AlyssaAwoo Posted March 17, 2025 Posted March 17, 2025 Is tempering degradation working for anyone? Once I temper an armor it's basically invincible and the mod rendered useless. I had several high level enemies bashing down on me and the tempering of my armor never went away, so something seems broken here.
effrenatus Posted July 7, 2025 Posted July 7, 2025 I have NPCs instantly unequipping everything the moment they die. I spent an evening testing and deactivating mods and turns out, shutting down MWA solves it. Is that normal? Just turning off the NPC scan surprisingly did not solve it, so i wonder if something is wrong? Or would that only affect a not yet loaded cell?
Nethertale Posted August 28, 2025 Posted August 28, 2025 Is there a patch to let player also Tailor and Refit armors and weapons? Like needs 50 Smithing level to repair broken and needs Arcane Blacksmith perk to tailor/refit the enchanted
chaimhewast Posted August 29, 2025 Posted August 29, 2025 On 8/28/2025 at 2:11 PM, Nethertale said: Is there a patch to let player also Tailor and Refit armors and weapons? Like needs 50 Smithing level to repair broken and needs Arcane Blacksmith perk to tailor/refit the enchanted Tempering repairs your gear, and there's an option in the MCM that will also make it refit armor to fit your character.
Nethertale Posted August 29, 2025 Posted August 29, 2025 2 hours ago, chaimhewast said: Tempering repairs your gear, and there's an option in the MCM that will also make it refit armor to fit your character. I'm aware but I ask for sth more immersive, like my character at least might know art of quilting or when his/her smithing skill went up, he/she can repair their own handmade armor
Nethertale Posted September 4, 2025 Posted September 4, 2025 (edited) "I simply cannot carry any more" And weapon/armor drops Couldn't find what causing this in mcm Edit: I have enough carry weight slots Edited September 4, 2025 by Nethertale
Karmus Posted November 11, 2025 Posted November 11, 2025 On 3/17/2025 at 4:39 PM, AlyssaAwoo said: Is tempering degradation working for anyone? Once I temper an armor it's basically invincible and the mod rendered useless. I had several high level enemies bashing down on me and the tempering of my armor never went away, so something seems broken here. So i had the same problem for a while, where weapons would be VERY inconsistent in their detection by the mod, had to drop them multiple times etc, so this past weekend i decided to take a look at the code. It seems the problem lies in the "sanitychecker" module, which ensures weapons are detected and added to the correct slot. The detection part worked, but it didnt add the weapon to the form, so after a few hours analyzing i found that the base object variable was initialized as null (which is okay) but was never overriden by the actual weapon base, so when the code had to evaluate if the item was a candidate for destruction (which is done on the BASE object), this evaluation failed, and the weapon was never sent to the internal MWA Destructible Weapon slot: In Sanitychecker.psc (original): Function CheckAllSlots() ; Checks every slot and adds the Equipped ObjRef to the wornlist if missing Int i = SlotMasks.Length ReferenceAlias AliasSelect ObjectReference ObjRef Form akBaseObject ; Weapons AliasSelect = WornObject.GetNthReferenceAlias(PlayerRef, 1, 0, 0) as ReferenceAlias If AliasSelect ObjRef = AliasSelect.GetReference() If ObjRef If DestructTypes.IsDestructible(akBaseObject) "=== Here it fails, as akBaseObject is always null ===" ArmorDest.RightWeapon = ObjRef Else ArmorDest.RightWeapon = None EndIf Else ArmorDest.RightWeapon = None EndIf EndIf AliasSelect = WornObject.GetNthReferenceAlias(PlayerRef, 0, 0, 0) as ReferenceAlias If AliasSelect ObjRef = AliasSelect.GetReference() If ObjRef If DestructTypes.IsDestructible(akBaseObject) "=== Here it fails, as akBaseObject is always null ===" ArmorDest.LeftWeapon = ObjRef Else ArmorDest.LeftWeapon = None EndIf Else ArmorDest.LeftWeapon = None EndIf EndIf Sanitychecker.psc (fixed): Function CheckAllSlots() ; Checks every slot and adds the Equipped ObjRef to the wornlist if missing Int i = SlotMasks.Length ReferenceAlias AliasSelect ObjectReference ObjRef Form akBaseObject ; Weapons AliasSelect = WornObject.GetNthReferenceAlias(PlayerRef, 1, 0, 0) as ReferenceAlias If AliasSelect ObjRef = AliasSelect.GetReference() If ObjRef akBaseObject = ObjRef.GetBaseObject() ; "== Fix: get base object so evaluation succeeds ==" If DestructTypes.IsDestructible(akBaseObject) ArmorDest.RightWeapon = ObjRef Debug.Trace("_MWA_: ArmorDest.RightWeapon :" + ArmorDest.RightWeapon) Else ArmorDest.RightWeapon = None EndIf Else ArmorDest.RightWeapon = None EndIf EndIf AliasSelect = WornObject.GetNthReferenceAlias(PlayerRef, 0, 0, 0) as ReferenceAlias If AliasSelect ObjRef = AliasSelect.GetReference() If ObjRef akBaseObject = ObjRef.GetBaseObject() "== Fix: get base object so evaluation succeeds ==" If DestructTypes.IsDestructible(akBaseObject) ArmorDest.LeftWeapon = ObjRef Debug.Trace("_MWA_: ArmorDest.LeftWeapon :" + ArmorDest.LeftWeapon) Else ArmorDest.LeftWeapon = None EndIf Else ArmorDest.LeftWeapon = None EndIf EndIf ; Shield AliasSelect = WornObject.GetNthReferenceAlias(PlayerRef, 0, 512, 0) as ReferenceAlias If AliasSelect ObjRef = AliasSelect.GetReference() If ObjRef If DestructTypes.IsDestructible(ObjRef.GetBaseObject()) ArmorDest.EquippedShield = ObjRef Util.WornListAdd(ObjRef, "CheckAllSlots()") Else ArmorDest.EquippedShield = None EndIf Else ArmorDest.EquippedShield = None EndIf EndIf Now weapon detection never fails, at least on my end, but anyone is free to test it. I also upload the fix here with the same source code i wrote above and its compiled .pex file MWA Fix.zip 1
AlyssaAwoo Posted November 12, 2025 Posted November 12, 2025 6 hours ago, Karmus said: So i had the same problem for a while, where weapons would be VERY inconsistent in their detection by the mod, had to drop them multiple times etc, so this past weekend i decided to take a look at the code. It seems the problem lies in the "sanitychecker" module, which ensures weapons are detected and added to the correct slot. The detection part worked, but it didnt add the weapon to the form, so after a few hours analyzing i found that the base object variable was initialized as null (which is okay) but was never overriden by the actual weapon base, so when the code had to evaluate if the item was a candidate for destruction (which is done on the BASE object), this evaluation failed, and the weapon was never sent to the internal MWA Destructible Weapon slot: Interesting. Does this also mean tempered weapons and armors will break? The mod advertises that an item is supposed to lose it's tempering when being hit and then continue being damaged, but the item never loses tempering, and therefore also doesn't really break. Tempering at a workbench/grindstone = Invincible item.
Karmus Posted November 12, 2025 Posted November 12, 2025 11 hours ago, AlyssaAwoo said: Interesting. Does this also mean tempered weapons and armors will break? The mod advertises that an item is supposed to lose it's tempering when being hit and then continue being damaged, but the item never loses tempering, and therefore also doesn't really break. Tempering at a workbench/grindstone = Invincible item. Yes as tempering has a numeric value going up to ~1.7 (Legendary), each hit reduces this value until the item is untempered. Afterwards the durability (e.g Iron Sword 300/300) starts going down, so yes, you can have a Legendary item --> Fine --> Untempered --> Broken. The problem was that after tempering, the script was not updating properly so the tempered weapon would get lost from the list of detected items, therefore it would never degrade. As for armors, as long as you dont have Devious Devices Hider active they should work the same way without any changes.
AlyssaAwoo Posted November 12, 2025 Posted November 12, 2025 3 minutes ago, Karmus said: Yes as tempering has a numeric value going up to ~1.7 (Legendary), each hit reduces this value until the item is untempered. Afterwards the durability (e.g Iron Sword 300/300) starts going down, so yes, you can have a Legendary item --> Fine --> Untempered --> Broken. The problem was that after tempering, the script was not updating properly so the tempered weapon would get lost from the list of detected items, therefore it would never degrade. As for armors, as long as you dont have Devious Devices Hider active they should work the same way without any changes. Huh, cool! Thanks for looking into it
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