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On 10/18/2018 at 11:06 PM, Monoman1 said:

Thanks :)

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

 

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

 

 

Important bits: 

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

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

and no errors.

 

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

 

On 10/19/2018 at 4:32 AM, MayDayCray said:

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

 

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

 

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Im really loving the mod, but I think that its crashing my game currently. Ive been getting a lot of crashes, especially when entering/leaving cells and the inventory. Here is my last crash log:

 

Spoiler

[05/23/2019 - 07:22:21PM] [CF][Creature] ["Dog" [Actor < (B503D4E6)>]] unaroused
[05/23/2019 - 07:22:21PM] [CF][Creature] Not equipping normal armour on ["Dog" [Actor < (B503D4E6)>]]; there is no normal armour; gender=1
[05/23/2019 - 07:22:22PM] Found 0 nakedActors
[05/23/2019 - 07:22:22PM] slaScanner start time is ....364.404999
[05/23/2019 - 07:22:22PM] SEXLAB - NOTICE: ValidateActor(Carlotta Valentia) -- TRUE -- HIT
[05/23/2019 - 07:22:24PM] Found 4 arousedActors
[05/23/2019 - 07:22:26PM] slaScanner end time is ....368.713989
[05/23/2019 - 07:22:26PM] Next update in 120.000000
[05/23/2019 - 07:22:29PM] _MWA_: Initial Equipped: Spell: No Effect (I) -  FormId: [Enchantment < (FF000B2E)>]. ObjRef: None
[05/23/2019 - 07:22:29PM] _MWA_: Initial Equipped: Dwarven Battleaxe -  FormId: [WEAPON < (00013994)>]. ObjRef: [ObjectReference < (FF002ADE)>]
[05/23/2019 - 07:22:31PM] _MWA_: Initial Equipped: Firebolt -  FormId: [SPELL < (00012FD0)>]. ObjRef: None
[05/23/2019 - 07:22:31PM] _MWA_: Initial Equipped: Firebolt -  FormId: [SPELL < (00012FD0)>]. ObjRef: None
[05/23/2019 - 07:22:31PM] [CF][Framework] Activating actor ["Skeleton" [Actor < (00109620)>]]
[05/23/2019 - 07:22:31PM] [CF][Creature] Started on ["Skeleton" [Actor < (00109620)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["SkinSkeleton" [Armor < (000B799A)>]]
[05/23/2019 - 07:22:32PM] [CF][Creature] Update being forced on ["Skeleton" [Actor < (00109620)>]]; havingSex=False savedOverrideArousal=0 arousalSource=0
[05/23/2019 - 07:22:32PM] [CF][Creature] ["Skeleton" [Actor < (00109620)>]] unaroused
[05/23/2019 - 07:22:32PM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (00109620)>]]; there is no normal armour; gender=1
[05/23/2019 - 07:22:33PM] SEXLAB - NOTICE: ValidateActor(Serana) -- TRUE -- HIT
[05/23/2019 - 07:22:34PM] SEXLAB - NOTICE: ValidateActor(Mila Valentia) -- FALSE -- They are flagged as forbidden from animating.
[05/23/2019 - 07:22:34PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F1E)>]. Base: [WEAPON < (00013988)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (01900007)>]. Base: [WEAPON < (0002F2F4)>]
[05/23/2019 - 07:22:35PM] SEXLAB - NOTICE: ValidateActor(Inga) -- TRUE -- HIT
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1FC7)>]. Base: [Form < (000BE1EF)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F88)>]. Base: [WEAPON < (0009F25F)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1FC8)>]. Base: [Form < (000A7345)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F02)>]. Base: [WEAPON < (00013988)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (000720CC)>]. Base: [WEAPON < (0001397E)>]
[05/23/2019 - 07:22:35PM] SEXLAB - NOTICE: ValidateActor(Carlotta Valentia) -- TRUE -- HIT
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (01900006)>]. Base: [WEAPON < (0002F2F4)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F87)>]. Base: [WEAPON < (0009F25D)>]
[05/23/2019 - 07:22:36PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (000720CE)>]. Base: [WEAPON < (00013982)>]
 

 

It seems that my game is taking a huge amount of time thinking about this and creature framework. But I have had no huge issues with CF in the past. Is there a way to fix this?

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14 minutes ago, Dovahbear91 said:

Im really loving the mod, but I think that its crashing my game currently. Ive been getting a lot of crashes, especially when entering/leaving cells and the inventory. Here is my last crash log:

 

  Hide contents

[05/23/2019 - 07:22:21PM] [CF][Creature] ["Dog" [Actor < (B503D4E6)>]] unaroused
[05/23/2019 - 07:22:21PM] [CF][Creature] Not equipping normal armour on ["Dog" [Actor < (B503D4E6)>]]; there is no normal armour; gender=1
[05/23/2019 - 07:22:22PM] Found 0 nakedActors
[05/23/2019 - 07:22:22PM] slaScanner start time is ....364.404999
[05/23/2019 - 07:22:22PM] SEXLAB - NOTICE: ValidateActor(Carlotta Valentia) -- TRUE -- HIT
[05/23/2019 - 07:22:24PM] Found 4 arousedActors
[05/23/2019 - 07:22:26PM] slaScanner end time is ....368.713989
[05/23/2019 - 07:22:26PM] Next update in 120.000000
[05/23/2019 - 07:22:29PM] _MWA_: Initial Equipped: Spell: No Effect (I) -  FormId: [Enchantment < (FF000B2E)>]. ObjRef: None
[05/23/2019 - 07:22:29PM] _MWA_: Initial Equipped: Dwarven Battleaxe -  FormId: [WEAPON < (00013994)>]. ObjRef: [ObjectReference < (FF002ADE)>]
[05/23/2019 - 07:22:31PM] _MWA_: Initial Equipped: Firebolt -  FormId: [SPELL < (00012FD0)>]. ObjRef: None
[05/23/2019 - 07:22:31PM] _MWA_: Initial Equipped: Firebolt -  FormId: [SPELL < (00012FD0)>]. ObjRef: None
[05/23/2019 - 07:22:31PM] [CF][Framework] Activating actor ["Skeleton" [Actor < (00109620)>]]
[05/23/2019 - 07:22:31PM] [CF][Creature] Started on ["Skeleton" [Actor < (00109620)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["SkinSkeleton" [Armor < (000B799A)>]]
[05/23/2019 - 07:22:32PM] [CF][Creature] Update being forced on ["Skeleton" [Actor < (00109620)>]]; havingSex=False savedOverrideArousal=0 arousalSource=0
[05/23/2019 - 07:22:32PM] [CF][Creature] ["Skeleton" [Actor < (00109620)>]] unaroused
[05/23/2019 - 07:22:32PM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (00109620)>]]; there is no normal armour; gender=1
[05/23/2019 - 07:22:33PM] SEXLAB - NOTICE: ValidateActor(Serana) -- TRUE -- HIT
[05/23/2019 - 07:22:34PM] SEXLAB - NOTICE: ValidateActor(Mila Valentia) -- FALSE -- They are flagged as forbidden from animating.
[05/23/2019 - 07:22:34PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F1E)>]. Base: [WEAPON < (00013988)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (01900007)>]. Base: [WEAPON < (0002F2F4)>]
[05/23/2019 - 07:22:35PM] SEXLAB - NOTICE: ValidateActor(Inga) -- TRUE -- HIT
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1FC7)>]. Base: [Form < (000BE1EF)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F88)>]. Base: [WEAPON < (0009F25F)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1FC8)>]. Base: [Form < (000A7345)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F02)>]. Base: [WEAPON < (00013988)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (000720CC)>]. Base: [WEAPON < (0001397E)>]
[05/23/2019 - 07:22:35PM] SEXLAB - NOTICE: ValidateActor(Carlotta Valentia) -- TRUE -- HIT
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (01900006)>]. Base: [WEAPON < (0002F2F4)>]
[05/23/2019 - 07:22:35PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (330F1F87)>]. Base: [WEAPON < (0009F25D)>]
[05/23/2019 - 07:22:36PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (000720CE)>]. Base: [WEAPON < (00013982)>]
 

 

It seems that my game is taking a huge amount of time thinking about this and creature framework. But I have had no huge issues with CF in the past. Is there a way to fix this?

Very few things in papyrus will actually cause a crash. It's probably another bad world mesh (to get object references objects need to be dropped). Unfortunately I removed the debug traces that would help you find out which mesh. Until I add them back in all I can suggest is that if you run into a consistent ctd then install the previous version of mwa and load and crash again. This time the last couple of lines of the log will have the culprit armor. 

 

Then obviously don't save with the old version and reinstall the new version before proceeding your game. 

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15 minutes ago, Monoman1 said:

Very few things in papyrus will actually cause a crash. It's probably another bad world mesh (to get object references objects need to be dropped). Unfortunately I removed the debug traces that would help you find out which mesh. Until I add them back in all I can suggest is that if you run into a consistent ctd then install the previous version of mwa and load and crash again. This time the last couple of lines of the log will have the culprit armor. 

 

Then obviously don't save with the old version and reinstall the new version before proceeding your game. 

Tried again with ver 0.37. Here is my log:

 

Spoiler

[05/23/2019 - 08:03:07PM] SEXLAB - NOTICE: ValidateActor(Hulda) -- TRUE -- HIT
[05/23/2019 - 08:03:07PM] _MWA_: GetDurability() for Iron Sword took 0.069031 seconds to run
[05/23/2019 - 08:03:07PM] _MWA_: GetDurability() for boots took 0.109009 seconds to run
[05/23/2019 - 08:03:07PM] [CF][Framework] Activating actor ["Dog" [Actor < (3C0383CC)>]]
[05/23/2019 - 08:03:07PM] [CF][Framework] Already present in active actors array
[05/23/2019 - 08:03:07PM] [CF][Creature] Started on ["Dog" [Actor < (3C0383CC)>]] with race/skin ["Dog" [Race <DogRace (000131EE)>]]["" [Armor < (0004B2C9)>]]
[05/23/2019 - 08:03:08PM] [CF][Creature] Update being forced on ["Dog" [Actor < (3C0383CC)>]]; havingSex=False savedOverrideArousal=0 arousalSource=0
[05/23/2019 - 08:03:08PM] [CF][Creature] ["Dog" [Actor < (3C0383CC)>]] unaroused
[05/23/2019 - 08:03:08PM] [CF][Creature] Not equipping normal armour on ["Dog" [Actor < (3C0383CC)>]]; there is no normal armour; gender=1
[05/23/2019 - 08:03:09PM] slaScanner end time is ....563.638000
[05/23/2019 - 08:03:09PM] Next update in 120.000000
[05/23/2019 - 08:03:14PM] [CF][Creature] ["Husky" [Actor < (3C0D54AF)>]] aroused
[05/23/2019 - 08:03:14PM] [CF][Creature] Equipping aroused armour on ["Husky" [Actor < (3C0D54AF)>]]; gender=1
[05/23/2019 - 08:03:16PM] SEXLAB - NOTICE: ValidateActor(Olava the Feeble) -- TRUE -- HIT
[05/23/2019 - 08:03:16PM] SEXLAB - NOTICE: ValidateActor(Olava the Feeble) -- TRUE -- HIT
[05/23/2019 - 08:03:17PM] VM is freezing...
[05/23/2019 - 08:03:17PM] VM is frozen
[05/23/2019 - 08:03:18PM] Saving game...
[05/23/2019 - 08:03:20PM] VM is thawing...
[05/23/2019 - 08:03:20PM] [Zad]: RepopulateNpcs()
[05/23/2019 - 08:03:21PM] _MWA_: Player changed cells ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[05/23/2019 - 08:03:22PM] SEXLAB - NOTICE: ValidateActor(Ysolda) -- TRUE -- HIT
[05/23/2019 - 08:03:22PM] SEXLAB - NOTICE: ValidateActor(Hulda) -- TRUE -- HIT
 

 

I also removed a few mods that I thought might be causing issues as LOOT said they had some dirty edits. My game ran considerably longer this time before running into any issues. Im tempted to start a new game after removing a few more mods and using the latest version of this mod if there is nothing weird that you see here. Thanks for your quick reply btw

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18 minutes ago, Dovahbear91 said:

Tried again with ver 0.37. Here is my log:

 

  Hide contents

[05/23/2019 - 08:03:07PM] SEXLAB - NOTICE: ValidateActor(Hulda) -- TRUE -- HIT
[05/23/2019 - 08:03:07PM] _MWA_: GetDurability() for Iron Sword took 0.069031 seconds to run
[05/23/2019 - 08:03:07PM] _MWA_: GetDurability() for boots took 0.109009 seconds to run
[05/23/2019 - 08:03:07PM] [CF][Framework] Activating actor ["Dog" [Actor < (3C0383CC)>]]
[05/23/2019 - 08:03:07PM] [CF][Framework] Already present in active actors array
[05/23/2019 - 08:03:07PM] [CF][Creature] Started on ["Dog" [Actor < (3C0383CC)>]] with race/skin ["Dog" [Race <DogRace (000131EE)>]]["" [Armor < (0004B2C9)>]]
[05/23/2019 - 08:03:08PM] [CF][Creature] Update being forced on ["Dog" [Actor < (3C0383CC)>]]; havingSex=False savedOverrideArousal=0 arousalSource=0
[05/23/2019 - 08:03:08PM] [CF][Creature] ["Dog" [Actor < (3C0383CC)>]] unaroused
[05/23/2019 - 08:03:08PM] [CF][Creature] Not equipping normal armour on ["Dog" [Actor < (3C0383CC)>]]; there is no normal armour; gender=1
[05/23/2019 - 08:03:09PM] slaScanner end time is ....563.638000
[05/23/2019 - 08:03:09PM] Next update in 120.000000
[05/23/2019 - 08:03:14PM] [CF][Creature] ["Husky" [Actor < (3C0D54AF)>]] aroused
[05/23/2019 - 08:03:14PM] [CF][Creature] Equipping aroused armour on ["Husky" [Actor < (3C0D54AF)>]]; gender=1
[05/23/2019 - 08:03:16PM] SEXLAB - NOTICE: ValidateActor(Olava the Feeble) -- TRUE -- HIT
[05/23/2019 - 08:03:16PM] SEXLAB - NOTICE: ValidateActor(Olava the Feeble) -- TRUE -- HIT
[05/23/2019 - 08:03:17PM] VM is freezing...
[05/23/2019 - 08:03:17PM] VM is frozen
[05/23/2019 - 08:03:18PM] Saving game...
[05/23/2019 - 08:03:20PM] VM is thawing...
[05/23/2019 - 08:03:20PM] [Zad]: RepopulateNpcs()
[05/23/2019 - 08:03:21PM] _MWA_: Player changed cells ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[05/23/2019 - 08:03:22PM] SEXLAB - NOTICE: ValidateActor(Ysolda) -- TRUE -- HIT
[05/23/2019 - 08:03:22PM] SEXLAB - NOTICE: ValidateActor(Hulda) -- TRUE -- HIT
 

 

I also removed a few mods that I thought might be causing issues as LOOT said they had some dirty edits. My game ran considerably longer this time before running into any issues. Im tempted to start a new game after removing a few more mods and using the latest version of this mod if there is nothing weird that you see here. Thanks for your quick reply btw

How long you last without ctd can vary as leveled lists and random loot can be at play. 

 

Did you crash this time? The last line from mwa was a good 15 seconds from the end.

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mesh crashes usualy dont cause a ctd at start or when u load.  my expermnce with bad meshes is they ctd at the same loation. so say u get near this 1 tower in the game it always ctd no matter where u come from or if its a new game. usualy that means a mesh that makes a item in it is bad. another thing it can also happen if 2 meshes are colliding. say u replace a table mesh but the mnesh is set to be 2 times longer than the ogrinal. if that table clips thru a wall somewhere that can also cause a ctd

 

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59 minutes ago, Monoman1 said:

How long you last without ctd can vary as leveled lists and random loot can be at play. 

 

Did you crash this time? The last line from mwa was a good 15 seconds from the end.

Yes I did, while opening the map or the menu during and autosave I believe 

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7 minutes ago, Dovahbear91 said:

Yes I did, while opening the map or the menu during and autosave I believe 

Don't think mwa would cause a crash in menu. 

Only time it may be caused by mwa really is when loading a new cell or when equipping something. 

And in both cases the root cause is a bad world mesh. 

You'll get the same crash without mwa if you consoled yourself the item and simply dropped it from your inventory. 

 

Armors modders sometimes don't put a lot of effort into world meshes. Ever got a lovely piece of armor but it looks like leather armor in your inventory?

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2 hours ago, Monoman1 said:

Don't think mwa would cause a crash in menu. 

Only time it may be caused by mwa really is when loading a new cell or when equipping something. 

And in both cases the root cause is a bad world mesh. 

You'll get the same crash without mwa if you consoled yourself the item and simply dropped it from your inventory. 

 

Armors modders sometimes don't put a lot of effort into world meshes. Ever got a lovely piece of armor but it looks like leather armor in your inventory?

Interesting, thanks for the feedback. Ill keep an eye on it and post any more logs if i get further crashing that looks like its caused by this mod

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  • 3 weeks later...

I'm having an issue with the Suitability feature.  My character can wear any clothing regardless of weight and gender. It's like the mod doesn't register the character weight or gender. It still names things appropriately but that's it. I've had this issue in the past and managed to fix it but I can't for the life of me remember how I did it. 

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5 hours ago, benjamen86 said:

I'm having an issue with the Suitability feature.  My character can wear any clothing regardless of weight and gender. It's like the mod doesn't register the character weight or gender. It still names things appropriately but that's it. I've had this issue in the past and managed to fix it but I can't for the life of me remember how I did it. 

Hunh, that's not a common problem that I've heard of. All I can suggest is make sure your papyrusutil is the most recent and that it's not overwritten by something. Also maybe try toggling suitability off and on again in the Mcm. 

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Hi there,

I like the sizing options of this mod, but I assume there is no plan to separate it from the rest.

At the moment I am still using the older Loot and degradation together with my hotfix, mostly because it has the widget support and also the support for followers.

 

Is there a switch to prevent this mode from flooding my papyruslog ? Ok for testing purposes it is really nice, but what if you want to test another mod it is annoying (as the papyrus flood from some other mods). Well I can remember a function like Traceconditional but as always forgot if it is available only for Fallout 4 and/or Skyrim. But any local "Wrapper" function can do the same.

Besides I do not know if it is an error, but found the mark ERROR in your logs, but could also be a problem of the armor.

 

[06/10/2019 - 06:40:37PM] _MWA_: IsObjRefEquipped: FALSE for DjekNoseChain. ObjRef: [ObjectReference < (FF00154E)>]
[06/10/2019 - 06:40:37PM] _MWA_: New: OnItemAdded: DjekNoseChain. Ref: [ObjectReference < (FF001490)>]
[06/10/2019 - 06:40:37PM] _MWA_: New: None moved into [Actor < (00000014)>]
[06/10/2019 - 06:40:37PM] _MWA_: New: OnItemAdded: DjekNoseChain. Ref: [ObjectReference < (FF00154E)>]
[06/10/2019 - 06:40:37PM] _MWA_: New: [ObjectReference < (FF00154E)>] moved into [Actor < (00000014)>]
[06/10/2019 - 06:40:37PM] _MWA_: New: OnItemAdded: DjekNoseChain. Ref: [ObjectReference < (FF00154D)>]
[06/10/2019 - 06:40:37PM] _MWA_: OnItemAdded ERROR for DjekNoseChain
[06/10/2019 - 06:40:37PM] _MWA_: MakePersistent: Requested on DjekNoseChain. ObjRef: [ObjectReference < (FF00154D)>]
[06/10/2019 - 06:40:37PM] _MWA_: MakePersistent: Processing on DjekNoseChain. ObjRef: [ObjectReference < (FF00154D)>]
[06/10/2019 - 06:40:37PM] _MWA_: Selected block 0. Block Usage: 7
[06/10/2019 - 06:40:37PM] _MWA_: MakePersistent: DjekNoseChain. Ref: ObjRef: [ObjectReference < (FF00154D)>]. _MWA_InvAliasIndex: 1
[06/10/2019 - 06:40:37PM] _MWA_: New: MakePersistent: Returning true on [ObjectReference < (FF00154D)>]
[06/10/2019 - 06:40:37PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (FF00154D)>]. Base: [Form < (5F000D63)>]
[06/10/2019 - 06:40:37PM] _MWA_: GetDynamicName - CallingFunction: DispItemDurability. ObjRef: [ObjectReference < (FF00154D)>]. Base: [Form < (5F000D63)>]

 

Creating objectreferences is something fundamental of your mod ?

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34 minutes ago, Adetu said:

I like the sizing options of this mod, but I assume there is no plan to separate it from the rest.

Probably not.

I'm want to work as little with ObjectReferences in the future as is possible. Such was the problems with them. It was handy to add the feature to MWA as I was already getting ObjRefs.

31 minutes ago, Adetu said:

Is there a switch to prevent this mode from flooding my papyruslog ?

Nope. Right now there are a ton of traces because the mod is a wip. I'm getting there though and have already removed some believe it or not. 

32 minutes ago, Adetu said:

but what if you want to test another mod it is annoying (as the papyrus flood from some other mods).

Notepad ++ and find is all I ever use for reading logs. Too many traces usually to just read a plain log. 

33 minutes ago, Adetu said:

but found the mark ERROR in your logs, but could also be a problem of the armor.

That error is just a fallback for something 'somewhat unexpected'

35 minutes ago, Adetu said:

Creating objectreferences is something fundamental of your mod ?

Critical. I wouldn't be able to tell one steel sword from another if not. 

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On 6/8/2019 at 2:46 AM, Monoman1 said:

Hunh, that's not a common problem that I've heard of. All I can suggest is make sure your papyrusutil is the most recent and that it's not overwritten by something. Also maybe try toggling suitability off and on again in the Mcm. 

I've tried to toggle everything on and off, but that doesn't seem to work. One thing I've found is that if my Weight 100 female finds, for example, Iron Boots (M60) then they can wear them with no issue. If I drop the boots and pick them back up then it changes them to full durability and changes the name to Iron Boots (F100). So everything seems to match my character, which is odd.

 

If I load a previous character that it was working on it still works, but even exporting those settings and importing them into the new same doesn't work.

 

I've probably found a bug that's exclusive to me lol. That's typically my luck.

 

EDIT: After more troubleshooting I've found that if I change my weight from 100 to 99 using showracemenu, then even a size 20 piece of clothing registers as "too big for me". Gender is still not taken into account.

 

Any suggestions? The mod is great and I'd love to keep using it.

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9 hours ago, benjamen86 said:

I've tried to toggle everything on and off, but that doesn't seem to work. One thing I've found is that if my Weight 100 female finds, for example, Iron Boots (M60) then they can wear them with no issue. If I drop the boots and pick them back up then it changes them to full durability and changes the name to Iron Boots (F100). So everything seems to match my character, which is odd.

 

If I load a previous character that it was working on it still works, but even exporting those settings and importing them into the new same doesn't work.

 

I've probably found a bug that's exclusive to me lol. That's typically my luck.

 

EDIT: After more troubleshooting I've found that if I change my weight from 100 to 99 using showracemenu, then even a size 20 piece of clothing registers as "too big for me". Gender is still not taken into account.

 

Any suggestions? The mod is great and I'd love to keep using it.

What's your 'Weight must be +/-' set to?

 

Sorry but I can't think of anything. Can you provide two logs?

1. Just start a new game and sit in the alternate start cell for 10/15 seconds and send me that log

2. A log of you picking up an item (that's never been in your inventory) and equipping it

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13 hours ago, Monoman1 said:

What's your 'Weight must be +/-' set to?

 

Sorry but I can't think of anything. Can you provide two logs?

1. Just start a new game and sit in the alternate start cell for 10/15 seconds and send me that log

2. A log of you picking up an item (that's never been in your inventory) and equipping it

I fixed it. I don't know what was wrong but I managed to fix it by uninstalling the mod and reinstalling it.

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i'm curious about the refitting but i'm turned away from this mod by the degradation as it is a feature that i absolutely despise in games that i play except where it makes sense like guns in fallout or power armor but other times it is just a nuisance that makes me lose interest in a game so if you could make the degradation feature optional possibly

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6 hours ago, avior said:

i'm curious about the refitting but i'm turned away from this mod by the degradation as it is a feature that i absolutely despise in games that i play except where it makes sense like guns in fallout or power armor but other times it is just a nuisance that makes me lose interest in a game so if you could make the degradation feature optional possibly

You think swords didn't need resharpening or shields and armor didn't break in real life? Lol

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well consider the fact that this is a fantasy game and maybe the metals are really durable to the point that they don't need much maintenance other than iron and steel for example do need maintaining because they are prone to rust and also the only maintenance that makes sense is like the straps unless the armor takes a hit from a mace or warhammer or a dragon attack but other than that not much need for repair on armor however there is a case of broken iron and steel weapons in the game at certain areas but materials like dwemer and ebony it doesn't make sense for those metals to be needing heavy maintenance like base metals and straps and for weapons there is also the lore of sky-forge weapons as an example. draugr armor for sure needs maintenance but dwarven metal can only be obtained through melting scraps as no living being knows how to make it and look at the machinery for their stuff still running and in the case of the boss forge-master sitting in magma for thousands of years and still functions just fine meaning that dwarven metal is highly durable. though i'm not saying that i am not at least intrigued by your idea it's just that i'm put off by the durability system as a whole outside of minecraft. though i will give this mod a try at least so that i can compare it to the other durability systems out there in other games.

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Since you've asked for a reminder for the next version, did you have a try integrating something for the Fus Ro Dah feature? You've warned us about our expectations but I'm sooo hyped about being in the middle of a fight between a draugr deathlord and my shouting follower :E

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33 minutes ago, Mdy said:

Since you've asked for a reminder for the next version, did you have a try integrating something for the Fus Ro Dah feature? You've warned us about our expectations but I'm sooo hyped about being in the middle of a fight between a draugr deathlord and my shouting follower :E

Sorry, I've not had a chance to look at it yet. Been busy with survival.

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Found and issue you might need to make an exception for.

 

The Bloodskal blade.

 

It broke while I was using it to open the door. Luckily it broke after I opened the door, if it had happened before I would have had to reload.

 

So, I'd been trying to get a similar script to work to that of the Bloodskal blade that will fire an effect only on power attack and while reading up on this I read something about if you give yourself the Bloodskal blade via console then it won't work. Which is basically what happens when you get an item repaired. Upon repairing this weapon it will no longer have the "blast" attack.

 

In the mean time immediately you get this item add it to the exempt list.

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6 hours ago, Mez558 said:

It broke while I was using it to open the door. Luckily it broke after I opened the door, if it had happened before I would have had to reload.

Would you believe I've never played the dragonborn dlc?

 

So what's the story with the blade? You need to attack a door with it or something I gather? I'll have to check it out. 

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