Jump to content

Mortal Weapons & Armors


Recommended Posts

Posted
19 hours ago, Bushi Neko said:

An update!?!!!!

 

  Reveal hidden contents

Sooo excited! :D

806925589_433421.gif?6  

 

More / better trouble to get into.. 

 

 

Not much to get excited about I'm afraid. Mostly just some fixes. 

13 hours ago, MayDayCray said:

Hey @Monoman1 anyway to get this mod to work with a hotkey manager such as AH Hotkeys?

Or better yet, is there any way to get the hotkey manager to work with MWA?

Sorry. Don't mean to be a smartass but I always roll my eyes a little when people say 'hey, your mod A isn't compatible with mod B'. Also translates that mod B isn't compatible with mod A. Compatibility is a two-way street.

/rant. 

 

Anyway. I don't use a hotkey mod. What's the issue exactly?

Posted
6 hours ago, Monoman1 said:

Or better yet, is there any way to get the hotkey manager to work with MWA?

Sorry. Don't mean to be a smartass but I always roll my eyes a little when people say 'hey, your mod A isn't compatible with mod B'. Also translates that mod B isn't compatible with mod A. Compatibility is a two-way street.

/rant. 

 

Anyway. I don't use a hotkey mod. What's the issue exactly?

Lol.. no offense taken.  I think the person behind AH Hotkeys isn't active anymore. 

 

I'm having this issue I don't recall having earlier this year before I quit Skyrim. I set some Hotkeys to equip certain equipment.. and after some time they stop working. When I check to see if my Hotkeys are set in AH's MCM.. some of my equipment slots, often all of them, read "invalid object".

 

Buuuuut... It's probably not even ur mod, now that I write this.. a spell unequipped itself once and a potion read "invalid object" as well and I don't think ur mod touches that stuff.. 

Posted

MWA v0.44

 

CTD while trading armor with follower.

 

Happens if I transfer follower base armor (not registered by SLS yet) to my inventory.

In this case vanilla steel gloves, steel boots, clothes, amulet of Stendarr and robe of restoration.

 

Will try again and will do the transfer a bit slower.

 

EDIT: It's the BD UUNP vanilla replaced steel armor. How can that be ?

 

What MWA settings could I change to rescue a situation like that?

I remember something about adding an invisible world model to that armor part ?

 

EDIT: It's the BD UUNP steel armor boots, buggy world model

Posted
4 hours ago, donttouchmethere said:

What MWA settings could I change to rescue a situation like that?

I remember something about adding an invisible world model to that armor part ?

You can't. Not via MWA. Every qualifying object needs to be placed into the game world to get a specific reference to that particular object. There's no other way, thank you Bethesda. So you options are:

1. Fix whatever mesh is causing it or 

2. (What I do because I don't know much about meshes) Replace the ground model with something that you know works in TesEdit. I usually just replace any problem mesh with leather boots or whatever. The disadvantage of this is of course that the armor won't look right on the ground and in the inventory but that doesn't bother me all that much. A blank world model doesn't cause crashing but if you were to drop the item you wouldn't be able to pick it up as there's nothing there to pick up (it's invisible), so don't just make it blank. 

Posted
34 minutes ago, Monoman1 said:

Replace the ground model with something that you know works in TesEdit.

oh! I use the box from the emfy cleric robes mod, if you want to get fancy you can use GIMP to turn a jpg of the item into the box cover! But the included cover it just a picture of the emfy cleric robes which is cool too. 

 

 

EmfyBox.7z

Posted

So i started a new game and i finally tweaked my 50+ MCMs. So i following this mod a for a while, is it stable enough to play a serious playthrough? is it papyrus demanding in idle and or in fight? cos it needs to calculate all the stuff in a ongoing fight so i think this is quite script heavy, right?

Posted
2 minutes ago, CynicalCore said:

So i started a new game and i finally tweaked my 50+ MCMs. So i following this mod a for a while, is it stable enough to play a serious playthrough? is it papyrus demanding in idle and or in fight? cos it needs to calculate all the stuff in a ongoing fight so i think this is quite script heavy, right?

It's probably moderately heavy if I'm honest. That said I've never 'noticed' it hitting performance myself. Performance is important to me though so I've tried to do my best within the scope of the mod. For example hits to your armor are throttled to a single update at a time rather than processing every hit as many can happen in quick succession, especially with magic. This may be less accurate but it should limit performance hit and be more stable overall. 

And there aren't any continuous frequent script updates. The only regular script updates I can think of are for degradation over time which happens once a game day. 

 

I'd say just give a test drive for a while on a throw-away game and mess around with it for a bit before you decide what to do yourself. 

Posted
On 11/18/2019 at 12:31 PM, donttouchmethere said:

MWA v0.44

 

CTD while trading armor with follower.

 

Happens if I transfer follower base armor (not registered by SLS yet) to my inventory.

In this case vanilla steel gloves, steel boots, clothes, amulet of Stendarr and robe of restoration.

 

Will try again and will do the transfer a bit slower.

 

EDIT: It's the BD UUNP vanilla replaced steel armor. How can that be ?

 

What MWA settings could I change to rescue a situation like that?

I remember something about adding an invisible world model to that armor part ?

 

EDIT: It's the BD UUNP steel armor boots, buggy world model

Sorry, i noticed your post and i need to mention that BD UUNP dont add any new ground objects (except the steelgauntles), its still the vanilla meshe, at least it should be. i was searching for a stealbootsgo file in my BD mod and on the nexus mod (maybe i have a outdated version) maybe its a replace from another mod, do u use MO or NMM?

 

hope u can fix it

 

EDIT: oh sorry my fault i found a boot_go file looks like a typical steelboot, maybe just replace it with the vanilla one.

Posted
21 minutes ago, Monoman1 said:

It's probably moderately heavy if I'm honest. That said I've never 'noticed' it hitting performance myself. Performance is important to me though so I've tried to do my best within the scope of the mod. For example hits to your armor are throttled to a single update at a time rather than processing every hit as many can happen in quick succession, especially with magic. This may be less accurate but it should limit performance hit and be more stable overall. 

And there aren't any continuous frequent script updates. The only regular script updates I can think of are for degradation over time which happens once a game day. 

 

I'd say just give a test drive for a while on a throw-away game and mess around with it for a bit before you decide what to do yourself. 

ah okay, i thought this exactly, i imagine a bunch of wolves jumping on me and i CTD... lul, okay i give it a try, hope the groundobjects are with me

Posted

This mod is awesome and I've been glad to have it in my load order for quite some time now.

 

But I've noticed that at some point since the cursed items were introduced that the device filtering doesn't seem to be working (e.g,, I've turned off yokes as a potential device to equip, but I still get yoked). I don't know if this is a new problem or if it hasn't worked and I only just noticed. But I wanted to make sure it was noted.

Posted
22 hours ago, CynicalCore said:

oh hey can we maybe get a value display in the MCM for the current char weight?cos i use SL hormones and it change my weight from time to time.

Hormones displays your weight on the debug tab.

Posted
5 hours ago, nb097 said:

This mod is awesome and I've been glad to have it in my load order for quite some time now.

 

But I've noticed that at some point since the cursed items were introduced that the device filtering doesn't seem to be working (e.g,, I've turned off yokes as a potential device to equip, but I still get yoked). I don't know if this is a new problem or if it hasn't worked and I only just noticed. But I wanted to make sure it was noted.

It wasn't a breast yoke by any chance? That has it's own filter. If not, I'll look into it when I can. 

Posted
7 hours ago, Monoman1 said:

It wasn't a breast yoke by any chance? That has it's own filter. If not, I'll look into it when I can. 

Well, amusingly enough I had both excluded and had both end up on me within about 5 minutes from cursed items (not at the same time, had to reload from a CTD), and that was my trigger to file the report :P

 

I've got a few other things excluded (off the top of my head, chastity belts/bras, plugs, mittens, just added piercings, might be others), and I haven't encountered those ignoring the exclusion, so it may just be the yokes that aren't getting excluded. But I haven't encountered enough cursed items yet for me to say that that is a fact.

Posted

Hi there ?

 

I have a question about fit sliders 

 

I like having the extra slider for bikini armor, but it kind of made me think... Wouldn't it be great to have individual sliders for Clothes / Light Armor / and heavy armor too?

 

With the thinking being the heavier the armor the less adjustable.

 

just a thought... ?  

 

 

So 4 sliders

 

Heavy 

Light

Cloth

Bikini

 

Just to clarify. 

Posted
9 hours ago, nb097 said:

Well, amusingly enough I had both excluded and had both end up on me within about 5 minutes from cursed items (not at the same time, had to reload from a CTD), and that was my trigger to file the report :P

 

I've got a few other things excluded (off the top of my head, chastity belts/bras, plugs, mittens, just added piercings, might be others), and I haven't encountered those ignoring the exclusion, so it may just be the yokes that aren't getting excluded. But I haven't encountered enough cursed items yet for me to say that that is a fact.

Ok I'll check into it when I can. 

9 hours ago, Corsayr said:

Hi there ?

 

I have a question about fit sliders 

 

I like having the extra slider for bikini armor, but it kind of made me think... Wouldn't it be great to have individual sliders for Clothes / Light Armor / and heavy armor too?

 

With the thinking being the heavier the armor the less adjustable.

 

just a thought... ?  

 

 

So 4 sliders

 

Heavy 

Light

Cloth

Bikini

 

Just to clarify. 

I'd be a bit worried about over-complicating things (in a mod that's already kind of complicated)

The original idea of the bikini slider was just to gently encourage the player into bikinis. 

 

I think it might get to the point that instead of working out in your head if something fits you'd just try it on and see. Which I suppose is a lot like real life :D

And it would make curses more frequent. 

But still. Seems like more micromanagement. 

Posted

I finally checked what mod that clothes shop in Riften came from.

It's from Interesting NPCs.

It's not part of Riften, and it doesn't have a tailor.

 

Supporting it would be nice (as 3DNPC is super-popular) but not that important.

Posted
2 hours ago, Monoman1 said:

I'd be a bit worried about over-complicating things (in a mod that's already kind of complicated)

The original idea of the bikini slider was just to gently encourage the player into bikinis. 

I was just thinking of it from an immersion stand point. The more metal in an item the more it actually has to be fitted to the person. 

 

But keeping things simple has benefits too. ?

Posted

Hi sir, really liked the concept of your mod and decided to give it a go on my Special Edition after converting it properly. I'm facing a strange bug where weapons are not tanking durability hits. If I un-equip and re-equip and keep swinging, it takes only one durability hit. It only takes the next durability hit if I re-equip it and swing. I'm sure it's some problem with my load or the SSE porting, but I'm at a complete loss as how to fix/debug this issue. Any help would be much appreciated.

Posted
19 hours ago, rsdbhamre said:

Hi sir, really liked the concept of your mod and decided to give it a go on my Special Edition after converting it properly. I'm facing a strange bug where weapons are not tanking durability hits. If I un-equip and re-equip and keep swinging, it takes only one durability hit. It only takes the next durability hit if I re-equip it and swing. I'm sure it's some problem with my load or the SSE porting, but I'm at a complete loss as how to fix/debug this issue. Any help would be much appreciated.

That's an odd one. The items in question aren't tempered are they?

 

If not keep an eye on the Equip status menu. If it's not showing as equipped then it won't degrade. 

Posted

Checked the equip status, it is not showing the weapon in the list. If i re-quip my weapon, it gets listed but as soon as I swing it once, it disappears from the list. Any idea what could be causing this?

Posted
4 hours ago, rsdbhamre said:

Checked the equip status, it is not showing the weapon in the list. If i re-quip my weapon, it gets listed but as soon as I swing it once, it disappears from the list. Any idea what could be causing this?

Try dropping the item in question, wait 2 secs and pick it up again. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...