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Mortal Weapons & Armors


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Posted (edited)
2 hours ago, excidium93 said:

Hi, is there any mod that only has the function to prevent using clothing of the opposite gender?

Not AFAIK because differentiating between one leather armor from another leather armor (the same base item) on a very large scale is the most difficult part of the mod. 

Edited by Monoman1
  • 1 month later...
Posted

 that is a great mod ! thank you ! and can you do some work for this mod please? i think when you take your clothing to the tailor .she can't fix it immediately you have to wait some hours to take it back .in the meantime the bandit who seach for the power or the guys who is the crazy fans of the dragonborn may stolen you clothing .how can a poor tailor stop them ? it can bring more game challenge and more immersive . now your have to prepare more soulgem and more armor to keep your strong . that makes septim and clothing mod some point . your can't just wear the best of your favourite dirty armor until death .

  • 5 months later...
Posted

Honestly what is with your timing. Everytime I come back to Skyrim you start developing/updating another great mod/tweak.

 

Thanks for comming back to this! The concept was always something I loved and I still think it's superior to most if not all other durability mods. Sadly it was never really reliable.

 

I just upgraded to AE (trying it out) so the alternative I used needed to be sorted out (no .dll update). So naturally I'll gladly do some testing while finalizing my LO and patches.

Posted

 MWA potentially getting an overhaul is a wonderfull news.

Mod is the best thing after sliced bread, and while i had to eventually swap it out for performance reasons, there is no alternative that are anywhere close in feature completeness.

 

Posted
5 hours ago, Monoman1 said:

So here's an update I never thought I'd be posting.

This was always such a great mod that provides so many great narratives.  I play a lot of "poverty trap" style runs combining mods like this with SLS, devious followers and immersive fashion.

Posted (edited)

Sooo I played for about 20 mins after configuring all my MCMs. I ticked all the boxes in MWA MCM, used LAL and started in the world. Found an Iron Helm and an Iron Sword. Iron Sword had (8/10) in in it's name so I guess the degration is still working (if that is from MWA at all). It degraded rather quickly though. 4 hits against a Dwarven Spider and it was down to 2/10.

 

Armor is behaving as it should (I think). I found the helm and it had a "fit". M (29) or something - not fitting for my female char. Tried to equip it anyway. Buuut it didn't work because I'm a derp sometimes and it's already quite late here. Had the beta features from Naked Defeat turned on which also has some kind of outfit management system that just destroyed anything it is not set up to accept.

 

Then I begged (SLS) a passing imperial for some clothes. Worked, got them (just some simple common clothing) and according to my memory the (F39) weight should have worked fine for the char but not with Naked Defeat turned on. ^^

 

Probably since the items got destroyed the MCM menu had nothing under "fits". So it's clearing the items fine so far.

 

 

Edit: Disabled the Naked Defeat beta features and armor is not getting destroyed anymore. But it for some reason the next armor I looted was not in MWAs system. I needed to reenable the "Fit" option in the MCM so that the armor parts could get a size again. Still nothing showing up in the "Fits" tab of the MCM though.

Debuff is working.

 

Tested weapon durability and that is not playable atm. Dunno why but hitting a tree with an enchanted weapon instantly destroys it. Or... at least that is what I first thought. Just the weapons that do not have a durability shatter from 1 hit. I don't know why they don't have one (I think it was because they were in my inventory when I reenabled the Fit feature - I put the armor on the ground beforehand to see how fast the mod scans the world) but the weapon that does have a value loses 1 durability per hit (started at 8/10 again).

So I guess the mechanic is working but needs tweaking.

 

 

The container recognition seems a bit wonky. If a container is scanned by MWA it seems to work reliably on all items contained in that container. At least the few I looted were all either all fitted or all unfitted. Dead bodies seem to be a problem as well. I stumbled upon three of them and none had fitted items. Enemies I killed on the other hand always had fitted items.

 

Everything on the latest AE.

 

Edited by Silvain
Posted (edited)
1 hour ago, Silvain said:

Dunno why but hitting a tree with an enchanted weapon instantly destroys it

See this:

8 hours ago, Monoman1 said:

More flexible approach with regard to objectification of game world objects. All objectification options can be turned off (Dead Npcs, containers, world objects). Items not initialized into MWA will be assumed to have terrible durability and fit. 

 

8 hours ago, Monoman1 said:

Option to configure the chance of an uninitialized item breaking. Uninitialized items break in 1 hit

Thats fine for now. 

 

Also there's nothing in the fit menu right now. 

 

I'll keep an eye on the container stuff

 

 

Edited by Monoman1
Posted (edited)

Posted an updated test version. Changes at the bottom of the post. 

Tempering still not handled. Attacks from creatures not handled. 

Edited by Monoman1
Posted (edited)
10 hours ago, Silvain said:

I'm really looking forward to the first "real" version.

Mmm. Might not bother posting more updates since I'm not really getting the testing I intended. It'll save us both precious time. 

 

Tempering degradation is in. Seems to be working ok. 

 

Currently working on 'fit'. Added a json system of checking keywords to increase fit tolerance. IE: SLS bikini keyword = more fit tolerance = easier to find one that fits.

But I think the way fit is displayed on the item might have to change. 

 

Eg (F50 10/10)

That's fine if everything has the same tolerance of fit: +/- the same amount fits. You know that you're weight is 60 and there's a tolerance of 10 so it should fit. But a bikini part with bikini keyword has (default tolerance + json tolerance)... So what number fits now...? Bit tricky to work that out in game. So maybe instead display the range of weights that fit? But making that look not like a mess is going to be chalenging...

 

(F45-55 10/10)

(F40-60)(10/10)

(F45|55 10/10)

[F45-55] (10/10)

 

Any thoughts on how to make it easier on the brain ?

Edited by Monoman1
Posted (edited)
6 hours ago, Monoman1 said:

ering degradation is in. Seems to be work

 

6 hours ago, Monoman1 said:

Mmm. Might not bother posting more updates since I'm not really getting the testing I intended. It'll save us both precious time. 

 

Tempering degradation is in. Seems to be working ok. 

 

Currently working on 'fit'. Added a json system of checking keywords to increase fit tolerance. IE: SLS bikini keyword = more fit tolerance = easier to find one that fits.

But I think the way fit is displayed on the item might have to change. 

 

Eg (F50 10/10)

That's fine if everything has the same tolerance of fit: +/- the same amount fits. You know that you're weight is 60 and there's a tolerance of 10 so it should fit. But a bikini part with bikini keyword has (default tolerance + json tolerance)... So what number fits now...? Bit tricky to work that out in game. So maybe instead display the range of weights that fit? But making that look not like a mess is going to be chalenging...

 

(F45-55 10/10)

(F40-60)(10/10)

(F45|55 10/10)

[F45-55] (10/10)

 

Any thoughts on how to make it easier on the brain ?

 

Maybe just show the end result based on probability, like well fit ,ill fit and terrible fit etc? Kinda like the tempering system, I think that's all the info a player needs. Or, something like enchantment, with fitting status/debuff in the enchantment description. When your pc is female, the luckiest male equipment she can find is an ill fit. Realistically, there isnt really male female armour, its just how well it fits (Even a numerical system would do, 1 being terrible fit, 10 perfect fit, so you get something like Iron helmet (5/10)(10/10), or make it (5/10) with a loot and degradation style widget for durability.)

 

Also, I wonder if theres a chance for a honed metal patch, similar to breakable equipment system, it lets the honed metal blacksmith repair broken gear, maybe they can fit your armor too lol 

Edited by kaydens1234
Posted
7 hours ago, Monoman1 said:

Mmm. Might not bother posting more updates since I'm not really getting the testing I intended. It'll save us both precious time.

 

That makes me sad, but it is completely understandable. MWA probably needs some time and advertising to gather new interested people. The non-adult section on LL isn't the most popular one. I'll drop a few mentions on the SE side, maybe some will help out with testing stuff.

 

Item Durability from meh321 also changes the names. It does it like this

Item Name (status in words) [Numerical Tempering Value] 

Ingame it always looked fine to me (https://staticdelivery.nexusmods.com/mods/1704/images/42544/42544-1605789298-439125829.png)

 

So maybe something like this (though this would require a feature that adds descriptions based on keywords):

Item Name (Gender: Special Traits based on keywords) [Fit Value : Tempering Value]

 

Leather Top (F: Bikini) [40:98] 

 

Though this still requires the player to know what the "special traits" do ingame.

 

I also really like kaydens suggestion. Dropping values almost alltogether may also be a way. For many words are easier on the eyes and brain.

 

Item Name (Gender: how it fits) [It's status]

 

Leather Top (F: Perfect Fit) [Chipped]

 

I do believe this would require some additional math and scripting behind the scenes which I don't know if possible or worth. For this to work fine MWA needs to calculate the fit range and compare it the actual character weight to then update the item description accordingly. And it probably needs a list of descriptors for the different breakpoints.

 

Something like this maybe:

 

Spoiler

Durability:

 

0 - 0.2: Ruined

0.2 - 0.4: Broken

0.4 - 0.6: Damaged

0.6 - 0.8: Chipped

0.8 - 0.95: Blemished

0.95 - 1.05: Normal

1.05 - 1.2: Fine

1.2 - 1.4: Superior

1.4 - 1.6: Exquisite

1.6 - 1.8: Flawless

1.8 - 2.0: Epic

2.0 - 2.2: Legendary (didn't fit quite in the 0 - 2 range but hopefully you get what I mean)

 

I also stole the levels from Item Durability.

 

For the Fit (value apart from the actual weight -100 to +100):

-80 - -100: It hurts! | 5 Sizes too small | -5 Size | Size: -5

-60 - -80: impossibly tiny | 4 Sizes too small | -4 Size | Size: -4

-40 - -60: too tiny | 3 Sizes too small | -3 Size | Size: -3

-20 - -40: too small | 2 Sizes too small | -2 Size | Size: -2

-1 - 20: slightly too small | 1 Size too small | -1 Size | Size: -1

0: Perfect Fit

+1 - +20: sligthly too big | 1 Size too big | +1 Size | Size: +1

+20 - +40: too big | 2 Sizes too big | +2 Size | Size: +2

+40 - +60: way too big | 3 Sizes too big | +3 Size | Size: +3

+60 - +80: impossibly big | 4 Sizes too big | +4 Size | Size: +4

+80 - +100: Won't stay on | 5 Sizes too big | +5 Size | Size: +5

 

Wrong Gender: For Male! | For Female

 

Ingame it could read like this:

 

Leather Top (F: Slightly too big) [Blemished] or Leather Top (F: +18) [89%]

Leather Top (F: +1 Size) [Blemished]

 

 

 

 

Regardless if this is possible or not, I also like durability as percentage. I.e. a normal item without any tempering is 100%. Anything above representing the good condition (120% for fine) and anything less means damage.

 

Leather Top (F: 40-50) [69%]

 

Posted (edited)
6 hours ago, kaydens1234 said:

Maybe just show the end result based on probability, like well fit ,ill fit and terrible fit etc?

 

2 hours ago, Silvain said:

Dropping values almost alltogether may also be a way. For many words are easier on the eyes and brain.

 

Item Name (Gender: how it fits) [It's status]

Can't really do it this way either because:

1. Weight can change and there's no event to capture changes.

2. Renaming all the references when your weight changes would be very time consuming. You can see this if you disable the fit or degradation system in the current test version. 

3. If the system is to work for followers too then the name would have to change depending on whos inventory it's in which probably isn't impossible but I'd need to use OnItemAdded() because OnContainerChanged() isn't reliable. But I'd rather avoid using OnItemAdded() as it's heavy. 

 

2 hours ago, Silvain said:

Regardless if this is possible or not, I also like durability as percentage.

Not sure I can do that either because:

1. Armors have modified durability maximums depending on what slot they occupy. Body slot having the highest. Feet/hands/head a bit lower. And auxiliary slots having lower again. So a 100% durability body armor would not have the same actual amount of durability as a 100% durability boots or gloves etc which would be misleading to users. 

2. Armors have modified durability based on material. Iron<Steel<Dwarven>Orcish>Ebony>Daedric. So a 100% durability iron cuirass would have much less durability than a 100% daedric cuirass. 

3. Tolerance between between different armors of the same type. One iron cuirass may have more durability than another iron cuirass. 

Edited by Monoman1
Posted

@Silvain

Btw there may be problems with the conversion because there is a lot of use of FormListFind so the Jsons would need to have decimal to hex conversion...

(Unless that problems been solved for papyrus util se...? For the lolz I tried using hex for LE but it didn't work :(

 

Bet you're glad I'm not posting updates now :P

Posted (edited)

@Silvain

 

Here's a good website. https://www.convzone.com/decimal-to-hex/

 

You can copy in blocks of forms with the text and all and it'll leave the text untouched. Also has options to capitalize and add 0x. 

 

image.jpeg

 

Just don't convert the entire file because there are numbers in some of the key names that should remain in decimal. Eg:

"slot_coverage_0": 3, /* kSlotMask30 - Head */

 

I think formlists are the only thing that need to be converted. 

Edited by Monoman1
Posted
12 minutes ago, Monoman1 said:

 

Can't really do it this way either because:

1. Weight can change and there's no event to capture changes.

2. Renaming all the references when your weight changes would be very time consuming. You can see this if you disable the fit or degradation system in the current test version. 

3. If the system is to work for followers too then the name would have to change depending on whos inventory it's in which probably isn't impossible but I'd need to use OnItemAdded() because OnContainerChanged() isn't reliable. But I'd rather avoid using OnItemAdded() as it's heavy.

 

Right... I heard that Weight is a tricky thing to work with. Dunno if worth or possible (just spouting ideas): Tie the name update to an ingame action (using a mirror, or add a weight scale, use a spell if mage, or something along those lines. Could fit well into Wartimes as well.)

This would mean that the player would need some kind of additional ressource to get updates on the actual character weight (if they use weight changing mods). Doing so could also mean using "heavier" means would be okay since it does not run all the time.

 

But I don't know if this is all worth it to be honest. Strikes me as quite a lot of work on both user and modder part.

 

That also goes for followers by the way. But I'm not big on followers anyway so I would be satisfied if it is player centric. Managing the fit for followers as well seems more of a hassle than fun to me.

 

20 minutes ago, Monoman1 said:

1. Armors have modified durability maximums depending on what slot they occupy. Body slot having the highest. Feet/hands/head a bit lower. And auxiliary slots having lower again. So a 100% durability body armor would not have the same actual amount of durability as a 100% durability boots or gloves etc which would be misleading to users. 

2. Armors have modified durability based on material. Iron<Steel<Dwarven>Orcish>Ebony>Daedric. So a 100% durability iron cuirass would have much less durability than a 100% daedric cuirass. 

3. Tolerance between between different armors of the same type. One iron cuirass may have more durability than another iron cuirass. 

 

Hmmm, good points. Personally I wouldn't mind 1) being the case. But I'm a dude that reads the Read Me. Kinda goes for 2) as well but then there are modded armors which can have strange material keywords and then it gets really confusing. Especially adding the differences between armors of the same kind into account.

 

Maybe introducing same kind of baseline would be something. Like the lowest amount of durability an armor part can have. Let's say 10 for some flimsy earring. That 10 is 100%. And the deadric armor then has 600% or something.

Though... Just typing this out and it makes it sound worse than it sounded in my head.

 

 

Going back to your working suggestions, I'd go with something like this:

 

Leather Top (F: 40-50) [8/10]
maybe drop the maximum durability so that the player would need to actually try repairing it to see if it is a good example of this kind of item? 

Leather Top (F: 40-50) [8]

 

 

On a different note I'm currently able to do some testing:

 

New game, using LAL, all mods already initialized and adding MWA (newest version from the post) to the end of my LO.

 

Started the mod (MCM showed up fine), activated all option, waited a while (did the post in the meantime) and it did not initialize my inventory (the roughspun clothing you spawn with - body and feet slot). Dropping them on the ground and picking them up with ~10 seconds in between does not update it. Putting them into a container does nothing.

 

Actually while putting them into the container "Toys" thought it would be fitting to equip a Toy device. It uses Slot 58 and was not initialized as well.

 

Saving and reloading with the items in a container did not help as well.

 

 

Disabling "Fit" in the MCM does not disable the Debuff from Ill Fitting Armor. It is still listed in Magic Effects and it still updates when equipping or unequipping armor even with the MCM option turned off.

 

Turning "Fit" on again did not initalize the items.

 

Using the LAL Bed to start withe the "Camping in the Woods" option, I was spawned into the worldspace near Helgen. LAL gave me a new fur armor set, a Hunting Bow (spawned into the inventory). Only the body armor was initliazed and had stats displayed in it's name. The rest was not.

 

Nearby was a sack with random stuff and a few jewels from Immersive jewelery. Those were also not initialized.

Posted (edited)
1 hour ago, Monoman1 said:

@Silvain

Bet you're glad I'm not posting updates now :P

 

Ah well fuck me. That may explain the behaviour I just posted. Gonna have a look at it and make the same test again.

 

Holy shit that website is awesome. Converting files like this is speeeeed. ?

 

Edit: Start equipment still behaves very weirdly. This time around nothing was initialized. But after killing a few bandits and npcs everything they had was recognized.

Already dead people have trouble getting their items recognized. (Tested in Helgen Keep after the LAL Startup on dead Gunjar)

 

 

 

 

Is this from MWA?

 

enb2022_8_18_13_38_13.jpg.5df6c22c20e14c83e16b17e745801103.jpg

Edited by Silvain
Posted (edited)
39 minutes ago, Silvain said:

That also goes for followers by the way. But I'm not big on followers anyway so I would be satisfied if it is player centric. Managing the fit for followers as well seems more of a hassle than fun to me.

Me too. I don't think I could be bothered with followers personally but it was requested before IIRC. I don't think many would use it tbh but since I was starting from scratch I left the door open at least. 

39 minutes ago, Silvain said:

Personally I wouldn't mind 1) being the case.

Both 1, 2 & 3 are already true. 

 

Base durability is determined by it's slot: 'slot_dur_' in the json. 

Durability is then modified by it's material type: Formlist 'materials' vs FloatList material_bonus. 

Tolerance is then applied on top: 'dur_tolerance' in the json (default 10%)

 

So daedric cuirass:

20 durability base: Slot 32 = "slot_dur_2" : 20.0, /* kSlotMask32 - Body */

8.0x multiplier for material: 8.0 /* ArmorMaterialDaedric */

= 160 durability +/- 10% tolerance = a range of 144 - 176 for a daedric cuirass. 

 

Whereas an item of body clothes has

20 durability base: Slot 32 = "slot_dur_2" : 20.0, /* kSlotMask32 - Body */

No material bonus.

Tolerance +/- 10% = 18 - 22

 

Same applies for weapons. Lighter weapons (daggers) have less durability than heavier (warhammers). 

39 minutes ago, Silvain said:

and it did not initialize my inventory (the roughspun clothing you spawn with - body and feet slot). Dropping them on the ground and picking them up with ~10 seconds in between does not update it. Putting them into a container does nothing.

Oh it won't. Start up initialization of inventory will be something I have to do later. From this point on though (when you change location) stuff should automatically start initializing (if the relevant objectification options are on).

39 minutes ago, Silvain said:

Disabling "Fit" in the MCM does not disable the Debuff from Ill Fitting Armor. It is still listed in Magic Effects and it still updates when equipping or unequipping armor even with the MCM option turned off.

Simply entering the inventory and leaving should fix that when the list of what you're wearing is rebuilt. 

39 minutes ago, Silvain said:

Turning "Fit" on again did not initalize the items.

Yup. That's as expected. 

39 minutes ago, Silvain said:

Using the LAL Bed to start withe the "Camping in the Woods" option, I was spawned into the worldspace near Helgen. LAL gave me a new fur armor set, a Hunting Bow (spawned into the inventory). Only the body armor was initliazed and had stats displayed in it's name. The rest was not.

That's as expected for the moment too. Actually surprised any of it was initialized. MWA has no idea where items magic'd into the players inventory actually came from so they should remain uninitialized. Eventually I will probably add an 'everything fits approach' until a few seconds after leaving the LAL start cell just like old MWA had. 

 

'Objectify shop' will initialize items from shop or while in dialogue or while in console though. So maybe you had the console open when that item was added. 

39 minutes ago, Silvain said:

Nearby was a sack with random stuff and a few jewels from Immersive jewelery. Those were also not initialized.

I thought this would work though. Try moving around a bit more. Containers seem to be working ok for me. 

 

Invisible item 'ProcedToken' will be added to a container if it has been processed (xx007A43). ShowInventory on the container should show it up. 

Edited by Monoman1
Posted (edited)

Just reporting on everything I see which might not be as intended. So please don't take it as critic :)

 

One thing is reliably not working in my game. And that are dead bodies that were already dead when entering the cell. So I did some random testing.

 

"resurrect" dead imperial soldier -> "kill" (console) him -> loot -> not initlized

"resurrect" dead imperial soldier -> attack him till he is angry and enters battle mode -> "kill" (console) -> loot -> initialized

 

Also entering Helgen Keep all items (weapons in this case) that are lying around in the cell are not initialized.

Containers for some reason are also not working (checked several chests with armor and weapons in them).

 

24 minutes ago, Monoman1 said:

Simply entering the inventory and leaving should fix that when the list of what you're wearing is rebuilt. 

 

Jep, works. Though it took several "tries" and it worked in stages. Was Extreme before turning it off, went to moderate and then a few seconds later it was gone.

Updating the Name with Durability only also works fine.

 

Interesting: Turning "Fit" off and then opening the chests that weren't working before gave all pieces a durability rating. Turning "Fit" on again worked also, so all the chest now had durability and fit.

This also worked for the world items.

Did not work for dead people.

 

 

Quote

Both 1, 2 & 3 are already true. 

Yes, but I mean that I'm not bothered by the fact that this is not communicated through the naming convention for the items. I.e. I don't mind a glove and a body slot armor both having 100% when they actually have different durability ratings. That is what I meant. It's said in the description so the user should know. ^^

Edited by Silvain
Posted
1 hour ago, Silvain said:

Is this from MWA?

Yea. I'll have to look at where that is. I think it's harmless though. Needs investigation. 

Posted
4 minutes ago, Monoman1 said:

Yea. I'll have to look at where that is. I think it's harmless though. Needs investigation. 

 

Okay then before this ends in a wild goose chase or something like that.

 

I use a Synthesis patcher to generate a whole BUNCH of additional items (kinda like the item systems from ARPGs like Diablo and Path of Exile). This item (with the "common" prefix) is also one of those.

 

Though the same message came up with a different item from a custom armor mod. And that Item was not part of the additionaly generated items from the Synthesis patcher. Sadly I didn't  take a screen.

Posted
On 8/8/2022 at 5:10 PM, Monoman1 said:

So here's an update I never thought I'd be posting.

Woho! I loved the first version and find it kinda amazing that it doesn't exist more mods of this kind.

 

Downloaded the SSE version. Unfortunately I have exceeded my mcm limit. I will have to fix this before trying it out.

So many mcm:s. Does anyone know of how to turn of mcm:s from mods with SSEEdit?

 

I am also not interested in followers, and thus not interested in the follower part of the mod.

About the durability, my suggestion is to do what Loot and Degradation did. I only ever use the text warning when the weapon/armor is about to go to pieces, and on top of that is the visual if you want (and text warning on every step).

 

Posted

Oh right forgot to upload the fixed SE version with the right .jsons.

 

 Gonna do so right away.

 

 

Concerning MCM menues... Nope no idea sorry. I think there is a SkyUi patch floating around somewhere here on LL that fixes/increases the limit. SkyUi Resort or something like that. I never used it because it is incompatible with MCM Helper and Recorder I think.

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