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Mortal Weapons & Armors


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3 hours ago, Monoman1 said:

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. 

 

I would like for the dragonborn to be able to sew her clothes to make her fit but with a penalty or to be less durable

 

I seem to have read  that you are thinking about something like that

 

it would be nice when not finding something to fit in

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3 hours ago, Monoman1 said:

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

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. 

Got it.  And as the great philosopher DJ Khaled said : AND ANOTHER ONE !

 

Is the "weight" given to a NPC armor tied to its real weight ?  I'm using the "Bodygen" feature of Racemenu, which means NPCs have a random chance to be really fat or skinny.  Is this reflected on the loot they drop ?

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1 hour ago, tuxagent7 said:

 

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

Ya. Plus I think corsets?

The unequiping/equipping  sounds always bothered me more than the clipping does for some reason. 

 

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1 hour ago, mangalo said:

s the "weight" given to a NPC armor tied to its real weight ?  I'm using the "Bodygen" feature of Racemenu, which means NPCs have a random chance to be really fat or skinny.  Is this reflected on the loot they drop ?

Yes. Dropped loot matches the PCs gender and weight. If it's in a chest/on the ground then it is just fitted randomly.

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Is there way to tie this Defeat? 

 

Meaning, In my play thru, I regard any armor remove by Defeat to be damaged ie; straps cut and unwearable until reaching a armor work bench for repairs.

 

Admittedly , I only scanned the settings.

 

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1 hour ago, Joe_Oni said:

Is there way to tie this Defeat? 

 

Meaning, In my play thru, I regard any armor remove by Defeat to be damaged ie; straps cut and unwearable until reaching a armor work bench for repairs.

 

Admittedly , I only scanned the settings.

 

There is a feature already that causes damage to the armor when it is forcibly removed from you. The amount of damage is configurable in the MCM

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6 hours ago, Joe_Oni said:

Is there way to tie this Defeat? 

 

Meaning, In my play thru, I regard any armor remove by Defeat to be damaged ie; straps cut and unwearable until reaching a armor work bench for repairs.

 

Admittedly , I only scanned the settings.

 

Like corsayr said theres is damage on rape. You might want to set defeat to not steal your armor though. Otherwise it wont be equipped by the time rape begins = no damage to those items.

 

There is a 'racing' issue with this feature though. MWA will race to damage your equipped stuff before sexlab automatically unequips it. So if you're wearing lots of items then probably only some will get damaged. 

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Thought I'd have another look at this since I last tried it and ran into a problem with v39. When trying to add it to an existing game the MCM appears but if you click on the General Options the menu freezes and you have to come out. When you go back in all the options have disappeared. I tried moving it to the top of the esp load order but that didn't do anything.

 

Oddly the other options can be entered it's just general options that causes the problem. I tried on a new game and it worked correctly, though again not in an already existing unused game in the LAL start cell.

 

I tried v22 with the same games and that worked perfectly.

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25 minutes ago, Slorm said:

Thought I'd have another look at this since I last tried it and ran into a problem with v39. When trying to add it to an existing game the MCM appears but if you click on the General Options the menu freezes and you have to come out. When you go back in all the options have disappeared. I tried moving it to the top of the esp load order but that didn't do anything.

 

Oddly the other options can be entered it's just general options that causes the problem. I tried on a new game and it worked correctly, though again not in an already existing unused game in the LAL start cell.

 

I tried v22 with the same games and that worked perfectly.

Ok, so what's the process to recreate?

1. Start new game without MWA.

2. Wait a while in LAL cell.

3. Exit, install MWA and load game.

4. Go into general settings

 

That it? I'll try it out when I get a chance. 

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16 minutes ago, Monoman1 said:

Ok, so what's the process to recreate?

1. Start new game without MWA.

2. Wait a while in LAL cell.

3. Exit, install MWA and load game.

4. Go into general settings

 

That it? I'll try it out when I get a chance. 

Seems to be, though originally I first ran into it in my main save in Breezehome.

 

My LAL start cell is my game loader but it has all the mods in the main game.

 

The new game I tested had all mods and MWA in place (in NMM), not something I'd normally do as I usually build a game a few modules at a time

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Hey, a couple of things about the tailors:

  1.  The MA tailors seem to have a lot more clothing options for sale than the MWA ones.  Can you sync up the MWA tailor clothing list for more items?
  2. I would love to have a way to get the tailors to sell custom modded clothing; I have SO MANY damn slooty outfits from LL and other places that the only way to access is through AddItemMenu or the console.  It would be nice if maybe there was a MCM option you could click that would scan everything you are currently wearing and add that to the tailors' merchant chest (with a way to save that to a JSON file).
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4 hours ago, cetuximab said:

 The MA tailors seem to have a lot more clothing options for sale than the MWA ones.  Can you sync up the MWA tailor clothing list for more items?

I never noticed. Thought I used the same leveled lists. I'll check it out when I get a chance. 

4 hours ago, cetuximab said:

I would love to have a way to get the tailors to sell custom modded clothing; I have SO MANY damn slooty outfits from LL and other places that the only way to access is through AddItemMenu or the console.  It would be nice if maybe there was a MCM option you could click that would scan everything you are currently wearing and add that to the tailors' merchant chest (with a way to save that to a JSON file).

Would be nice alright. Can't think of any really easy way to do it off the top of my head though. 

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Running around the world trying to find a tailor. Can't seem to locate one outside of Riften or Solitude...

 

Would be nice if the Jobs of Skyrim tailors could act as ... tailors?

There's a character in every city called "Tailor", but all he wants to do is give me a job doing some sewing.

 

Or make it so players can designate tailors with a mechanic like the SLS "escorts"?

 

 

Also, an annoyance of adding mod part way through game - existing items gain random sizes as play goes on - usually when you hand them to follower and then take them back.

 

This causes items you used to wear all the time to suddenly become strange sizes.

 

 

On first init of mod, maybe you could queue an update - delayed to run after 30 seconds or so - to set the size on all items in the player's inventory so that they fit the player, and have random deterioration as an initial condition? As it is, items can linger for an indefinite time before getting MWA-ified.

 

 

This mod really shows up sex mods that set victim incorrectly. Begged follower for sex (as a result of mechanics that maybe came from DiD, maybe came from Sex Slaves)... Follower ripped off and destroyed the PC's clothes. I guess they were really eager, but it wasn't a rape!

 

OTOH, SD+ always strips you prior to rape, so MWA never gets to rip up your clothes. Off course SD+ rapes don't always happen, as you can hit Resist or Cancel and that's the end of it.

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On 7/14/2019 at 6:50 AM, Monoman1 said:

It would be nice if maybe there was a MCM option you could click that would scan everything you are currently wearing and add that to the tailors' merchant chest (with a way to save that to a JSON file).

 

On 7/14/2019 at 6:50 AM, Monoman1 said:

Would be nice alright. Can't think of any really easy way to do it off the top of my head though. 

Not sure I understand the problem.

 

Use a hot key to trigger, or if you have "slooty" flags, do it automatically with periodic scans.

 

Scanning PC worn slots is trivial. Checking the keywords to see if they clothing or devious also trivial. (SLA will even do it for you).

Add items to a big, ever-growing StorageUtil list.

 

Pick some items from list to dynamically add to clothing merchants when you open their menu. Sure, the items might be seen as they add. Not really a deal breaker.

 

 

Not saying you should do that, or that it's not a fair amount of work, but the technical problems are all stuff you already deal with in one mod or another. No unknowns. Just tedious chores like most Skyrim code.

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4 hours ago, Lupine00 said:

Running around the world trying to find a tailor. Can't seem to locate one outside of Riften or Solitude...

From the front page :P

Riverwood - Riverwood Trader - Yrsa
Whiterun - Belethors Goods - Ellie
Solitude - Radiant Raiment - Salvia
Falkreath - Gray Pine Goods - Eridir
Markarth - Arnleif & Sons Trading - Verania
Windhelm - The White Phial - Ildynea
Winterhold - Birnas Oddments - Githaril
Riften - Haelgas Bunkhouse - Ahdani

 

5 hours ago, Lupine00 said:

Also, an annoyance of adding mod part way through game - existing items gain random sizes as play goes on - usually when you hand them to follower and then take them back.

 

This causes items you used to wear all the time to suddenly become strange sizes.

Yea the mod has limited capacity to track objects. I don't think it would be wise to track everything even if it was possible. So at some point the mod must decide what to clear out. 

I think maybe the only thing I could do is add a separate tracking quest for objects stored on followers as that's going to be the biggest problem really. That plus maybe 'horse saddlebags' etc. 

5 hours ago, Lupine00 said:

On first init of mod, maybe you could queue an update - delayed to run after 30 seconds or so - to set the size on all items in the player's inventory so that they fit the player, and have random deterioration as an initial condition? As it is, items can linger for an indefinite time before getting MWA-ified.

Well If its installed on a new game then I think anything given to you is made to fit for something like 20 seconds after you leave the alternate start cell. 

5 hours ago, Lupine00 said:

This mod really shows up sex mods that set victim incorrectly. Begged follower for sex (as a result of mechanics that maybe came from DiD, maybe came from Sex Slaves)... Follower ripped off and destroyed the PC's clothes. I guess they were really eager, but it wasn't a rape!

 

OTOH, SD+ always strips you prior to rape, so MWA never gets to rip up your clothes. Off course SD+ rapes don't always happen, as you can hit Resist or Cancel and that's the end of it.

Yes I've noticed this. Cursed loot is another that strips before rape. It's a bit odd when I think about it as it's supposed to be forced right but then they play this 'player undresses animation'....

There's also a racing issue where MWA hooks into the earliest 'sex start' event - AnimationStarting - but it races to damage everything before Sexlab unequips it. 

5 hours ago, Lupine00 said:

Not sure I understand the problem.

 

Use a hot key to trigger, or if you have "slooty" flags, do it automatically with periodic scans.

 

Scanning PC worn slots is trivial. Checking the keywords to see if they clothing or devious also trivial. (SLA will even do it for you).

Add items to a big, ever-growing StorageUtil list.

 

Pick some items from list to dynamically add to clothing merchants when you open their menu. Sure, the items might be seen as they add. Not really a deal breaker.

 

 

Not saying you should do that, or that it's not a fair amount of work, but the technical problems are all stuff you already deal with in one mod or another. No unknowns. Just tedious chores like most Skyrim code.

Trivial for you maybe :P

I've other problems with it though personally. I've distributed all my modded armor via leveled lists in loot chests. So finding super rare armor at a tailor would be a bit off-putting. Plus tailors really shouldn't be selling armor and you know yourself that most armors that look like clothes are actually setup as armors. 

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16 hours ago, Monoman1 said:

I've other problems with it though personally. I've distributed all my modded armor via leveled lists in loot chests. So finding super rare armor at a tailor would be a bit off-putting. Plus tailors really shouldn't be selling armor and you know yourself that most armors that look like clothes are actually setup as armors. 

I hate clothes items with armor values on. They are broken.

 

I already have the lists of different armor types in StorageUtil, so you can look for them, and if you find them, then use them, and if they aren't there, then do nothing.

 

If it's tagged as clothes, then I think it could go on a tailor, and if it's tagged as light armor (like a lot of stuff that just isn't light armor) then it shouldn't.

 

Uncommon armor does already crop up on vendors, but I guess it's moot what is rare. DCL's Dollmaker armor shouldn't show up, as that has only one source - though I suppose somebody could sell it second hand, or even buy it explicitly for the purpose of resale.

I wish DCL had keyworded every piece of armor it added, but I have another way to detect it in SLD.

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hi, love your mod with all the new features :)  

little question, i got my first smithing perk and upgraded one tier on my bikini armor (each piece). and it becomes indestructible. same for weapons.

it works perfect without upgrades.  do i need special settings if i go smithing?

 

And thank you very much for your wonderful mods :)

i just completed a wonderful vigilant playthrough as a maxed out milkmaid (vigilant) with your milk addict mod. Thats powergameplay as its best.

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23 minutes ago, Reese said:

hi, love your mod with all the new features :)  

little question, i got my first smithing perk and upgraded one tier on my bikini armor (each piece). and it becomes indestructible. same for weapons.

it works perfect without upgrades.  do i need special settings if i go smithing?

 

And thank you very much for your wonderful mods :)

i just completed a wonderful vigilant playthrough as a maxed out milkmaid (vigilant) with your milk addict mod. Thats powergameplay as its best.

Thanks :)

There shouldn't be any special settings needed. 

Maybe degradation isn't turned up high enough? As a test set it as high as it will go and give a weapon a few swings (you don't have to hit anything). It should degrade to untempered. 

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Hi, made the test with your info. it works perfect. thx :)

its just .... with untempered equip i need 15 weapons and armor to complete a dungeon. at the end its all broken. lol

one tier up... i did several banditcamps got a lot of attacks from sabercats, dragons.....etc and nothing changed. so i  thought its something wrong.... my mistake. :)

 

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8 minutes ago, Reese said:

Hi, made the test with your info. it works perfect. thx :)

its just .... with untempered equip i need 15 weapons and armor to complete a dungeon. at the end its all broken. lol

one tier up... i did several banditcamps got a lot of attacks from sabercats, dragons.....etc and nothing changed. so i  thought its something wrong.... my mistake. :)

 

No problem

I think you can set the base durability of (untempered) items in the mcm if you think it's too low. 

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