Warlock3000 Posted March 12, 2020 Posted March 12, 2020 I can confirm that unless you use "setownership" on every item processed by MWA, the items get confiscated by guards even with the vanilla bounty payment procedure, not just with Body Search. Hope there will be a fix. ?
Flyingcow25 Posted March 22, 2020 Posted March 22, 2020 When I activate this mod all bandits that I kill become naked (their body armor unequips after they die. Only chest though not helmet or boots) I think it's a conflict with a mod called Deadly mutilation. Is there a way to fix this?
slonez1 Posted March 31, 2020 Posted March 31, 2020 love this mod so much. Here is an idea for the future. Turning into a VampireLord or Werewolf - wrecks the shit out of your stuff.
Nepro Posted April 10, 2020 Posted April 10, 2020 There is major conflict with All Geared Up Derivative SE - AllGUD https://www.nexusmods.com/skyrimspecialedition/mods/28833 You will not be able to equip weapons. The very moment you equip weapons they will slide off/unequip. Player only. NPCs can equip weapons fine. Unrelated.
Corsayr Posted April 17, 2020 Posted April 17, 2020 ?Hi there In the development of this mod, did you ever try using Storage Utilities instead of aliases? Blackbird Wanderer and I were talking about MWA last night and she seemed to think it might work. This is all kind of gibberish to me, but I thought I'd ask you about it. ? Spoiler You can't do arrays with StorageUtil Functions, but you can do multiple lists of things (e.g., Int/Float/String/Form) alongside one another which together act just like a 2D array. Each piece of armor would have its own index number that you find by looking up the RefID of that item; that's your first column. Everything else in the adjoining columns on the same index line correspond to the other characteristics of the armor for as many fields/columns as you need to add.
Monoman1 Posted April 17, 2020 Author Posted April 17, 2020 1 hour ago, Corsayr said: ?Hi there In the development of this mod, did you ever try using Storage Utilities instead of aliases? Blackbird Wanderer and I were talking about MWA last night and she seemed to think it might work. This is all kind of gibberish to me, but I thought I'd ask you about it. ? Hide contents You can't do arrays with StorageUtil Functions, but you can do multiple lists of things (e.g., Int/Float/String/Form) alongside one another which together act just like a 2D array. Each piece of armor would have its own index number that you find by looking up the RefID of that item; that's your first column. Everything else in the adjoining columns on the same index line correspond to the other characteristics of the armor for as many fields/columns as you need to add. Right. But I don't think StorageUtil will keep an object reference persistent. Skyrim will still destroy an ObjRef at the earliest opportunity and all the attached StorageUtil variables attached to that object ref will go along with it unless it's 'held' by something - Either an alias or a script variable I think are the only options. I don't think ObjRefs can be held by formlists. Had weird results with that before with Milk Addict.
Blackbird Wanderer Posted April 17, 2020 Posted April 17, 2020 33 minutes ago, Monoman1 said: But I don't think StorageUtil will keep an object reference persistent. Just wondering. The issue of holding the ObjRef in-game isn't something I'd considered and I'd need to do more delving and test hypothesis; that would take more time than I have to ferret out a solution. The idea of holding it with a script variable seems interesting if it's viable. Is that really all the Alias was doing? But, I wonder if recording not a RefID, but the Form itself into a StorageUtil list is effectively doing the same thing as the Alias or script variable function and would keep the ObjRef persistent. That's probably a low bandwidth test to figure out. FormListAdd(Form ObjKey, string KeyName, Form value, bool allowDuplicate = true) global native So something like: StorageUtil.FormListAdd(MainModQuest, "Key", MyItem) This would write the item MyItem to the first available index of a list of Forms on object MainModQuest with the key being the String "Key". Could that work?
Blackbird Wanderer Posted April 17, 2020 Posted April 17, 2020 39 minutes ago, Monoman1 said: I don't think ObjRefs can be held by formlists. I don't think the list of Forms in a StorageUtil is a true FormList as per CK, and I've stored ObjRefs with one successfully.
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 11 hours ago, Blackbird Wanderer said: So something like: StorageUtil.FormListAdd(MainModQuest, "Key", MyItem) I'm not 100% sure but I'm fairly certain that just adding an ObjRef to a StorageUtil formlist won't make the ObjRef persistent. I suspect the ObjRef will just be removed from the list when Skyrim destroys it. I could be completely wrong though. I'd have to make a test mod to find out. 11 hours ago, Blackbird Wanderer said: I don't think the list of Forms in a StorageUtil is a true FormList as per CK, and I've stored ObjRefs with one successfully. Oh I know. I'm just saying that storing an ObjRef in a regular formlist won't work. Tried to do that before with Milk Addict so as to remember which Npcs I tried to add milk to so as not to re-try to add milk if pickpocketed again. Weird things happen when (dynamic) actors are unloaded. A none is added at the index but can't be removed from the formlist by anything other than reverting the formlist, which wouldn't have been suitable. In the end I went with adding an invisible token to 'remember' which npcs were pickpocketed.
Blackbird Wanderer Posted April 18, 2020 Posted April 18, 2020 7 hours ago, Monoman1 said: I could be completely wrong though. I'd have to make a test mod to find out. Seems like a low cost/high yield endeavor if it turns out it works. If not, you conclusively know it doesn't.
Corsayr Posted April 18, 2020 Posted April 18, 2020 If it does work, maybe you could bring back item fitting as a feature for SL Survival? ?
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 2 hours ago, Corsayr said: If it does work, maybe you could bring back item fitting as a feature for SL Survival? When was that a feature in SLS?
Corsayr Posted April 19, 2020 Posted April 19, 2020 3 hours ago, Monoman1 said: When was that a feature in SLS? it was never a feature of SLS it was a feature of MWA, but if there was a way to make it work without aliases might make a good feature for SLS. ?
Monoman1 Posted April 20, 2020 Author Posted April 20, 2020 On 4/19/2020 at 1:09 AM, Corsayr said: it was never a feature of SLS it was a feature of MWA, but if there was a way to make it work without aliases might make a good feature for SLS. ? Not sure if that was a joke There's no way in hell MWA is getting integrated into SLS. There are too many challenges with MWA. It's not just about the aliases. Though if that worked it might make things a bit simpler. Even without aliases I don't think it'd be a good idea to make every weapon/armor in the game persistent so there'd need to be management there. Then you still have the old problems around 1. Getting an ObjRef in the first place. Only options being dropping objects or placing new ones. The more of the same items you have the slower and more complex things get as if you already had two steel swords and another steel sword enters your inventory that doesn't have a Ref then all three need to be dropped to get the ObjRef for the third. Which is why spam crafting will mess things up. 2. Items having two display names. An inventory name and a world name. 3. Respawning items looking different than their name when the cell resets and the leveled list changes it to something else but MWA keeps it's old name. 4. Getting what ObjRef is equipped in which slot - much trickier than it sounds. 5. I'm probably forgetting a ton more given that it's been some time since I worked on it. MWA is absolutely full of little annoying skyrimisms like this that just make it a total slog to work on. Every inch of progress made takes a MILE of work if you know what I mean.
Corsayr Posted April 20, 2020 Posted April 20, 2020 I know that is why I was thinking JUST the item fit part.
Monoman1 Posted April 20, 2020 Author Posted April 20, 2020 19 minutes ago, Corsayr said: I know that is why I was thinking JUST the item fit part. Mmm, well the fitting part encompasses most of MWAs systems of getting and maintaining ObjRefs. Out of the list above only number 4 (probably) might be removed
Corsayr Posted April 20, 2020 Posted April 20, 2020 41 minutes ago, Monoman1 said: Mmm, well the fitting part encompasses most of MWAs systems of getting and maintaining ObjRefs. Out of the list above only number 4 (probably) might be removed I understand ? I just really miss rummaging through tons of cabinets and drawers just desperately looking for something that fits. ? It was very meta What about combat equipping delay? That is another feature I miss. There are mods that do not allow you to equip armor during combat but MWA was more immersive about it. That is sort of "survivally" ?
WhatRules Posted April 21, 2020 Posted April 21, 2020 Now that you seem to be back to modding(unless it was just a temporary thing), can you update this and fix the bug where armor appears outside of chests. When that happens the armor becomes a void object and can't be added to your inventory again.
Monoman1 Posted April 21, 2020 Author Posted April 21, 2020 51 minutes ago, saltshade said: Now that you seem to be back to modding(unless it was just a temporary thing), can you update this and fix the bug where armor appears outside of chests. When that happens the armor becomes a void object and can't be added to your inventory again. I wouldn't really say I was back modding. I've done a couple of minor updates and that's all. This sounds like a problem with the armor mesh itself. Floating/not activatable normally means the mesh is messed up. If you add one to your inventory and drop it, does it end up the same? Obviously, stuff shouldn't end up outside the chest. That's a bug in MWA alright. Usually happens when there's a lot of the one object in the container.
WhatRules Posted April 22, 2020 Posted April 22, 2020 5 hours ago, Monoman1 said: Obviously, stuff shouldn't end up outside the chest. That's a bug in MWA alright. Usually happens when there's a lot of the one object in the container. Like when it contains bikini armor. That's usually the items that end up outside the chest.
Monoman1 Posted April 29, 2020 Author Posted April 29, 2020 Could someone that uses Deadly Mutilation do me a favor and try this and see if it solves your problem with naked bodies please? It changes the degraded token from an armor to a Misc Object which is what was causing problems for me with MWA and my SLS Npc bikinification project.
Monoman1 Posted May 2, 2020 Author Posted May 2, 2020 Apologies to whoever downloaded the test above. I included the wrong esp. This is the corrected mod: Mortal Weapons And Armors TEST.7z I'd test it out myself but I can't seem to figure out DM or how to make it actually do it's thing.
rdhordes Posted May 4, 2020 Posted May 4, 2020 I was about to ask why is this mod working so weirdly for me but then I realized I switched from LE to SE recently, so I was thinking to myself of course I have papyrusutil, why wouldn't I? It's the obvious thing to have. Turns out I didn't and running this mod without it is like Shegorath deciding about my equipment every time i load the game. Anyway, mod works great actually, thank you very much for making it ♥
Code Serpent Posted May 4, 2020 Posted May 4, 2020 I'm curious how this mod's fitting feature interacts with mods that edit the player's weight, like Pumping Iron and Devious Body Alteration. Does each armor piece have an internal weight value that is compared against the player's weight, or is it just a boolean 'has been fitted to player' value? I think having to constantly re-fit their equipment due to gaining or losing weight would add some fun difficulty. Also, expanding this to deal with Node scaling and Bodyslide morphs, like in my mod Body Builders, or in Milk Mod Economy, would make it even more fun. I'm currently working on a mod that adds bodyslide morph alchemy, literally adding breast expansion potions. The sight of having my character's robes rip off her after she swigged some expansion potion would be incredible. In case you're interested, I wrote some functions that you could use for implementing bodymorph fitting: mortal armor and weapons bodymorphs.txt 1
Monoman1 Posted May 4, 2020 Author Posted May 4, 2020 13 minutes ago, Code Serpent said: Does each armor piece have an internal weight value that is compared against the player's weight, This one. 14 minutes ago, Code Serpent said: I think having to constantly re-fit their equipment due to gaining or losing weight would add some fun difficulty. Also, expanding this to deal with Node scaling and Bodyslide morphs, like in my mod Body Builders, or in Milk Mod Economy, would make it even more fun. I'm currently working on a mod that adds bodyslide morph alchemy, literally adding breast expansion potions. The sight of having my character's robes rip off her after she swigged some expansion potion would be incredible. In case you're interested, I wrote some functions that you could use for implementing bodymorph fitting: Hmm. It's an interesting idea but I'm not sure how fun it would be. In my game currently it's difficult enough to find fitting clothes as it is that I spend vast amounts of time running around naked. Add on top harsh gold sinks like SLS and DF and I also can't afford to buy clothes (which is great). But I think if I added bodymorph checks for say your ass and breasts then it'd make it event more difficult to find fitting clothes. That's not necessarily a bad thing but I could be annoying eventually. Especially when you factor in mods that changes your bodymorph rapidly over a short period of time (MME comes to mind) you'd basically never have clothes that fit. Also it would make the armor display name more messy than it already is - Iron Armor (Well Made) (13/16 F50 B1.6 A2.0) That's a bit of an eye-full
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