 32768. IsEquipped: TRUE
[04/14/2019 - 12:43:38AM] _MWA_: IsArmorEquipped. WornObjectDisplayName: Iron Gorget  (15/15 M100). ObjRefDisplayName: Iron Gorget  (15/15 M100)
[04/14/2019 - 12:43:38AM] _MWA_: IsObjRefEquipped: TRUE for Iron Gorget (open). Objref: [ObjectReference < (FF0009DB)>]
[04/14/2019 - 12:43:38AM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF0009DD)>]
[04/14/2019 - 12:43:38AM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF0009DD)>]. AliasCount: 1. SlotMask: 4194308. IsEquipped: TRUE
[04/14/2019 - 12:43:38AM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF0009DD)>]

 

When it doesn't work, it goes as follows...

Game loads (new game, qasmoke or an existing save that was created prior to installing MWA).

Messages about registered MCM menus pop in top left corner.

Nothing.

Armor in the inventory is the same as in vanilla game.

MCM exists and shows all subcategories, but clicking on them has no effect so all seem to be empty.

 

A bit from Papyrus...

  Reveal hidden contents

[04/14/2019 - 12:45:24AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>] INITIALIZED
[04/14/2019 - 12:45:29AM] [_mwa_mcm <_MWA_ModConfigMenu (7D000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/14/2019 - 12:45:31AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:45:31AM] _MWA_: Soft dependency check Begin ===========================
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Gorget (open) -  FormId: [Form < (2D000914)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Armor < (00012E49)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Mask (Up) -  FormId: [Form < (2D000912)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Armor < (00012E46)>]. ObjRef: None
[04/14/2019 - 12:45:31AM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (2D0008E7)>]. ObjRef: None

 

I tried different LO combinations, systematicaly uninstalling all but required mods and it happens even then.

There seems to be an increased chance of this happening if I open the inventory right after the loading screen, but then there are exceptions when it works even if I do it anyway.

There seems to be an increased chance of this happening with more mods I enable.

 

In general it just seems random. Sometimes it works, sometimes not, but once it fails to setup properly, it's over. Saving and reloading has no effect on that.

I have some additional tests on mind I'd like to try, but I'm not sure when I'll be able to do them so I thought I'd just let you know what I found in the meantime. :)

Hmm. I cant say for certain as there are no errors in either log but notice how there is a soft dependency check begin but no end. It seems the script is hanging probably in one of the functions in the utility script as tte soft dependency check itself is too straight forward. 

 

This is probably a timing problem. Maybe try installing the mod on a naked/nothing in your inventory character. 

Link to comment

I know you've mentioned you use tempering from loot&degradation but it would be good if you added the mechanic for tempering any items you're wearing or giving to blacksmith, since with L&D you can't temper all of bikini armor parts such as shoulders, crotch, tasset etc, just letting ya know in case of an update.

Link to comment
1 hour ago, Durante said:

I know you've mentioned you use tempering from loot&degradation but it would be good if you added the mechanic for tempering any items you're wearing or giving to blacksmith, since with L&D you can't temper all of bikini armor parts such as shoulders, crotch, tasset etc, just letting ya know in case of an update.

True. The dialogue is there. Just need to write the script. But time is not on my side.

Link to comment
On 4/15/2019 at 11:51 AM, Monoman1 said:
On 4/14/2019 at 9:50 PM, Lugubrious0ne said:

That's a valid point. However, just as weird as it is in vanilla for every single item to be usable when you find it, it seems to me just as weird for every single item (more or less) to be barely held together with sticky tape when you find it with MWA. If all these swords are on their last legs, why keep them in your bandit hideout at all? From a gameplay standpoint, it also takes away a bit from the "wow" factor of finding, say, Red Eagles Sword after a hard dungeon slog, only to realise that you will need to go all the way back to town and fix it up. 

 

The other factor, for me (and maybe I'm a weird player, who knows) is I find MWA, while fulfilling its task beautifully, does push me towards speccing into Smithing just for the sake of convenience. Because it is guaranteed that every item I find in the world will either be gone after 2 fights, or will need to tempered, I go for the later. Of course MWA is always going to be a direct buff to smithing. Hm. What I'm getting at is it would be nice to occasionally find items in a good condition "right out of the box" (what the hell, maybe even tempered items, as is the case with Loot and Degradation), so that non-smithing characters (or just characters/players who aren't too thrilled with trecking to the grindstone every time they clear a bandit camp) are not completely gimped. This more lenient approach could be offset by either more expensive ingots OR, say, requiring 3 ore to smith 1 ingot (shoutout to CCOR, could even be MCM configurable), so even smithing-oriented characters make more of an investment for gear maintenance and repair.

 

EDIT because brain slow: What I mean is, I feel like MWA should mean that the player has to cycle through different weapons and armors more often than vanilla when out in the world, because things break. What actually happens for me is that I leave town with one tempered set of gear, and rarely if ever change when adventuring - because everything you find is trash, and gear tempered with a somewhat decent smithing skill is actually quite survivable, there is little incentive to "make do" with what you find. If that makes sense

Fair point. Maybe I can add a little configurability to how much items are degraded. I don't want to add too much as all this needs to happen quickly during a bandits death throws etc. 

 

While i didn't play for a while now, this was something i recognized as well. You CAN go with the "I do with what i find" approach but its just way better to get one quality set going and then never change. So making tempering/smithing harder while finding SOMETIMES a perfect item, maybe even tempered, already would help dramatically i think. Really maybe one item in a bigger dungeon. It should be fairly rare, but this way the excitment is better, because finding a very good sword or armor part in good condition feels like a proper reward. And this let's you play without smithing etc. while still making it a strong and more reliable choice. Right now Smithing is practically a must if you don't want to hinder yourself on purpose.

It feels a bit like Dark Souls beggar run. Without being so hard. But as tedious. And also not so satisfying.

 

Also thank you for this mod in particular, but also your other mods and script improvments etc. It's much appreciated.

Link to comment
1 hour ago, V3rius said:

Right now Smithing is practically a must if you don't want to hinder yourself on purpose.

Bingo. While I really like Skyrim to be sexy, immersive and harsh, beyond those things I still want to actually play the game. So a mod like MWA that imposes extra (immersive and sexy) hardships is great for a bit, but it ends up forcing you down a certain path to overcome its difficulties. And so ending up in a situation where it is not the mod itself, but rather your "solution to the mod" that becomes a more prominent part of your game. Either your character, regardless of roleplay, becomes a legendary blacksmith, or adopt a playstyle where their armor (or lack thereof) is never a problem because they never get hit: stealth archer, conjuration master, etc. Or they do neither and "allow" themselves to get shit on, which something is like repeatedly dropping all your septims in a river because you want to roleplay a beggar. Tricky.

 

Obviously that's all an exaggeration. Kinda.

Link to comment

Ok so what if I add something like a slider for a chance to find an item that:

a) fits you. Would have to be a container to make sense.

b) is full durability + possibly tempered too

c) Has a bonus to durability? I'm a lot reluctant on this one as the information can be lost if the item is outside the mods systems for some time. Don't want people freaking out at me because of it. 

d) ?

Link to comment

...d) Option to refit armor and clothes yourself for when the game forgets your gender and weight and you're not around a smith/tailor/tempering desk(?).. and oOoh

c) A hotkey to add immunity to items or a way to add immunity to items in succession without having to go back into MCM

Link to comment

I am not sure how you feel about this, but maybe add a force fit option?

 

Example: In Helgan Reborn there is a mission where you impersonate an imperial officer to try and get a prisoner out of an Altmeri jail. To do this you are given a special outfit, which due to the mechanics of MWA is usually NOT your size. But since it is a special outfit not intended for normal use it doesn't have recipes for tempering so it would be nice to be able to tell the mod, "hey next thing I put on just let it happen, ok?" :)

 

not a big thing but it might come in handy.  

Link to comment
7 hours ago, Corsayr said:

I am not sure how you feel about this, but maybe add a force fit option?

 

Example: In Helgan Reborn there is a mission where you impersonate an imperial officer to try and get a prisoner out of an Altmeri jail. To do this you are given a special outfit, which due to the mechanics of MWA is usually NOT your size. But since it is a special outfit not intended for normal use it doesn't have recipes for tempering so it would be nice to be able to tell the mod, "hey next thing I put on just let it happen, ok?" :)

 

not a big thing but it might come in handy.  

This would probably come under this:

8 hours ago, MayDayCray said:

c) A hotkey to add immunity to items or a way to add immunity to items in succession without having to go back into MCM

Hit hotkey/Mcm toggle. Everything you pick up suddenly fits/is full durability. 

Link to comment
On 4/15/2019 at 11:51 AM, Monoman1 said:

This is probably a timing problem. Maybe try installing the mod on a naked/nothing in your inventory character. 

Installing the mod on an existing save works in 20/20 cases. No matter if the character is naked or has armor/clothing.

Only thing I'm not sure about is how the mod should handle already equipped armor/clothing. Right now it seems to ignore inventory, but if I for example drop the armor on the ground and pick it back up, MWA applies it's stuff on it.

MCM takes forever to initialize, but that is minor issue, it initializes eventualy.

 

Installing the mod on a new game works in 10/20 cases. Opening the inventory once possible has no effect on it as far as I can tell.

Some Papyrus logs...

 

In this case it seems it skipped initial checks:

Spoiler

[04/18/2019 - 06:43:08PM] Papyrus log opened (PC)
[04/18/2019 - 06:43:08PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 06:43:08PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 06:43:08PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 06:43:32PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 06:43:38PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] PATCH 1.5 QUEST HAS STARTED
[04/18/2019 - 06:43:38PM] PATCH 1.6 QUEST HAS STARTED
[04/18/2019 - 06:43:38PM] PATCH 1.9 QUEST HAS STARTED
[04/18/2019 - 06:43:38PM] DLC1: Starting DLC1 Initialization quest.
[04/18/2019 - 06:43:38PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START
[04/18/2019 - 06:43:38PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>] INITIALIZED
[04/18/2019 - 06:43:38PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>]: Updating to script version 2
[04/18/2019 - 06:43:38PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 2
[04/18/2019 - 06:43:38PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 3
[04/18/2019 - 06:43:39PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>] INITIALIZED
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 2
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 3
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 4
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 5
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 6
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 7
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 8
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 9
[04/18/2019 - 06:43:39PM] InitWidgetLoader()
[04/18/2019 - 06:43:40PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest DONE
[04/18/2019 - 06:43:40PM] PATCH 1.4 QUEST HAS STARTED
[04/18/2019 - 06:43:41PM] DLC1: DLC1 Initialization quest done.
[04/18/2019 - 06:43:41PM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. ObjRef: None
[04/18/2019 - 06:43:41PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. ObjRef: None
[04/18/2019 - 06:43:41PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. ObjRef: None
[04/18/2019 - 06:43:42PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. ObjRef: None
[04/18/2019 - 06:43:42PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. ObjRef: None
[04/18/2019 - 06:43:44PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Registered SKY UI at MCM.
[04/18/2019 - 06:44:11PM] VM is freezing...
[04/18/2019 - 06:44:11PM] VM is frozen

 

In this case it seems it checked Dawnguard and started a new check run without letting the first one finish. Neither of those were finished in the end:

Spoiler

[04/18/2019 - 06:44:20PM] Papyrus log opened (PC)
[04/18/2019 - 06:44:20PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 06:44:20PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 06:44:20PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 06:44:45PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 06:44:52PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] PATCH 1.5 QUEST HAS STARTED
[04/18/2019 - 06:44:52PM] PATCH 1.6 QUEST HAS STARTED
[04/18/2019 - 06:44:52PM] PATCH 1.9 QUEST HAS STARTED
[04/18/2019 - 06:44:52PM] DLC1: Starting DLC1 Initialization quest.
[04/18/2019 - 06:44:52PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START
[04/18/2019 - 06:44:52PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>] INITIALIZED
[04/18/2019 - 06:44:52PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>]: Updating to script version 2
[04/18/2019 - 06:44:52PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 2
[04/18/2019 - 06:44:52PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 3
[04/18/2019 - 06:44:52PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>] INITIALIZED
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 2
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 3
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 4
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 5
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 6
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 7
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 8
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 9
[04/18/2019 - 06:44:53PM] InitWidgetLoader()
[04/18/2019 - 06:44:54PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest DONE
[04/18/2019 - 06:44:54PM] PATCH 1.4 QUEST HAS STARTED
[04/18/2019 - 06:44:55PM] DLC1: DLC1 Initialization quest done.
[04/18/2019 - 06:44:55PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:44:55PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 06:44:55PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. ObjRef: None
[04/18/2019 - 06:44:57PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Registered SKY UI at MCM.
[04/18/2019 - 06:45:21PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. ObjRef: None
[04/18/2019 - 06:45:29PM] VM is freezing...
[04/18/2019 - 06:45:29PM] VM is frozen

 

Similar case, but this time it surprisingly finished:

Spoiler

[04/18/2019 - 07:15:16PM] Papyrus log opened (PC)
[04/18/2019 - 07:15:16PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 07:15:16PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 07:15:16PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 07:15:40PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 07:15:43PM] VM is freezing...
[04/18/2019 - 07:15:43PM] VM is frozen
[04/18/2019 - 07:15:43PM] Reverting game...
[04/18/2019 - 07:15:45PM] Loading game...
[04/18/2019 - 07:15:45PM] VM is thawing...
[04/18/2019 - 07:15:45PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] InitWidgetLoader()
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 07:15:45PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Requiem Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 07:15:45PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Requiem Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 07:16:04PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.

 

In this case the mod worked, but gloves remained floating in front of me. They were correctly updated in my inventory, my character had them visually on hands so this was probably some leftover mesh or something? I couldn't even select them from console:

Spoiler

[04/18/2019 - 06:54:50PM] Papyrus log opened (PC)
[04/18/2019 - 06:54:50PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 06:54:50PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 06:54:50PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 06:55:14PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 06:55:20PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] PATCH 1.5 QUEST HAS STARTED
[04/18/2019 - 06:55:20PM] PATCH 1.6 QUEST HAS STARTED
[04/18/2019 - 06:55:20PM] PATCH 1.9 QUEST HAS STARTED
[04/18/2019 - 06:55:20PM] DLC1: Starting DLC1 Initialization quest.
[04/18/2019 - 06:55:20PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START
[04/18/2019 - 06:55:20PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>] INITIALIZED
[04/18/2019 - 06:55:20PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>]: Updating to script version 2
[04/18/2019 - 06:55:20PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 2
[04/18/2019 - 06:55:20PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 3
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>] INITIALIZED
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 2
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 3
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 4
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 5
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 6
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 7
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 8
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 9
[04/18/2019 - 06:55:21PM] InitWidgetLoader()
[04/18/2019 - 06:55:22PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest DONE
[04/18/2019 - 06:55:22PM] PATCH 1.4 QUEST HAS STARTED
[04/18/2019 - 06:55:22PM] DLC1: DLC1 Initialization quest done.
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:55:23PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Requiem Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:55:23PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Requiem Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Helmet. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Requested on Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Processing on Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:23PM] _MWA_: Selected block 0. Block Usage: 0
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Iron Helmet. Ref: ObjRef: [ObjectReference < (FF000828)>]. _MWA_InvAliasIndex: 0
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Armor. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Requested on Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Processing on Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:23PM] _MWA_: Selected block 0. Block Usage: 1
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Iron Gauntlets. Ref: ObjRef: [ObjectReference < (FF000829)>]. _MWA_InvAliasIndex: 1
[04/18/2019 - 06:55:23PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:23PM] _MWA_: Cache Miss: GetDurability: Name: Iron Helmet
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: Cache Miss: GetDurability: Name: Iron Gauntlets
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Requested on Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Processing on Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:23PM] _MWA_: Selected block 0. Block Usage: 2
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Iron Armor. Ref: ObjRef: [ObjectReference < (FF00083A)>]. _MWA_InvAliasIndex: 2
[04/18/2019 - 06:55:23PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Boots. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: Cache Miss: GetDurability: Name: Iron Armor
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: MakePersistent: Requested on Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:24PM] _MWA_: MakePersistent: Processing on Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:24PM] _MWA_: Selected block 0. Block Usage: 3
[04/18/2019 - 06:55:24PM] _MWA_: MakePersistent: Iron Boots. Ref: ObjRef: [ObjectReference < (FF00083F)>]. _MWA_InvAliasIndex: 3
[04/18/2019 - 06:55:24PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Helmet
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetDurability: Name: Iron Boots
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Gauntlets
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Boots
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: GetMaterialDurabilityBonus() for Iron Gauntlets took 0.901997 seconds to run
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF000829)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Armor
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Registered SKY UI at MCM.
[04/18/2019 - 06:55:25PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: GetMaterialDurabilityBonus() for Iron Armor took 0.885002 seconds to run
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: GetDurability() for Iron Gauntlets took 1.419003 seconds to run
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF000829)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF00083A)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: New: OnItemAdded: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:25PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF00083A)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:25PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:25PM] _MWA_: Equipped 2: Iron Gauntlets -  FormId: [Form < (00012E46)>]. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetMaterialDurabilityBonus() for Iron Boots took 1.703003 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: GetDurability() for Iron Armor took 2.054001 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: Equipped 2: Iron Armor -  FormId: [Form < (00012E49)>]. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetMaterialDurabilityBonus() for Iron Helmet took 2.104000 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF00083F)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF000828)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF000829)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: BEGIN for Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:26PM] _MWA_: New: OnItemAdded: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: Mask = 8
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: Iron Gauntlets fits slot 33. New Mask = 0
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF000828)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: OnItemAdded: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: END. Duration: 0.067001 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF00083F)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered EMPTY state
[04/18/2019 - 06:55:26PM] _MWA_: GetWornObjectHealth called on Iron Gauntlets - [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetDurability() for Iron Helmet took 2.932999 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: Equipped 2: Iron Helmet -  FormId: [Form < (00012E4D)>]. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:26PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: BEGIN for Iron Armor. Ref: [ObjectReference < (FF00083A)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:26PM] _MWA_: GetDurability() for Iron Boots took 2.472000 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: New: Mask = 4
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: Iron Armor fits slot 32. New Mask = 0
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF00083A)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: END. Duration: 0.084000 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered EMPTY state
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:26PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetWornObjectHealth called on Iron Armor - [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 0. SlotMask: 128. IsEquipped: False
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: FALSE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: New: [ObjectReference < (FF00083F)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:27PM] _MWA_: New: [ObjectReference < (FF000828)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: Equipped 2: Iron Boots -  FormId: [Form < (00012E4B)>]. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: GetWornObjectHealth called on Iron Boots - [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 1. SlotMask: 128. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: BEGIN for Iron Helmet. Ref: [ObjectReference < (FF000828)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:27PM] _MWA_: New: Mask = 4098
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: Iron Helmet fits slot 31. New Mask = 4096
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: Iron Helmet fits slot 42. New Mask = 0
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: END. Duration: 0.083000 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 1. SlotMask: 128. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: BEGIN for Iron Boots. Ref: [ObjectReference < (FF00083F)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:27PM] _MWA_: New: Mask = 128
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: Iron Boots fits slot 37. New Mask = 0
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: END. Duration: 0.067001 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:28PM] _MWA_: Sanity: Entered EMPTY state
[04/18/2019 - 06:55:28PM] _MWA_: GetWornObjectHealth called on Iron Helmet - [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:28PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 1. SlotMask: 128. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]

 

From the above it looks like the mod prefers to be used on an existing save. :)

Link to comment
37 minutes ago, Tiress said:

Installing the mod on an existing save works in 20/20 cases. No matter if the character is naked or has armor/clothing.

Only thing I'm not sure about is how the mod should handle already equipped armor/clothing. Right now it seems to ignore inventory, but if I for example drop the armor on the ground and pick it back up, MWA applies it's stuff on it.

MCM takes forever to initialize, but that is minor issue, it initializes eventualy.

 

Installing the mod on a new game works in 10/20 cases. Opening the inventory once possible has no effect on it as far as I can tell.

Some Papyrus logs...

 

In this case it seems it skipped initial checks:

  Reveal hidden contents

[04/18/2019 - 06:43:08PM] Papyrus log opened (PC)
[04/18/2019 - 06:43:08PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 06:43:08PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 06:43:08PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 06:43:32PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 06:43:38PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:43:38PM] PATCH 1.5 QUEST HAS STARTED
[04/18/2019 - 06:43:38PM] PATCH 1.6 QUEST HAS STARTED
[04/18/2019 - 06:43:38PM] PATCH 1.9 QUEST HAS STARTED
[04/18/2019 - 06:43:38PM] DLC1: Starting DLC1 Initialization quest.
[04/18/2019 - 06:43:38PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START
[04/18/2019 - 06:43:38PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>] INITIALIZED
[04/18/2019 - 06:43:38PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>]: Updating to script version 2
[04/18/2019 - 06:43:38PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 2
[04/18/2019 - 06:43:38PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 3
[04/18/2019 - 06:43:39PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>] INITIALIZED
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 2
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 3
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 4
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 5
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 6
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 7
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 8
[04/18/2019 - 06:43:39PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 9
[04/18/2019 - 06:43:39PM] InitWidgetLoader()
[04/18/2019 - 06:43:40PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest DONE
[04/18/2019 - 06:43:40PM] PATCH 1.4 QUEST HAS STARTED
[04/18/2019 - 06:43:41PM] DLC1: DLC1 Initialization quest done.
[04/18/2019 - 06:43:41PM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. ObjRef: None
[04/18/2019 - 06:43:41PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. ObjRef: None
[04/18/2019 - 06:43:41PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. ObjRef: None
[04/18/2019 - 06:43:42PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. ObjRef: None
[04/18/2019 - 06:43:42PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. ObjRef: None
[04/18/2019 - 06:43:44PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Registered SKY UI at MCM.
[04/18/2019 - 06:44:11PM] VM is freezing...
[04/18/2019 - 06:44:11PM] VM is frozen

 

In this case it seems it checked Dawnguard and started a new check run without letting the first one finish. Neither of those were finished in the end:

  Reveal hidden contents

[04/18/2019 - 06:44:20PM] Papyrus log opened (PC)
[04/18/2019 - 06:44:20PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 06:44:20PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 06:44:20PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 06:44:45PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 06:44:52PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:44:52PM] PATCH 1.5 QUEST HAS STARTED
[04/18/2019 - 06:44:52PM] PATCH 1.6 QUEST HAS STARTED
[04/18/2019 - 06:44:52PM] PATCH 1.9 QUEST HAS STARTED
[04/18/2019 - 06:44:52PM] DLC1: Starting DLC1 Initialization quest.
[04/18/2019 - 06:44:52PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START
[04/18/2019 - 06:44:52PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>] INITIALIZED
[04/18/2019 - 06:44:52PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>]: Updating to script version 2
[04/18/2019 - 06:44:52PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 2
[04/18/2019 - 06:44:52PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 3
[04/18/2019 - 06:44:52PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>] INITIALIZED
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 2
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 3
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 4
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 5
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 6
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 7
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 8
[04/18/2019 - 06:44:52PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 9
[04/18/2019 - 06:44:53PM] InitWidgetLoader()
[04/18/2019 - 06:44:54PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest DONE
[04/18/2019 - 06:44:54PM] PATCH 1.4 QUEST HAS STARTED
[04/18/2019 - 06:44:55PM] DLC1: DLC1 Initialization quest done.
[04/18/2019 - 06:44:55PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:44:55PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 06:44:55PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. ObjRef: None
[04/18/2019 - 06:44:55PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. ObjRef: None
[04/18/2019 - 06:44:57PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Registered SKY UI at MCM.
[04/18/2019 - 06:45:21PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. ObjRef: None
[04/18/2019 - 06:45:29PM] VM is freezing...
[04/18/2019 - 06:45:29PM] VM is frozen

 

Similar case, but this time it surprisingly finished:

  Reveal hidden contents

[04/18/2019 - 07:15:16PM] Papyrus log opened (PC)
[04/18/2019 - 07:15:16PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 07:15:16PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 07:15:16PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 07:15:40PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 07:15:43PM] VM is freezing...
[04/18/2019 - 07:15:43PM] VM is frozen
[04/18/2019 - 07:15:43PM] Reverting game...
[04/18/2019 - 07:15:45PM] Loading game...
[04/18/2019 - 07:15:45PM] VM is thawing...
[04/18/2019 - 07:15:45PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[04/18/2019 - 07:15:45PM] InitWidgetLoader()
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 07:15:45PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Requiem Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 07:15:45PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 07:15:45PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Requiem Installed: False
[04/18/2019 - 07:15:45PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 07:16:04PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.

 

In this case the mod worked, but gloves remained floating in front of me. They were correctly updated in my inventory, my character had them visually on hands so this was probably some leftover mesh or something? I couldn't even select them from console:

  Reveal hidden contents

[04/18/2019 - 06:54:50PM] Papyrus log opened (PC)
[04/18/2019 - 06:54:50PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[04/18/2019 - 06:54:50PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[04/18/2019 - 06:54:50PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[04/18/2019 - 06:55:14PM] Cannot open store for class "sexlabframework", missing file?
[04/18/2019 - 06:55:20PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>] INITIALIZED
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 37
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 41
    [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 24
[04/18/2019 - 06:55:20PM] PATCH 1.5 QUEST HAS STARTED
[04/18/2019 - 06:55:20PM] PATCH 1.6 QUEST HAS STARTED
[04/18/2019 - 06:55:20PM] PATCH 1.9 QUEST HAS STARTED
[04/18/2019 - 06:55:20PM] DLC1: Starting DLC1 Initialization quest.
[04/18/2019 - 06:55:20PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START
[04/18/2019 - 06:55:20PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>] INITIALIZED
[04/18/2019 - 06:55:20PM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (06000822)>]: Updating to script version 2
[04/18/2019 - 06:55:20PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 2
[04/18/2019 - 06:55:20PM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0600082A)>]: Updating to script version 3
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>] INITIALIZED
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 2
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 3
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 4
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 5
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 6
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 7
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 8
[04/18/2019 - 06:55:20PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Updating to script version 9
[04/18/2019 - 06:55:21PM] InitWidgetLoader()
[04/18/2019 - 06:55:22PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest DONE
[04/18/2019 - 06:55:22PM] PATCH 1.4 QUEST HAS STARTED
[04/18/2019 - 06:55:22PM] DLC1: DLC1 Initialization quest done.
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:55:23PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Requiem Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron War Axe -  FormId: [WEAPON < (00013790)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check Begin ===========================
[04/18/2019 - 06:55:23PM] _MWA_: Dawnguard Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Dragonborn Installed: TRUE
[04/18/2019 - 06:55:23PM] _MWA_: Sexlab Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Devious Devices Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Requiem Installed: False
[04/18/2019 - 06:55:23PM] _MWA_: Soft dependency check End ============================
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. Objref: None
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Helmet. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Requested on Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Processing on Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:23PM] _MWA_: Selected block 0. Block Usage: 0
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Iron Helmet. Ref: ObjRef: [ObjectReference < (FF000828)>]. _MWA_InvAliasIndex: 0
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Armor. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Requested on Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Processing on Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:23PM] _MWA_: Selected block 0. Block Usage: 1
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Iron Gauntlets. Ref: ObjRef: [ObjectReference < (FF000829)>]. _MWA_InvAliasIndex: 1
[04/18/2019 - 06:55:23PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:23PM] _MWA_: Cache Miss: GetDurability: Name: Iron Helmet
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: Cache Miss: GetDurability: Name: Iron Gauntlets
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Requested on Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Processing on Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:23PM] _MWA_: Selected block 0. Block Usage: 2
[04/18/2019 - 06:55:23PM] _MWA_: MakePersistent: Iron Armor. Ref: ObjRef: [ObjectReference < (FF00083A)>]. _MWA_InvAliasIndex: 2
[04/18/2019 - 06:55:23PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:23PM] _MWA_: New: OnItemAdded: Iron Boots. Ref: None
[04/18/2019 - 06:55:23PM] _MWA_: Cache Miss: GetDurability: Name: Iron Armor
[04/18/2019 - 06:55:23PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: MakePersistent: Requested on Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:24PM] _MWA_: MakePersistent: Processing on Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:24PM] _MWA_: Selected block 0. Block Usage: 3
[04/18/2019 - 06:55:24PM] _MWA_: MakePersistent: Iron Boots. Ref: ObjRef: [ObjectReference < (FF00083F)>]. _MWA_InvAliasIndex: 3
[04/18/2019 - 06:55:24PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Helmet
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetDurability: Name: Iron Boots
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Gauntlets
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Boots
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:24PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: GetMaterialDurabilityBonus() for Iron Gauntlets took 0.901997 seconds to run
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF000829)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Cache Miss: GetMaterialDurabilityBonus: Name: Iron Armor
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (06000820)>]: Registered SKY UI at MCM.
[04/18/2019 - 06:55:25PM] [_mwa_mcm <_MWA_ModConfigMenu (07000D67)>]: Registered Mortal Weapons & Armor at MCM.
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: GetMaterialDurabilityBonus() for Iron Armor took 0.885002 seconds to run
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: New: OnItemAdded: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: GetDurability() for Iron Gauntlets took 1.419003 seconds to run
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF000829)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF00083A)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: New: OnItemAdded: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:25PM] _MWA_: Initial Equipped: Iron Gauntlets -  FormId: [Form < (00012E46)>]. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: New: [ObjectReference < (FF00083A)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: Initial Equipped: Iron Armor -  FormId: [Form < (00012E49)>]. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:25PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: Waiting on fit. ItemCount: 0
[04/18/2019 - 06:55:25PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:25PM] _MWA_: Equipped 2: Iron Gauntlets -  FormId: [Form < (00012E46)>]. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:25PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetMaterialDurabilityBonus() for Iron Boots took 1.703003 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: GetDurability() for Iron Armor took 2.054001 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: Equipped 2: Iron Armor -  FormId: [Form < (00012E49)>]. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetMaterialDurabilityBonus() for Iron Helmet took 2.104000 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF00083F)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF000828)>] moved to [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF000829)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: BEGIN for Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:26PM] _MWA_: New: OnItemAdded: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: Mask = 8
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: Iron Gauntlets fits slot 33. New Mask = 0
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF000828)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: OnItemAdded: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: END. Duration: 0.067001 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF00083F)>] moved into [Actor < (00000014)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered EMPTY state
[04/18/2019 - 06:55:26PM] _MWA_: GetWornObjectHealth called on Iron Gauntlets - [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: Initial Equipped: Iron Helmet -  FormId: [Form < (00012E4D)>]. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetDurability() for Iron Helmet took 2.932999 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: Equipped 2: Iron Helmet -  FormId: [Form < (00012E4D)>]. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:26PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: BEGIN for Iron Armor. Ref: [ObjectReference < (FF00083A)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:26PM] _MWA_: GetDurability() for Iron Boots took 2.472000 seconds to run
[04/18/2019 - 06:55:26PM] _MWA_: New: Mask = 4
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: Iron Armor fits slot 32. New Mask = 0
[04/18/2019 - 06:55:26PM] _MWA_: New: [ObjectReference < (FF00083A)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:26PM] _MWA_: New: ListObjRef: END. Duration: 0.084000 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered EMPTY state
[04/18/2019 - 06:55:26PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:26PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: GetWornObjectHealth called on Iron Armor - [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:26PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:26PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 0. SlotMask: 128. IsEquipped: False
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: FALSE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: New: [ObjectReference < (FF00083F)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:27PM] _MWA_: New: [ObjectReference < (FF000828)>] is back with the player. Doing nothing
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: Initial Equipped: Iron Boots -  FormId: [Form < (00012E4B)>]. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: FFFFFSSSSSSSSSSS!!!!!!: akItemReference: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: Equipped 2: Iron Boots -  FormId: [Form < (00012E4B)>]. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: GetWornObjectHealth called on Iron Boots - [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 1. SlotMask: 128. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: BEGIN for Iron Helmet. Ref: [ObjectReference < (FF000828)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:27PM] _MWA_: New: Mask = 4098
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: Iron Helmet fits slot 31. New Mask = 4096
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: Iron Helmet fits slot 42. New Mask = 0
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: END. Duration: 0.083000 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: Entered QUEUING state
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: Entered UPDATING state
[04/18/2019 - 06:55:27PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 1. SlotMask: 128. IsEquipped: TRUE
[04/18/2019 - 06:55:27PM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: BEGIN for Iron Boots. Ref: [ObjectReference < (FF00083F)>]vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
[04/18/2019 - 06:55:27PM] _MWA_: New: Mask = 128
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: Iron Boots fits slot 37. New Mask = 0
[04/18/2019 - 06:55:27PM] _MWA_: New: ListObjRef: END. Duration: 0.067001 seconds. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[04/18/2019 - 06:55:28PM] _MWA_: Sanity: Entered EMPTY state
[04/18/2019 - 06:55:28PM] _MWA_: GetWornObjectHealth called on Iron Helmet - [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:28PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Boots. Ref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 3. Base: Iron Boots. Objref: [ObjectReference < (FF00083F)>]. AliasCount: 1. SlotMask: 128. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Boots. Objref: [ObjectReference < (FF00083F)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Helmet. Ref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 0. Base: Iron Helmet. Objref: [ObjectReference < (FF000828)>]. AliasCount: 1. SlotMask: 4098. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Helmet. Objref: [ObjectReference < (FF000828)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Armor. Ref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 2. Base: Iron Armor. Objref: [ObjectReference < (FF00083A)>]. AliasCount: 1. SlotMask: 4. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Armor. Objref: [ObjectReference < (FF00083A)>]
[04/18/2019 - 06:55:30PM] _MWA_: Sanity: IsObjRefEquipped: Iron Gauntlets. Ref: [ObjectReference < (FF000829)>]
[04/18/2019 - 06:55:30PM] _MWA_: IsArmorEquipped aliasIndex = 1. Base: Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]. AliasCount: 1. SlotMask: 8. IsEquipped: TRUE
[04/18/2019 - 06:55:30PM] _MWA_: IsObjRefEquipped: TRUE for Iron Gauntlets. Objref: [ObjectReference < (FF000829)>]

 

From the above it looks like the mod prefers to be used on an existing save. :)

How exactly are you starting a new game?

Vanilla?

Alternate start?

coc qasmoke? - this probably isn't a great way to start a game for anything other than fucking about. 

 

I've never had any problems with AS starts. 

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Spoiler
43 minutes ago, Monoman1 said:

How exactly are you starting a new game?

Vanilla?

Alternate start?

coc qasmoke? - this probably isn't a great way to start a game for anything other than fucking about. 

 

I've never had any problems with AS starts. 

 

I started with ASLAL when I first experienced this, but with me being lazy, qasmoke was more convenient for multiple tests.

Reading more about it though, it was probably a big mistake as coc command seems to be known to skip a number of initializations when used. That would explain what's happening.

 

So... new tests:

Vanilla start was sucessful in 10/10.

ASLAL start was sucessful in 10/10.

 

Don't know what caused it the first time, too many mods perhaps, but it did not happen again.

 

False alarm solved. I'm sorry for bothering you with this, that was completely my fault. ?

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