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Mortal Weapons & Armors


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1 hour ago, Monoman1 said:

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. 

 

I'm not sure how exactly the script works in this but when you pick up the blade from the skeleton of a relative of one of the NPC's in Solstheim it completes a quest stage.

 

The blade has a range power attack thing that does 30 damage. You use this energy blast to complete a sort of door puzzle. If it breaks before you finish the puzzle then you can never complete the quest. without the use of console commands like TCL. If it breaks and you get it repaired or if you just get it repaired then it will the script to run the power attack blast stops working.

So far I haven't found a way to get it back.

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I'm currently having a strange issue.  I recently started a new game, and MWA simply isn't working.  No object degradation at all.  The sizing feature works, so I know that MWA is functioning, but combat and rape events have no effect at all.  It's working fine on my old saves, but this new one just isn't working.

 

Any ideas of conflicts, settings, or load order placement I should be looking at?

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21 minutes ago, nigwriter said:

I'm currently having a strange issue.  I recently started a new game, and MWA simply isn't working.  No object degradation at all.  The sizing feature works, so I know that MWA is functioning, but combat and rape events have no effect at all.  It's working fine on my old saves, but this new one just isn't working.

 

Any ideas of conflicts, settings, or load order placement I should be looking at?

I'm not aware of any conflicts.

 

I presume 'Player object degradation' is enabled in general?

Is it just tempered items or untempered (durability) or both?

Is your worn list accurate in the Mcm?

Is it the same on every new game? If so a log of a new game might help. 

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I can't believe I didn't notice the numbers on the equip list until you said anything, but all the durability of my equipped items read (-1)

 

These are items that I added in the Alternate Starts prison cell using AddMenuItem. Do you think that's the issue?

 

Edit: That was the issue.  As soon as I added something else using AddItemMenu, it reset the size and durability of all my items.  MWA is functioning fully again.  Thanks for the ideas!

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6 minutes ago, nigwriter said:

I can't believe I didn't notice the numbers on the equip list until you said anything, but all the durability of my equipped items read (-1)

 

These are items that I added in the Alternate Starts prison cell using AddMenuItem. Do you think that's the issue?

Yes I believe there are sometimes issues with adding items via console. 

 

Edit: Did you add more than one of the same item via this method?

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  • 2 weeks later...

Still have the issue with the Bloodskal Blade.

Was in the immune list from previous play through but first use and it broke. Short of using TCL in console which I am not sure will continue the quest properly there is no other way to open the door.

 

Going to try and reload and add it to the immune list but i think that will break the enchantment script, other than that will have to disable mod until past this point.

 

Edit: Immediately addiing bloodskal blade to the immune list does not break the enchantment script and so is an easy work around. You must do this tho as if you have it repaired it will no longer have it's energy blasts. This is something to do with the way the quest script works. Not sure about tempering the blade with MWA running yet. Will try that when I've got out of the crypt.

 

Edit2: Used newly acquired and "immune" Bloodskal blade in combat against dragon priest ( Zahkriisos) who is meant to take extra damage from the swords projectile attack. It broke first swing. So much for immune :(
Tempered fine, effect still working.

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20 minutes ago, Mez558 said:

Still have the issue with the Bloodskal Blade.

Was in the immune list from previous play through but first use and it broke. Short of using TCL in console which I am not sure will continue the quest properly there is no other way to open the door.

 

Going to try and reload and add it to the immune list but i think that will break the enchantment script, other than that will have to disable mod until past this point.

 

Edit: Immediately addiing bloodskal blade to the immune list does not break the enchantment script and so is an easy work around. You must do this tho as if you have it repaired it will no longer have it's energy blasts. This is something to do with the way the quest script works. Not sure about tempering the blade with MWA running yet. Will try that when I've got out of the crypt.

Yea I haven't gotten around to looking at it yet. Unrelenting force was easy enough to add.

Honestly, I posted 4 files today and they were all more to do with SL Survival. 

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Here's my quibble with MWA, which I've moved to where it belongs, and out of the SLS forum...

 

The player should be able to modify clothes and armors to fit too.

Maybe the results shouldn't be great... Durability could be poor, but it should be possible to rig something up if you have some other outfit to work with - especially oversized outfits.

 

And possibly, if you have some kind of skill, and the right equipment, you should be able to do all the things NPCs can do. Or better. 

 

In general, I dislike durability mechanics. Most of the time it's just busywork . It extends the bother off having to constantly click on food items, and brings it to other gear. You head off to a dungeon and you need two swords and two sets of armor? Which somehow you can carry, because RPG! It's just a hidden encumbrance penalty and extra clicks, because you plan for it.

 

 

But... I can enjoy it in this kind of circumstance. But it would be more fun if I felt the player had parity with NPCs.

 

After all, if my poor PC is going to be burdened with a mass of cruel gender bias and groundless discrimination, she should at least be able to adjust some pants, or take up some sleeves! It even seems plausible that she might have learned to sew, knit and weave, like many people in the pre-industrial era. What else would she do when nobody is buying from her vegetable stall? It's not like you can read the Lusty Argonian Maid series more than twenty or thirty times before you get bored. Maybe she could also make a nice decorative embroidery and sell it for gold, Jobs of Skyrim style?

 

I'm guessing it doesn't do that stuff by design, because it would (theoretically) undermine the intent. If fact, the front page also suggests that there was a desire to remove the ability to use tailors in open towns to stop undermining of the toll and license mechanics in SLS. But if I don't install MWA I'm already able to swap gear around at will. However, if I do have MWA, then even a weakened intent is better enforced than no MWA. Even if it's the easy-mode-version where I can fix up my own clothes, I still have to take time to do it, and with the low durability results it could end badly. Plus the idea of deciding to invest time and money in training sewing! Priceless. How can you pass that up?

 

 

This makes me realise ... we need a SLAroused.IsShabbyArmor tag - players can set it on their beggar outfits, MWA could set it on hastily adjusted clothes (made where you lack skills or proper equipment) ... And clothes with low durability could simply acquire it as part of the durability wear process.

 

 

Currently, I can set the fit limitations to body only, and adjust the weight tolerance to be reasonably generous, and that sort of gives me what I want there.

 

Sure, it's not as immersive as having to do something special to adjust the item, and watching some "busy hands" animation for 20 seconds while I resize the item (which would stop me just equipping it as if it fit perfectly), and doesn't apply any durability penalty either, but still, it lets me use the mod in a way that isn't too frustrating.

 

Nor can I repair my own clothes after some thug rips them off, but I can probably live with that.

 

It would be more interesting if I had to acquire needle + thread (amusingly, this is an item I can buy or make if I have Wounds installed, but it's not for stitching clothes, it's for stitching up cuts), and cloth patches, and then take time to repair my clothes, with a chance of failure. (Or other items and suitable crafting stations to repair light or heavy armor).
 

Spoiler

I can imagine a crafting station for sewing - basically, it's a chair, and you sit in it, and then you get the crafting menu for sewing. I don't even know if that's possible. Sure, different items as crafting stations is straightforward, but a whole new crafting menu? Probably not. It would be possible to do something with a message box, but it would be fairly awkward I suspect.

 

I guess if you simply try to equip/interact with a broken or unfitted item, it could bring up a DD-style popup with choices:

 

Broken Item

[Repair Item]    [Carry On]

 

 

Unfitted Item

[Adjust Item Fit]    [Carry On]

 

 

Then you could use one of the regular crafting stations to pre-emptively make repairs on clothing.

 

Wounds has a lot of stuff like this through its message boxes, and a crafting system for making all the items you use.

 

It would be especially amusing if increasing your "sewing skill" could increase your tolls or license costs, or escort requirements - because clearly all you know is how to sew and you can't be trusted not to hurt yourself with anything sharp and pointy that's bigger than a needle.

 

To be fair though, MWA already has so much detail, but still, I'm greedy, I want it all.

 

 

  • How does this interact with MME's ripped clothes?
  • Does enchanted equipment gain extra durability? I couldn't find anything like that.

 

 

Possibly, I'm a bit more fixated on the dress-up aspect of Skyrim than most?

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7 hours ago, Mez558 said:

Still have the issue with the Bloodskal Blade.

Was in the immune list from previous play through but first use and it broke. Short of using TCL in console which I am not sure will continue the quest properly there is no other way to open the door.

Does global disable of degradation stop it?

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3 hours ago, Lupine00 said:

But... I can enjoy it in this kind of circumstance. But it would be more fun if I felt the player had parity with NPCs.

Perhaps I can add a 'needle and thread' consumable item that will restore clothes to a certain low durability but I think it should also probably reduce it's maximum durability in the process. 

3 hours ago, Lupine00 said:

How does this interact with MME's ripped clothes?

You mean MA. MME doesn't destroy clothes just before you go giving out to Ed that your clothes are broken ;)

MA hands over object destruction to MWA when it's installed (MWA has better handling). Clothes that broke in MA before you installed MWA won't be recognized by MWA though. 

3 hours ago, Lupine00 said:

Does enchanted equipment gain extra durability? I couldn't find anything like that.

Nope. Same durability. 

2 hours ago, Lupine00 said:

Does global disable of degradation stop it?

Better to just add it to the immune list. 

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4 hours ago, Lupine00 said:
  • Does enchanted equipment gain extra durability? I couldn't find anything like that.
53 minutes ago, Monoman1 said:

Nope. Same durability.

*eyes glittering with joy* more ways to throw away Septims with a new enchantment?!

 

Other than that 'needle and thread' + reduced max durability sounds amazing. I like Lupine's greedy and logic suggestions ^^

And thanks for the update!

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4 hours ago, Lupine00 said:

Does global disable of degradation stop it?

 

I suspect it would. I will give it a try as I have a save at the point before looting the sword.

 

Adding it to the immune list didn't work and I am not sure why. I've never had that fail before. However I was able to temper the blade and it continued to work. I don't think giving it to a smith to do will though as it seems to use a sort re-equip script.

I'll play about a bit with this.

 

 

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5 minutes ago, Mez558 said:

Adding it to the immune list didn't work and I am not sure why

Sorry misread you.

I will look at it when I get a chance. I suspect beth is doing something a bit unusual with the sword like tying it's ability to a quest alias or something very specific. 

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With regards to Lupine's "Greedy" suggestions. I can see his logic in as far as the PC, if they so choose, can become as good a smith as any full time smith so why can they also not learn to be a seamstress too?

 

But I've never really agreed with that in as much as your "job" is adventuring. It's the use of Weapons and Armour and Magic and Stealth (Oh My!) and while keeping these skills honed to their finest, you also have the time to learn to be a Master smith? I actually prefer the way it is handled in Witcher3.

Now I don't expect the game mechanics for crafting to be changed and I am not asking them to be but I do like the fact that you have to rely on an NPC to do things for you and, it costs money! Now my almost infinite resource, gold, is no longer infinite.

 

However, I must admit I do have remodelled armour installed, which means, If I choose to, I can remodel unenchanted armour and most robes/cloth which will instantly make it the correct fitting for my character, there is a downside to this with armour, less armour means less protection but also less weigh*

I also have the Tribal armour outfit which is basically a loin cloth that flaps about and strip of leather for your chest. I've amended this so it can be made at a tanning wrack and doesn't offer much in the way of protection (basically did what I do for most custom armour and weapons and re-balanced their stats) but only requires a piece of leather to make each.

 

Anyway, I am basically saying, I like it like it is. I like the fact it is possible I will be leaving a dungeon/crypt and looking for something to wear before I enter a town or village.

 

Erm.. What is MME?

 

*The lower protection for remodelled armour was a feature in the Chrono's original (or at least earlier) CBBE version but seem to disappear in later versions so I do the adjustments myself, if there's less of it so it weighs less it should also protect you less. It's a quick and easy change in TESVEdit.

 

TLDR: I like having to use NPC's and that it costs gold. Gives a reason to enter towns again.

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18 minutes ago, Mez558 said:

Anyway, I am basically saying, I like it like it is. I like the fact it is possible I will be leaving a dungeon/crypt and looking for something to wear before I enter a town or village.

This is probably part of Monoman's reason for making the mod do some things it does.

 

Nevertheless, I like it differently. It's like adding a prostitution mod. It lets you make money without adventuring, in a dull sort of way. Why would you do this? Clearly, there's more to it than the simple mechanics of the thing. The same with tailoring your items. It plays to the survivalist part of the game, but also to that mindset of player who adds a prostitution mod, but only uses it when they are left with no alternative.

 

Your character wants to be an adventurer, but other people don't want to let them. And maybe learning tailoring can have a negative impact on advancing some other skills (perhaps it simply requires you to spend perks on it that you could otherwise have put somewhere more adventuresome?) And being forced into that path is fun in itself, just like waking up in the skooma den with a nasty hangover, no gear and no money.

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50 minutes ago, Monoman1 said:

Sorry misread you.

I will look at it when I get a chance. I suspect beth is doing something a bit unusual with the sword like tying it's ability to a quest alias or something very specific. 

Yes it is doing just that, which is why if you try and additem the weapon it won't have it's projectile power attack. That script only works if you loot it as part of the quest. Which means if it breaks it will never work if repaired.

 

5 hours ago, Lupine00 said:

Does global disable of degradation stop it?

 

Yes, in the small test I did, the weapon did not fail in use or combat which makes sense since the mod was basically off.

 

I'm happy there is a way around this now I am aware of it so I'm not screaming for a fix but other people using your mod and going through this event, which is pretty important to the Dragonborn questline or at least to getting accepted in Solstheim, might be stumped by this. Maybe just put a warning on the front page.

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Hi there ?

 

If I am understanding the seamstress problem correctly the only reason a PC can't be one is because for the most part Clothing items have no temper recipes. This can be mitigated for the most part using something like Temper Clothing - For Loot and Degradation which adds a ton of temper recipes to clothing items. 

 

It doesn't require Loot and Degradation to function it's stand alone. 

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I'm gonna test this mod as I realized I'm not using the device hider that much, but I have some questions :

 

- You say this mod is an alternative to Loot & Degradation but does it have a NPC loot function ? (Npcs looting stuff from corpses)  I couldn't find mentions of it in the first post...

- Will there be a way for the player to tailor stuff itself ?  For example, there could be a heavy device/machine that we could buy and put in our houses.  That way you still can't wear mismatching stuff on the fly but you have the option to do it yourself.

 

I know we sometimes do not have the same vision for mod features (SLS for example) but I subscribed to your patreon anyway since you revamped a lot of good mods here :P 

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7 minutes ago, mangalo said:

You say this mod is an alternative to Loot & Degradation but does it have a NPC loot function ? (Npcs looting stuff from corpses)  I couldn't find mentions of it in the first post

No not yet, but it is something I want. I still use L&D for blacksmith tempering and this feature. 

11 minutes ago, mangalo said:

Will there be a way for the player to tailor stuff itself ?  For example, there could be a heavy device/machine that we could buy and put in our houses.  That way you still can't wear mismatching stuff on the fly but you have the option to do it yourself.

You mean to refit armor to your size? Theres an option to refit armor you temper. Honestly I'm not sure if it's still working, I'll have to check that out. But as for clothes it can only be done via the tailors for now. 

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15 minutes ago, Mdy said:

I'm just switching from "The Amazing World of Bikini Armor - Armor Break" to your mod. It's got speech-debuffs the more armour pieces are missing. Do you guys know a mod with a similar feature?

Yeah don't try to run both together, they don't get along :D

 

I've not seen another mod that does that. There's a few that have nudity as a crime but can't think of any that effect speech skill. Out of interest did you get the drunken npc feature to work? Because I never saw it.

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About the devious devices devious hider

 

if i turn it off to use this mod, what will happen ?

 

I will have the devious devices in conflicts with the clothes and armor ?

 

big clipping ?

 

The hider is only for chastity belt and bra and the piercings ?

 

thank you

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