Monoman1 Posted February 26, 2019 Author Posted February 26, 2019 11 minutes ago, Siudhne said: Rechecked the list of features and stumbled upon this: " All slots supported. Everything breaks (within reason) " Does that mean amulet/ring slot (or even custom slot) breaking is supported now? Yup. It's an option. Under the 'Object destruction' options. - Added options to enable damage for jewelry and daedric artifacts. Daedric artifacts will have serious durabilities.
Corsayr Posted February 26, 2019 Posted February 26, 2019 Hi there ? Ok, I started testing and got a game stopping error. A pop up appeared When I went to loot a dead bandit. Spoiler Fortunately, I had just made a save and went back to see if the same dead bandit re-produced the error. I didn't make it because the error reproduced itself! Spoiler This pop up blocks all key presses except console "~" key, and pressing >OK< does nothing. here are the associated Papyrus logs First crash Papyrus.1.log second Papyrus.0.log The good news is up till this point it appeared to be working quite well, the size detection didn't allow me to wear boots that were size F50 but did allow me to wear size F0. The weird un-equip/ re-equip thing MAW used to do is now gone and the whole thing is running much smoother. I am very excited about this project as a fully functional equipment degradation system is much needed. I have spent comical hours changing outfit's slots to shoehorn them into the parameters needed to get my modified L&D to track them. ? The exclusion mechanic worked flawlessly btw, I didn't get enough testing in to be sure it truly did exclude the item but from what I saw it was protected.
Monoman1 Posted February 26, 2019 Author Posted February 26, 2019 11 minutes ago, Corsayr said: Unless I'm going mad there isn't a single trace from MWA in either of those logs lol. MWA is pretty heavy on debug traces right now. There should be loads. Did you install the update onto an existing game or start a new game. That error means the quest tracking your inventory has filled up completely. How much stuff is in your inventory? If you can load a save before it happened and type 'sqv _MWA_PlayerInventoryAliases' into the console it will spit out every alias and what object they are tracking.
Durante Posted February 26, 2019 Posted February 26, 2019 Tempering doesn't seem to work for me in Windhelm, all I get is "you've done well" repeatedly after I press the dialogue option. Also, I am using vigor & injuries so bandages don't really work unless you enable that fit would only matter for body armor, it would be cool to make exceptions for stuff like bandages.
Monoman1 Posted February 26, 2019 Author Posted February 26, 2019 15 minutes ago, Durante said: Tempering doesn't seem to work for me in Windhelm, all I get is "you've done well" repeatedly after I press the dialogue option. Also, I am using vigor & injuries so bandages don't really work unless you enable that fit would only matter for body armor, it would be cool to make exceptions for stuff like bandages. The tempering dialog hasn't been completed yet, it's just a placeholder for now. Personally I still use L&D for that. You should be able to add immunity to the bandages through the mcm
Corsayr Posted February 26, 2019 Posted February 26, 2019 2 hours ago, Monoman1 said: Unless I'm going mad there isn't a single trace from MWA in either of those logs lol. MWA is pretty heavy on debug traces right now. There should be loads. Did you install the update onto an existing game or start a new game. That error means the quest tracking your inventory has filled up completely. How much stuff is in your inventory? If you can load a save before it happened and type 'sqv _MWA_PlayerInventoryAliases' into the console it will spit out every alias and what object they are tracking. It was on a previously saved game. sqv _MWA_PlayerInventoryAliases this got a not recognized error. I am currently starting a new game to test... will update.
Monoman1 Posted February 26, 2019 Author Posted February 26, 2019 6 minutes ago, Corsayr said: It was on a previously saved game. sqv _MWA_PlayerInventoryAliases this got a not recognized error. I am currently starting a new game to test... will update. Hum. Are you sure something isn't over writing the esp / scripts? That command should definitely have worked if the new esp was present.
microdd Posted February 26, 2019 Posted February 26, 2019 Is this ok to use for SSE? Or can it be ported over? Thanks.
Corsayr Posted February 26, 2019 Posted February 26, 2019 31 minutes ago, Monoman1 said: Hum. Are you sure something isn't over writing the esp / scripts? That command should definitely have worked if the new esp was present. I am using ModOrganiser and it shows nothing conflicting but even in a new game I am not able to pull that up Spoiler Spoiler and see the mod is installed and operational Spoiler
Lugubrious0ne Posted February 26, 2019 Posted February 26, 2019 15 minutes ago, microdd said: Is this ok to use for SSE? Or can it be ported over? Thanks. I have been using the previous version on SSE (0.22, I believe) with absolutely no issues. None. It works perfectly. I resaved to form 44 in creation kit, but I'm not sure that this is necessary. Monoman1, if you read this, it might be worth putting a note up on the page? I will test out the latest version and see if that works too. But at least the previous version, which was already a brilliant mod, is fully functional on SSE with no issues encountered over 15+ hours of play.
Monoman1 Posted February 26, 2019 Author Posted February 26, 2019 13 minutes ago, Corsayr said: I am using ModOrganiser and it shows nothing conflicting but even in a new game I am not able to pull that up Reveal hidden contents Reveal hidden contents and see the mod is installed and operational Reveal hidden contents Whoops. Misspelling 'sqv<space>_mwa_PlayerInventoryAliases' 13 minutes ago, Lugubrious0ne said: I have been using the previous version on SSE (0.22, I believe) with absolutely no issues. None. It works perfectly. I resaved to form 44 in creation kit, but I'm not sure that this is necessary. Monoman1, if you read this, it might be worth putting a note up on the page? I will test out the latest version and see if that works too. But at least the previous version, which was already a brilliant mod, is fully functional on SSE with no issues encountered over 15+ hours of play. Cool. Let me know how it goes.
Corsayr Posted February 26, 2019 Posted February 26, 2019 1 hour ago, Monoman1 said: Whoops. Misspelling 'sqv<space>_mwa_PlayerInventoryAliases' ok with new spelling in hand I went back in on the "installed on save game" version and continued my trek. Everything appeared to be running but I eventually did encounter the error again (btw I did upgrade to .32) Spoiler
Monoman1 Posted February 26, 2019 Author Posted February 26, 2019 29 minutes ago, Corsayr said: ok with new spelling in hand I went back in on the "installed on save game" version and continued my trek. Everything appeared to be running but I eventually did encounter the error again (btw I did upgrade to .32) Reveal hidden contents That's fucking weird. The mod is maxing out on the first block of 40 aliases. It's supposed to jump to the next block of 40. See the Object039 is your last alias. There are 4x blocks of 40 = 160 aliases. I've gone over 40 several times in my main game and in testing with smaller block sizes. And just to test again I 'coc qasmoke' from the main menu (created a new game) and started stealing all the clothes from the chests there and the mod went passed 40 no problem.... Something's messed up the arrays that tell the mod what aliases are empty. I've no idea what would do that. A stack dump maybe. I'll have to see if I can build a function to clean up the arrays instead of spouting that error message.
Corsayr Posted February 26, 2019 Posted February 26, 2019 8 minutes ago, Monoman1 said: That's fucking weird. The mod is maxing out on the first block of 40 aliases. It's supposed to jump to the next block of 40. See the Object039 is your last alias. There are 4x blocks of 40 = 160 aliases. I've gone over 40 several times in my main game and in testing with smaller block sizes. And just to test again I 'coc qasmoke' from the main menu (created a new game) and started stealing all the clothes from the chests there and the mod went passed 40 no problem.... Something's messed up the arrays that tell the mod what aliases are empty. I've no idea what would do that. A stack dump maybe. I'll have to see if I can build a function to clean up the arrays instead of spouting that error message. I think I know why papyrus wasn't showing enough info, I only had logging turned on in the ini file. I am going to turn on more papyrus logging options (debugging trace etc) and try to get the error again. Maybe papyrus can tell us what the problem is...
Corsayr Posted February 26, 2019 Posted February 26, 2019 here are the results of the new papyrus log with the error hope this helps ? Papyrus.0.log
Corsayr Posted February 26, 2019 Posted February 26, 2019 PS this is my favorite Papyrus log entry "[02/26/2019 - 06:14:33PM] _MWA_: OnItemAdded ERROR for Hide Boots - THIS SHOULD NEVER HAPPEN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
Monoman1 Posted February 26, 2019 Author Posted February 26, 2019 19 minutes ago, Corsayr said: PS this is my favorite Papyrus log entry "[02/26/2019 - 06:14:33PM] _MWA_: OnItemAdded ERROR for Hide Boots - THIS SHOULD NEVER HAPPEN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" Actually, that's ok. I just forgot to remove that trace. Its not the problem. 1
Corsayr Posted February 26, 2019 Posted February 26, 2019 1 minute ago, Monoman1 said: Actually, that's ok. I just forgot to remove that trace. Its not the problem. It's still my favorite ?
Monoman1 Posted February 27, 2019 Author Posted February 27, 2019 38 minutes ago, Corsayr said: It's still my favorite ? MakePersistent: no free space. Index: -1. BlockUsage: 39. i: 0. BlockSelect: [True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True] Still weird. All trues. False is an empty alias but BlockUsage says there's one left (39). It's funny it always seems to be out by one. Has anyone else had the same problem? I'll take a look at it tomorrow. Too damn tired now. Until then, keep the amount of crap in your inventory low
microdd Posted February 27, 2019 Posted February 27, 2019 3 hours ago, Monoman1 said: Whoops. Misspelling 'sqv<space>_mwa_PlayerInventoryAliases' Cool. Let me know how it goes. Thanks for the reply @Lugubrious0ne. On the other hand, is this mod safe to install & uninstall mid game?
Monoman1 Posted February 27, 2019 Author Posted February 27, 2019 12 minutes ago, microdd said: Thanks for the reply @Lugubrious0ne. On the other hand, is this mod safe to install & uninstall mid game? It should be safe to install mid game but uninstalling... probably not. Mostly due to changing object names. Uninstalling anything with scripts mid game is generally not recommended anyway (if it can be avoided)
Yuuen Posted February 27, 2019 Posted February 27, 2019 Installed the alpha on a clean save, most things seem to work alright. Noticed the option to remove adding durability to the names is gone? The only real problem I've had so far is that giving myself anything from AddItemMenu, even with all the Container/Npc/World Item checks disabled, still generates random durability/suitability and if I go too quick creates duplicate items.
Monoman1 Posted February 27, 2019 Author Posted February 27, 2019 6 hours ago, Yuuen said: Installed the alpha on a clean save, most things seem to work alright. Noticed the option to remove adding durability to the names is gone? Theres a reason for that but it may make a reappearance. 6 hours ago, Yuuen said: The only real problem I've had so far is that giving myself anything from AddItemMenu, even with all the Container/Npc/World Item checks disabled, still generates random durability/suitability and if I go too quick creates duplicate items. Yea the mod has no way of knowing where the items are coming from. In that case they would be coming from 'None' which is the same as if you picked it up off the ground. The duplicates on adding items I know about but don't know what causes it. If you want items to fit you can probably cheat by being in a crafting or shop menu while adding.
MayDayCray Posted February 27, 2019 Posted February 27, 2019 I put all of my items in a container.. Cleaned my save.. Installed the new version of MWA And now all of my bras are fit for men ? I'm pretty broke in-game to refit them to my gender and size. I guess I'll use your "cheat" listed above to fix
Monoman1 Posted February 27, 2019 Author Posted February 27, 2019 26 minutes ago, MayDayCray said: I put all of my items in a container.. Cleaned my save.. Installed the new version of MWA And now all of my bras are fit for men ? I'm pretty broke in-game to refit them to my gender and size. I guess I'll use your "cheat" listed above to fix There's always 'player.additem f 10000000' 1
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