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Mortal Weapons & Armors


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Posted (edited)
On 8/8/2022 at 11:10 AM, Monoman1 said:

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

 

For a while now I've been working on a 'from scratch' rewrite of MWA with a new approach and a couple of new papyrus functions I avoided in the past. The goal is for maximum reliability of tracking of objects you've equipped and object references. Something old MWA struggled with in the long term. 

 

New approach: Assume items that are not initialized into MWA are in terrible shape and/or don't fit you. 

New papyrus function: WornObject.GetNthAlias() & ObjRef.GetNthAlias()

 

Mortal Weapons And Armors v2.05 (13-Sep-2022).7z 4.15 MB · 49 downloads

 

 

SE Conversion:

https://www.loverslab.com/topic/108964-mortal-weapons-armors/?do=findComment&comment=3836405

 

What is this?

This is a PROOF OF CONCEPT level release of MWA2.0. Which means that in no way is it complete or should it be used for any type of game except throwaway test games. Upgrading between version updates, if there are any (including from old MWA. Rewrite. Remember?), is definitely NOT supported whatsoever. A new game will be required.  

 

Why proof of concept?

1. I want to see if anyone can break the core of the mod - Object reference and equipped items tracking. Use the debug key 'U' and 'List Slots' often to verify it's accurate. And because GetNthAlias() is a handy function but has it's quirks (like many papyrus functions). Namely that it only works for aliases when the object is placed into that alias while the object is in the game world. It's handy because it should be very fast.

2. Gauge interest. 

3. Feedback. 

 

Improvements over old MWA?

MWA2.0 still has (alias) limitations in the number of objects it can track like old MWA. But hopefully the following improvements will makes things smoother. 

 

- Better (hopefully bulletproof) tracking of object references and equipped items (fingers crossed). 

- Better recycling of aliases. 

- Better coding practices - better use of arrays, states and functions to shorten script paths. More stateless. 

- Separate alias pools for world items and inventory/fitted items. World items are swapped to the inventory alias pool when fitted/repaired. 

- 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. 

- Written from the ground up to support any actor, not just the player. Will likely support adding followers to the system (degradation & fit). 

- Option to properly disable the degradation side of the mod if you just want fit. 

- Old MWA would try to save data about a destroyed item and rebuild it from scratch. New MWA just gives you your old item back. 

- Durability is a float but displayed in inventory as an Int. Wtf does this mean you ask? In old MWA durability would always decrease by 1. Now it can decrease by less than one. 

 

Usage:

Install mod files. 

Open Mcm -> Start Mod -> Exit Mcm.

(Optional) Reopen Mcm -> Enable all objectification options

 

U = debug key. 

List all slots -> Lists all slots and what's equipped in them. If the object starts with ObjRef then it is an item initialized into MWA with a durability and fit. If the object starts with 'Base' then it is not initialized into MWA and therefore it is assumed to have terrible durability and fit. 

 

What's working?

- Mod core - Meaning the tracking of equipped items and object references throughout the world. Plus recycling of aliases when they become full. Aliases are consumed in order:

1. Existing alias

2. First empty alias

3. Oldest alias not in an active actor's inventory.

4. Oldest alias. 

 

If the core works well then adding the rest shouldn't be a big problem. Just a matter of time. 

 

- Breaking of items when durability reaches zero. 

- Broken objects are added to SLSs Lost and found object finding and retention system (unreleased version of SLS)

- Repairing broken objects with blacksmiths.

- Fitting system. 

- Currently by default, items that don't fit can still be equipped, both items that are uninitialized and items that are just the wrong size, but it will add an increasingly severe debuff the more 'ill fitting' items you have equipped. Old option of simply not being able to equip ill fitting items will return I'm sure. 

- Refitting objects at blacksmiths. 

- Objectification of objects in the game world - Dead Npcs, containers and world items. 

- Shit mesh crash prevention for most operations. The world mesh is now swapped on the fly in game to a blank mesh any time an object needs to be dropped into the world. Dropping objects into the game world: A) Caused hitching if that object had a complex model to be loaded in and B) Crashed the game if the armor modder fucked up the world mesh (which happened way more often than it should have...). Mesh crash prevention is used on most operations right now except where destroyed objects are dropped into the world. 

- Equipped items that occupy more slots are more likely to get hit in combat - Cuirasses that cover more than the body slot = more likely to be hit. See debug option 'List Equipped'. When an item is listed twice then it is twice as likely to be hit. 

- When an uninitialized item is broken it is automatically initialized into MWA and can be recovered via blacksmith repair. 

 

What's not working?

- There's hardly any options. Don't worry. If core works well then there'll be oodles of options down the line. 

- Tempering isn't even recognized at this point. 

- Durability is not configurable and is very minimum (to support testing of breaking objects). 

- Magic/Magic shields. 

- Practically no filtering of special items - Devious devices etc. 

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

- Filtering of jewelry. 

- Must equip items via inventory window. Items equipped via hot keys or other means is not currently captured.

 

Changes:

v2.05

- Added frost/shock enchantment spells.

- Added keyword armor attributes - Modify fit and coverage with keywords attached to armors. (Allows skimpy keywords to make armors easier to fit)

- Added an absolute metric ton of options. 

- Option to objectify your inventory on start up. 

- Removed some debug message boxes I'm not that worried about any more. 

- Increased alias counts.

- Bug fixes.

 

v2.04

- Signature items. 

- Slot excluder.

- Fire enchantment spell (proof of concept)

- Added a lot more options.

- Ahh... A lot more I've forgotten tbh. 

 

v2.03

- Lots.

 

v2.02
- Added objectify shop.
- Added objectify crafting.
- Cleaned up some bugs in other objectify options.

- Added uninitialized break chance option.
- Implemented base durability differences based on slot. More durability for body/head/hands/feet slots. Configurable via json. 
- Implemented material quality durability bonus. Daedric >> Iron durability. Configurable via json. 
- Implemented material quality degradation resistance. Daedric degrades 50% slower than iron. Configurable via json. 
- Implemented damage differences based on an items class (cloth/light/heavy) and what it's hit with. Cloth takes more damage from fire/sharp weapons. Heavy takes more damage from frost/blunt weapons. Power attacks double damage. Configurable via json. 
- Implemented slot coverage differences. Body/feet/hands/head usually cover more of your body, thus they are more likely to get hit than other slots. Configurable via json.
- Fixed blocking with right hand weapon.
- Fixed bashing. 
- Fixed breaking sounds.

 

v2.01

- Fixed a major bug in the alias finding function. 

 

v2.00

- Initial release. 

 

Awesome ?.  Been getting back into Skyrim with the new mods that have come out recently from other people.  Will definitely test this out.  Question.  When you said the new mod will support actors besides just the player did you mean enemies you attack or just your follower?  Btw, I found a really good new mod at the Nexus called MCM Recorder.  Makes starting new characters and adding new mods so much easier now ?.  LE version is at:  https://www.nexusmods.com/skyrim/mods/111370

Edited by SkyTem
Posted
On 11/15/2022 at 2:56 AM, SkyTem said:

Awesome ?.  Been getting back into Skyrim with the new mods that have come out recently from other people.  Will definitely test this out.  Question.  When you said the new mod will support actors besides just the player did you mean enemies you attack or just your follower?  Btw, I found a really good new mod at the Nexus called MCM Recorder.  Makes starting new characters and adding new mods so much easier now ?.  LE version is at:  https://www.nexusmods.com/skyrim/mods/111370

Yes, I'm on AE and I've using the same.

But mods with integrated Json import/export it is definitely much easier. The recorder can sometimes tricki when something is loaded in the MCM menus. but unfortunately not all mods have an integrated load function.?

 

Have used old MWA for ages in LE. Although at that time it was already very problematic.?

 

But in any case, Monoman is one of the best mod authors ever on loverslab.

I probably would never have gone back to Skyrim without SL Sruvival.?

Posted (edited)

Playing this mod on SE, and it works great so far. Quick question, if the PC putts on weight, will she no longer fit into her old outfits, as they will probably break. How about if she losses some weight will her clothing just slide off. I’m asking more out of curiosity as my weight sliders don’t actually do anything besides change the intensity of the jiggles. I have to use morph sliders to change appearances.

 

If changing player weight causes the need for new size clothing, then a whole new dimension of roll-paying can be added to pregnancies and other morphs. It could even play into survival, eat too much and one breaks their clothing, don’t eat enough and the armor slips off, if one is pregnant, they should get some maternity clothes, if they’re not up for a nude run. Anyways thanks for all your great work.

Edited by aslab
Posted (edited)

Has anyone been using this on their main save for a long time and can assure me it's safe to use ? I looove this mod, I just had a lot of issues with it back in LE regarding crashes and savebloats and would hate to ruin my current save. ?

 

EDIT: Oh nvm, it seems there's a rewrite going on I just noticed. Gonna see where that goes. ?

Edited by AkiKay
Posted (edited)

I've been trying out the beta version of Mortal Weapons and Armor and even though it doesn't include degradation for enemies I've been liking it so far.  I like how you can have it degrade or not degrade items in the slots you assign.  I've noticed though that it registers Toys added from the Toys and Love mods as ill fitting equipment.  I haven't had that problem with the regular Devious Devices though.  Additionally it would be nice if you could turn off the speed debuff for ill fitting items "gets kind of annoying having to refit items gained via the Add Item Menu".  Glad to see you working on modding again Monoman ?!  Take care.

Edited by SkyTem
  • 1 month later...
Posted

  The mod looks cool, but i can't seem to get it to work. The MCM Menu is there but nothing happens..... one character fought the Whiterun guard for an hour (real time hour) where she was surrounded by at least a half dozen enemy to nearly a dozen, and nothing happened to her imperial scale armour and steel waraxe.... shrug. Also another character took on Markath (don't think i spell that right) both outside and inside the city, knocked down the Jarl and his bodyguard many times and kill everyone possible in the inn and nothing happened to his forsworn armor and axe.... ??.... and nothing was tempered in anyway. Sigh :(

 

  If it's another mod in have, i can't figure which one or ones it could be interfering. And i used totally vanilla equipment just to make sure as most of my character actually use weapons and armors added by mods and i wasn't sure if the mod would recognize them or not. Anyone have suggestions??

Posted
11 hours ago, Sexnut said:

Anyone have suggestions??

 

Other doing an uninstall and clean save using something like ReSaver and reinstall, no :/

 

I've never seen the degradation function fail on this mod, saying that I have only had a few hours playing with the latest version and gave up due to lack of an immune list.

 

 

Posted

LOL..... that helped in reverse..... my new character is totally naked and unarmed...... no starting armor or weapon, had him make stuff, pick up stuff even used commands to give him stuff........ no armor or weapons show in his inventory....... :D   Guess he could become a nudist wizard..... LOL.

 

  Thanks anyway. :) 

 

Posted (edited)
19 hours ago, Sexnut said:

 

  Thanks anyway. :) 

 

 

Does the new version have an option to turn all functions off in the MCM

 

After saying I had never seen this, I then had an issue with the immune list (using the original version of MW&A) and in fixing that broke the degradation function.

 

Fixed by turning the Mod off in the MCM, letting it shut down then turning it back on again. I did this with everything unequipped so it reset everything, meaning I needed to pay Glover over 9k in gold to refit it all so I could wear it but it now takes damage again.

 

Don't know if that helps you with the new version or if you had already tried it

 

Edited by Mez558
Posted

Just to be safe: the new version is more of a proof of working mechanics. It is not yet in a state for general gameplay. Before his break (and probably a reason for his break) Monoman1 was working on it and on the integration in SLS.

 

The old version is a lot less realiably but more or less feature complete and is working with other stuff (like DD, and Zaz devices which the new version doesn't have yet I think). And I don't think it will blow up your game.

Posted

  I've got version .45 for SSE...... posted back in 2019..... the 2.something just has a start button that does do anything..... shrug.... 

Posted (edited)
6 hours ago, Sexnut said:

  I've got version .45 for SSE...... posted back in 2019..... the 2.something just has a start button that does do anything..... shrug.... 

 

Well I would have thought that would be the same as the LE version, just for SE.

 

Under General Settings there should be an Enable Mod option, top left

 

Spoiler

image.thumb.png.024f410d26faf19eebca7e85b40c5911.png

 

Uncheck this, exit the MCM and wait to see the Debug Message that MW&A has shutdown.

Now find a container to drop all the items you want to degrade into (I, personally, only use it on armour and clothing)

 

Go back into the MCM and enable "Everything Fits" also under General

 

Spoiler

image.thumb.png.e705cf6b2f8b5d5442e3fc004c96a3aa.png

 

Enable Mod and exit the MCM, waiting for the message that MW&A has is running, which should be almost immediately.
Take your gear from the container.

Go back into MCM and Uncheck Everything fits.

 

Your items should now degrade properly.

 

If not then can only suggest uninstalling, making a clean save and re-installing.

Edited by Mez558
Posted

Might have found out the problem, inadvertently...... tried another mod called Breakable Equipment but the MCM said it wouldn't recognize PapyrusUtil..... turned out i had SE and it needed AE..... i only have the free download for Anniversary so thought only needed PapyrusUtil SE..... not sure if that was the problem with this mode..??

 

 :O  feeling dumb now..... lol.

Posted
5 hours ago, Sexnut said:

Might have found out the problem, inadvertently...... tried another mod called Breakable Equipment but the MCM said it wouldn't recognize PapyrusUtil..... turned out i had SE and it needed AE..... i only have the free download for Anniversary so thought only needed PapyrusUtil SE..... not sure if that was the problem with this mode..??

That's a common mistake. Modders refer to anything after 1.6 as "AE", as Bethesda changed how things worked internally in such a way that it made certain mods hard to update from older versions. Also, if you're using Sexlab, you don't need a standalone copy of PapyrusUtil, as it's included.

 

You also want to check for old copies of PapyrusUtil in other mods - off hand, I know Campfire and Simply Knock do this.

Posted

I've given up on sexlab...... sigh...... everytime i try something it doesn't work or worse screws up my game..... plus everything seems to take a half dozen or other mods as requirements so i'm having to go through and find several mods to uninstall..... :( .... just tried one i thought would be okay as it only had three needed mods, but by the time i got those mods needs had 8 mods going in and in the end i got frozen figures and one character's game corrupted..... so pulled it all out again... shrug  .... i swear my game/computer hates sexlab and even much of loverslab stuff... !!

 

  • 2 weeks later...
Posted

I love this mod, but I also love becoming a smithy and leveling up my PC's smith abilities. So, even if I was a master smithy, with this mod, I'd still have to take my broken weapons and armor to a smithy to have it repaired? Is there a way to give the player character some sort of perk or capacity to repair their own broken equipment at the crafting benches?

Posted

I've noticed that, if playing with an xbox controller, every time I interact with any of the smithy dialogues, I lose normal controller functionality of the right analog stick and have to either use the mouse to move the cursor in the menu or use the right analog stick to move it. After backing out of those dialogue menus, I have no camera control with the right analog stick. I have to make a save, quit the game, and restart to gain normal use of the right analog stick.

Any tips on how to fix this in xedit? 

  • 2 weeks later...
Posted

Hihi!  I love this mod; it's been in my load order for a really long time.  Although, strange things started happening -- after getting back into the game so I can finally satisfy my completionist (yes, I still have some un-obtained achievements yet) -- with version 0.45 installed, things which never occurred before.  Namely, food items set out in the open, like with vendor stalls for example, were disappearing.  Having narrowed it down to this mod, I came here to see if anyone was encountering this too only to discover Monoman had released a test version, which fixed it!  I am suspecting that maybe it had something to do with the latest utility update or because I installed the papyrus extender for another mod, I'm really not sure.  Either way, thank you Monomon, as well as the divines, because I would've been heartbroken to have removed this from my loadorder after all these years. 

I do hope that you will return, Monoman.  I for one sure do miss your brilliance, you mad scientist you!  Thank you for all that you have done for the community.  Truly grateful indeed!  ?

Posted
3 hours ago, OlBenny said:

Hihi!  I love this mod; it's been in my load order for a really long time.  Although, strange things started happening -- after getting back into the game so I can finally satisfy my completionist (yes, I still have some un-obtained achievements yet) -- with version 0.45 installed, things which never occurred before.  Namely, food items set out in the open, like with vendor stalls for example, were disappearing.  Having narrowed it down to this mod, I came here to see if anyone was encountering this too only to discover Monoman had released a test version, which fixed it!  I am suspecting that maybe it had something to do with the latest utility update or because I installed the papyrus extender for another mod, I'm really not sure.  Either way, thank you Monomon, as well as the divines, because I would've been heartbroken to have removed this from my loadorder after all these years. 

I do hope that you will return, Monoman.  I for one sure do miss your brilliance, you mad scientist you!  Thank you for all that you have done for the community.  Truly grateful indeed!  ?

I hope you didn't "update" from the old MWA straingt into the new version. The new version you linked is a proof of concept. Major features are missing even basic stuff like DD support. 

 

If you are fine with that all power to you, otherwise I would suggest going back to the old save where you are still on mwa 0.45 and continue with that. 

 

Also concerning your problem, I do remember that this feature (removing Food from cells) is something that a Monoman1 mod has an MCM option for. I don't remember which mod though. But it is somewhere. I always turned that off because I use a synthesis patcher to do the same without scripts and limit that to dungeons and stuff where there shouldn't be an abundant amount of food just lying around. 

Posted
11 hours ago, OlBenny said:

Hihi!  I love this mod; it's been in my load order for a really long time.  Although, strange things started happening -- after getting back into the game so I can finally satisfy my completionist (yes, I still have some un-obtained achievements yet) -- with version 0.45 installed, things which never occurred before.  Namely, food items set out in the open, like with vendor stalls for example, were disappearing.  Having narrowed it down to this mod, I came here to see if anyone was encountering this too only to discover Monoman had released a test version, which fixed it!  I am suspecting that maybe it had something to do with the latest utility update or because I installed the papyrus extender for another mod, I'm really not sure.  Either way, thank you Monomon, as well as the divines, because I would've been heartbroken to have removed this from my loadorder after all these years. 

I do hope that you will return, Monoman.  I for one sure do miss your brilliance, you mad scientist you!  Thank you for all that you have done for the community.  Truly grateful indeed!  ?

Are you SURE you do not have food options checked in the mortal weapons MCM options? Don't remember if there is load settings option in the mod but I remember author saying he doesn't like this option in mods, that it can cause issues, maybe try resetting settings instead? And double check if you don't have the food removal on, its on by default to my knowledge and it does among other things, just straight up remove food from the world.

Posted (edited)

Well, I'll be, there was an MCM and it was enabled!  Apparently, I'm just blind as a bat.  Thank you, @Silvainand @Karkhel, to both of you gents!  That was a good shout indeed!  It's nice to have it back in my game with its full glory and splendor, to say the least!  Cheers to you both!

Edited by OlBenny
  • 1 month later...
Posted

I just installed this mod, it seems nice. I downloaded it because I wanted a mod to make it so I couldn't kill someone and immediately use their gear. 

I've been fiddling with the degradation settings, but I'm as something of a loss I've used the slider for how many hits a weapon takes to degrade to both ends of the slider and test3ed it out, but it seems like no matter what it's basically 1 swing = 1 point of durability loss. Is there something I am missing?

  • 1 month later...
Posted
On 3/10/2023 at 11:13 PM, Lurkermin said:

I just installed this mod, it seems nice. I downloaded it because I wanted a mod to make it so I couldn't kill someone and immediately use their gear. 

I've been fiddling with the degradation settings, but I'm as something of a loss I've used the slider for how many hits a weapon takes to degrade to both ends of the slider and test3ed it out, but it seems like no matter what it's basically 1 swing = 1 point of durability loss. Is there something I am missing?

 

In the original version this is the case until you temper the weapon, then if you set the sliders to zero it will no longer degrade or whatever ever setting you want them to have.

This is why I found the Immune list essential for items like the Bloodskal blade in the DB expansion. I would recommend adding any enchanted weapon you pick up, at low level, to the list.

  • 2 months later...
Posted

Anyone lurking this thread and with knowledge about the mod, is there any setting that lets me turn down the degradation over time? It's kinda annoying going to sleep, waking up and suddenly my gear goes flying because the degradation over time broke them.

 

I know I toss and turn, but come on.

 

I would ask in the SE thread but I can't seem to find it. I assume the mod/MCM is the same.

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