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Mortal Weapons & Armors


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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. 

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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

672083500_Fawn-Pinewatch2019-02-2612_29_24.thumb.png.d72576727df5758f60253f66e5cbdf82.png

 

 

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

85986976_Fawn-Pinewatch2019-02-2612_32_33.thumb.png.42727500962cb0cce06ef0c69e201882.png

 

 

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. 

 

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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. 

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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.

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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

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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. 

 

 

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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. 

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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

101642191_Fawn-Skyrim2019-02-2615_40_06.thumb.png.2c40182ad0ae91a8fe92f9e23ccf26e4.png

 
Spoiler

image.thumb.png.cc579eca7586ec0624bd107adc9d581e.png

 

 

and see the mod is installed and operational 

Spoiler

1658175606_Fawn-Skyrim2019-02-2615_40_24.thumb.png.c60653bb8fcdca1daa49f2d4249805df.png868312067_Fawn-Skyrim2019-02-2615_40_37.thumb.png.dcf62cbd37b37537c2ac31f1b0490aef.png

 

 

 

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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.

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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

101642191_Fawn-Skyrim2019-02-2615_40_06.thumb.png.2c40182ad0ae91a8fe92f9e23ccf26e4.png

 
  Reveal hidden contents

image.thumb.png.cc579eca7586ec0624bd107adc9d581e.png

 

 

and see the mod is installed and operational 

  Reveal hidden contents

1658175606_Fawn-Skyrim2019-02-2615_40_24.thumb.png.c60653bb8fcdca1daa49f2d4249805df.png868312067_Fawn-Skyrim2019-02-2615_40_37.thumb.png.dcf62cbd37b37537c2ac31f1b0490aef.png

 

 

 

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. 

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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

782054609_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_41.thumb.png.5ff47d02c7e01efa8837a115b82de1ee.png869676781_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_43.thumb.png.fd9132a62de866ea80a506cb5db34277.png981201959_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_44.thumb.png.e677844fb8ddb618de957b572ebde8b1.png2132077686_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_46.thumb.png.618f425ea06aba86097abf7b63ffc805.png697286867_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_47.thumb.png.b9cbe04a833c94407fe31cfd76d92b34.png29234573_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_49.thumb.png.14efb5d5212c8a15b533b2647f57cb4e.png

 

 

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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

782054609_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_41.thumb.png.5ff47d02c7e01efa8837a115b82de1ee.png869676781_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_43.thumb.png.fd9132a62de866ea80a506cb5db34277.png981201959_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_44.thumb.png.e677844fb8ddb618de957b572ebde8b1.png2132077686_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_46.thumb.png.618f425ea06aba86097abf7b63ffc805.png697286867_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_47.thumb.png.b9cbe04a833c94407fe31cfd76d92b34.png29234573_Fawn-PinewatchBanditsSanctuary2019-02-2617_22_49.thumb.png.14efb5d5212c8a15b533b2647f57cb4e.png

 

 

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. 

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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... 

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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. 

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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 :P

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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)

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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.

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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. 

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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' :)

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