gerra6 Posted January 7, 2013 Author Posted January 7, 2013 casting mythic dawn bound armor and mace on myself still causes the game to lock up only when breakarmor is on. since the spell is an npc only spell it might function differently than normal conjured items scripts' date=' but since every memeber of the mythic dawn has it in their spellbook its not something that can really be overlooked. in the oblivion esm its spell 00022b37 if you want to see if it acts any differently from the player conjures. by lock up i mean the picture and all mouse/keyboard controls stop funtioning, but for some reason the audio keeps playing, its like a half assed crash. so if done in a town your stuck looking at what looks like a screenshot but can still hear townchatter in the background. [/quote'] Well that's obnoxious. I'll see what I can come up with.
movomo Posted January 7, 2013 Posted January 7, 2013 Er... I don't think the hotkey fix is working. It is removed as soon as I equip it (first event) edit: wait something was screwed up. I need to test more eidt2: Yes it doesn't work. For some reason when I load the savegame first time BA does not swap my armors & dagger but if I reload that save file (without resarting oblivion) the weapon I'm equipping is removed from the hotkey list.
TheInternal Posted January 7, 2013 Posted January 7, 2013 BreakArmor.esp doesn't seem to work with my Lover's... though the old fashioned Breakundies.esm does. Is this more of a developer tool? If I enable BreakArmor alone, BU doesn't occur during sex. If I enable BreakArmor and Breakundies, BU doesn't occur. If I enable only Breakundies, BU occurs during sex.
movomo Posted January 7, 2013 Posted January 7, 2013 BreakArmor.esp doesn't seem to work with my Lover's... though the old fashioned Breakundies.esm does. Is this more of a developer tool? If I enable BreakArmor alone' date=' BU doesn't occur during sex. If I enable BreakArmor and Breakundies, BU doesn't occur. If I enable only Breakundies, BU occurs during sex. [/quote'] As far as breaking is concerned, Break Armor is far better. You may want to enable the optional LoversBreakArmor.esp plugin to gain compatibility with Lovers, then your armor will break instead of being taken off. But LoversBreakArmor is not perfect yet, it doesn't cause any crash or so afaik but may have some oddities at the moment.
Bashis Posted January 7, 2013 Posted January 7, 2013 OK' date=' this patch should fix the frezes and lock-ups with mythic dawn armor. No luck yet with the hotkey issue. Either the OBSE function GetHotkeyItem is bugged to the point of being worthless, or I'm doing something very very wrong. Anyone know anything about which hoops that you need to jump through to get a valid value out of GetHotkeyItem ? congratulations, i can confirm that i summoned the mythic dawn armor and spammed quicksave a few times, and it didnt crash, one problem solved, one to go
gerra6 Posted January 7, 2013 Author Posted January 7, 2013 congratulations' date=' i can confirm that i summoned the mythic dawn armor and spammed quicksave a few times, and it didnt crash, one problem solved, one to go [/quote'] That's a relief at least. The mythic dawn armor was seriously evil...the problem wasn't just that it was bound, the OBSE function was also returning a bogus reference for it (the bound mace shows up fine) I finally had to resort to a string name check. So, as of today, any items with names that start with "Bound " will be automatically disabled for Break Armor.
gerra6 Posted January 7, 2013 Author Posted January 7, 2013 BreakArmor 1.10 Release Candidate D This build enables Break Weapon support that will, with the appropriate meshes installed, allow weapons to show damage. Fixes and Features: 1. Armor items with a 0 max health will now behave is if they were Break Clothing items, rather than Break Armor items. This means that their break state will be determined by health and and fatigue (governed by the CBHMult and CBFMult values in the ini file) This should eliminate crashes or freezes due to 0 max health armor items. 2. Break Weapon support has been added. Break Weapon follows the same naming convention as Break Armor and Break Clothing. Simply add appropriately named meshes to your weapon folders and Break Weapons will be automatically activated. Break Weapon can be enabled or disabled with the "set aaBACycle.BreakWeapon to #" entry in the ini file. 3. *Fixed* Bound summoned items are now excluded from BreakArmor mesh swaps. This should resolve freezing problems when fighting Mythic Dawn agents and other enemies that have been scripted to repeatedly summon weapons and armor. Note summoned items, as well as armor, clothing, and weapons with names that begin with the string "Bound " will be excluded from breakarmor break events. 4. *Fixed* Hotkeyed weapons should no longer be removed from vanilla hotkey slots on break events 5. Weapon swaps will now wait until both attack and equip animations are complete before activating. *Outdated file removed*
movomo Posted January 7, 2013 Posted January 7, 2013 lol yeah it works now good work. ===================================== eidt Constantly get this error message when my first time load. Does not re-equip my armor&weapon And expression failed to evaluate to a valid result 0x0455 command let It is not displayed after I reload the same save file. Is this ok?
gerra6 Posted January 7, 2013 Author Posted January 7, 2013 lol yeah it works now good work. ===================================== eidt Constantly get this error message when my first time load. Does not re-equip my armor&weapon And expression failed to evaluate to a valid result 0x0455 command let It is not displayed after I reload the same save file. Is this ok? Probably garbage data from updating from one version to another. If you save and then load the new save, do you still get the error message?
movomo Posted January 7, 2013 Posted January 7, 2013 Probably garbage data from updating from one version to another. If you save and then load the new save' date=' do you still get the error message? [/quote'] No more error message now. Very good. They're just harmless hotkeyed list and etc now. base object hotkey dammit I lol'd
gerra6 Posted January 7, 2013 Author Posted January 7, 2013 Probably garbage data from updating from one version to another. If you save and then load the new save' date=' do you still get the error message? [/quote'] No more error message now. Very good. They're just harmless hotkeyed list and etc now. base object hotkey dammit I lol'd Heh...I thought I'd disabled that one. I had the console cussing at me good and proper about a half hour before I finally figured out what the problem was. (commented out but not always deleted. FYI, don't read my beta source code if you have a sensitive disposition)
gerra6 Posted January 8, 2013 Author Posted January 8, 2013 Break Armor v. 1.10 has been released 1. Break Armor now supports Weapon, Armor, and Clothing swaps. 2. Numerous tweaks and fixes to improve compatibility, stability, and performance.
movomo Posted January 9, 2013 Posted January 9, 2013 Break Clothing appears to be working well. I've seen just once that my cloths don't back to normal state as my fatigue restores (with 1.10 RC c iirc) Now I updated to 1.10 and not tested much. Not important thing but maybe you could make some change on health/fatigue formula.
gerra6 Posted January 9, 2013 Author Posted January 9, 2013 Break Clothing appears to be working well. I've seen just once that my cloths don't back to normal state as my fatigue restores (with 1.10 RC c iirc) Now I updated to 1.10 and not tested much. Not important thing but maybe you could make some change on health/fatigue formula. Thanks for the bug report. You probably have far more experience testing the Break Clothing framework than I do. About all that I knew for certain was that it worked during the *very* limited testing that I was able to perform. It was a bit absurd...new PC, jump up and down until her clothes fall apart. I'll need to do some testing to see if I can replicate conditions that prevent the Break Clothing meshes from getting properly repaired. Break Clothing *should* perform identically to Break Armor, the only real difference is in the equation that calculates the Break State health. Hmm...is there any possibility that you also cast a fortify fatigue or fortify health on yourself in the process of that testing? I don't *think* that'll cause a problem, but it's a possibility. A bit of background: The actual Health / Fatigue ratio used by break clothing is set in the ini file. The way I described them is a bit deceptive, actually. CBHMult is a multiplier that is applied to any actor health value used by the script. So the max health of the actor will be multiplied by this number, as well as the current health. CBFMult does the same, but for fatigue. Either can be set to 0 with no ill effects. However, and this possibility hadn't occurred to me before, if a user sets both values to 0, the game will lockup whenever it attempts to calculate the health index for the break clothing item (Oblivion doesn't like dividing by 0) Here's the function that represents that only real difference between Break Clothing and Break Armor scn aaBAGetHealth ref InventoryObject ref currentNPC short itemIndexSize short itemHealth Begin function {currentNPC InventoryObject itemIndexSize} ;This function returns the current health index of the passed item ;First, check for clothing and ensure that the base object health is greater than 0. if eval !(InventoryObject.IsClothing) && eval (InventoryObject.GetObjectHealth > 0) if InventoryObject.GetCurrentHealth != 0 let itemHealth := (1 - (InventoryObject.GetCurrentHealth / InventoryObject.GetObjectHealth)) * itemIndexSize else let itemHealth := (itemIndexSize - 1) endif else ; Treat this item as clothing. Use the health and fatigure of the actor to determine break states. let itemHealth := itemIndexSize * (1 - ((aaBACycle.CBFMult * (currentNPC.GetActorValuec 8)) + (aaBACycle.CBFMult * (currentNPC.GetActorValuec 10)))/((aaBACycle.CBFMult * (currentNPC.GetMaxAVC 8)) + (aaBACycle.CBFMult * (currentNPC.GetMaxAVC 10)))) endif ;This is for items repaired past the base object health. Since they should display the same mesh as a 100 health item, set - health index items to an index of 0 if itemHealth < 0 let itemHealth := 0 endif SetFunctionValue itemHealth ; Set the return value to the health index. return end What this function does is return an index to the mesh file path array for the passed object that contains an indexed entry for each valid mesh path for the object in question. So a mesh with six total states will have six array entries, numbered 0 to 5 in order from unbroken (0) to completely broken (5). The equation that returns the break state for clothing items (and armor with 0 max health) is this one: let itemHealth := itemIndexSize * (1 - ((aaBACycle.CBFMult * (currentNPC.GetActorValuec 8)) + (aaBACycle.CBFMult * (currentNPC.GetActorValuec 10)))/((aaBACycle.CBFMult * (currentNPC.GetMaxAVC 8)) + (aaBACycle.CBFMult * (currentNPC.GetMaxAVC 10)))) Pretty straight forward. Ignoring the multipliers for a moment, it just adds the current health and current fatigue and then divides them by max health and max fatigue. The multipliers just increase or decrease the relative weight of health and fatigue. So, looking this over (and yes, I'm trying to figure out how you got your bug as I type this), I don't think fortified health and/or fatigue would cause a problem.
cobme Posted January 9, 2013 Posted January 9, 2013 Sorry for noob question - Do I need meshes of the broken clothing\armor ? or does it do it on it's own ? If I do need a mesh of the broken item, where do I get some of these?
gerra6 Posted January 9, 2013 Author Posted January 9, 2013 Sorry for noob question - Do I need meshes of the broken clothing\armor ? or does it do it on it's own ? If I do need a mesh of the broken item' date=' where do I get some of these? [/quote'] Yes, the framework will automatically find any properly installed break armor meshes and start using them, but none are actually included in the framework package on the first page. For broken meshes, you'll need one or both of the recommended mods linked on the first page. Probably the easiest way to get Break Armor meshes into your game is to replace vanilla meshes with Break Armor meshes. Movomo and his team have put together a fantastic compilation: http://www.loverslab.com/showthread.php?tid=13518 Note, their package does not include the unbroken meshes, so be sure to also download the unbroken meshes that you want. In addition, any existing legacy Break Undies meshes can be easily converted to Break Armor simply by renaming the meshes to be compatible with the Break Armor naming convention. In addition, if you don't want to muck around with renaming files, Break Armor can read and process Break Undies ini files. One of the major goals of this project was to maximize compatibility with existing meshes.
movomo Posted January 9, 2013 Posted January 9, 2013 Sorry for noob question - Do I need meshes of the broken clothing\armor ? or does it do it on it's own ? If I do need a mesh of the broken item' date=' where do I get some of these? [/quote'] Yep. you need additional meshes. The easies way to get those meshes here. Break Undies for Vanilla Armors http://www.loverslab.com/showthread.php?tid=13518 Gregathit's BU Armor Compilation http://www.loverslab.com/showthread.php?tid=10814 Lots of older (and indivisual) custom BU armors links here http://www.loverslab.com/showthread.php?tid=9 Edit: woops, ninja'd.
movomo Posted January 9, 2013 Posted January 9, 2013 Hmm...is there any possibility that you also cast a fortify fatigue or fortify health on yourself in the process of that testing? I don't *think* that'll cause a problem' date=' but it's a possibility. [/quote'] Sure I will. But wait a minute.. Maybe I could send you a few more guys who will help the bug reporting. And I think you can avoid the possibility by using unmodified base actor value, if the magic effect causes some trouble.
gerra6 Posted January 9, 2013 Author Posted January 9, 2013 Sure I will. But wait a minute.. Maybe I could send you a few more guys who will help the bug reporting. The more the merrier. I'm trying to get my brain to be better at jumping between Python and Oblivion coding...it's tricky, but I think I'm starting to get the hang of switching gears. Or, at a minimum, I'm no longer leaving the mental equivalent of my transmission tumbling out behind me on the freeway.
movomo Posted January 10, 2013 Posted January 10, 2013 let itemHealth := itemIndexSize * (1 - ((aaBACycle.CBFMult * (currentNPC.GetActorValuec 8)) + (aaBACycle.CBFMult * (currentNPC.GetActorValuec 10)))/((aaBACycle.CBFMult * (currentNPC.GetMaxAVC 8)) + (aaBACycle.CBFMult * (currentNPC.GetMaxAVC 10)))) Is this right? You're using CBFMult for health and fatigue both.
gerra6 Posted January 10, 2013 Author Posted January 10, 2013 let itemHealth := itemIndexSize * (1 - ((aaBACycle.CBFMult * (currentNPC.GetActorValuec 8)) + (aaBACycle.CBFMult * (currentNPC.GetActorValuec 10)))/((aaBACycle.CBFMult * (currentNPC.GetMaxAVC 8)) + (aaBACycle.CBFMult * (currentNPC.GetMaxAVC 10)))) Is this right? You're using CBFMult for health and fatigue both. Gah! Whoops. And that is why it is always good to get a pair of fresh eyes on the code. *Edit* OK' date=' this patch should fix that Break Armor 1.10.a This update resolves two issues specific to Break Clothing 1. The health multiplier ini variable (CBHMult) is now correctly applied to the actor's health 2. Setting both CBHMult and CBFMult to 0 will no longer cause Oblivion to freeze. Please let me know if anyone discovers any bugs with this patch. If all goes well, I will update the main download with the new version. ***Update Folded into Main Download***
borninmarch Posted January 11, 2013 Posted January 11, 2013 Ahhh.....small problem occured. When I checked BA and saved the game, volume of save file was 700kb. But when I unchecked BA and saved the game, volume of save file was 2200 kb. I took off all armor, put there in a chest, save in only one npc existed area, but the result were all the same. Yes, maybe it's savebloat.... I used ver1.10a (lastest version) Also when I used ver1.10 (before 1.10a), same problem occured.
gerra6 Posted January 11, 2013 Author Posted January 11, 2013 Ahhh.....small problem occured. When I checked BA and saved the game' date=' volume of save file was 700kb. But when I unchecked BA and saved the game, volume of save file was 2200 kb.[/quote'] I'm not following...when you enable Break Armor, your saves are smaller? Or did you mean something else? I took off all armor' date=' put there in a chest, save in only one npc existed area, but the result were all the same.[/quote'] None of that will reduce the size of your save games. The primary cause of savegame bloat are saved objects scattered throughout the gameworld. Leaving items in a chest will actually increase the size of your save game. In general, you'll notice that if you travel through a large number of cells in a short period of time, your save games will get much larger. Then, if you rest more than 72 hours in a single cell, your saves should get smaller. But any persistent items or NPC's will tend to bloat your save games as they acquire objects and data. One big culprit are, well, chests. Now, Break Armor runs an onSave event handler that purges all of its data the moment a save event is detected. Event handlers aren't the most reliable things on the planet, so I suppose it's possible that the purge isn't happening in the order that it is supposed to. I could probably add an additional menumode event handler that also fires the moment the save menu is opened, that might help. Who knows. One last question, are you using the BreakUndies ini styles or are you running BreakArmor without the ini files? The system maintains a considerably smaller footprint without the ini files. ***Edit*** OK, I've added a secondary data purge to the attached test esp, linked below. This one initiates a data purge the moment the save menu is opened, in addition to the previous onEvent purge that should be firing whenever the game is saved. Please let me know if this does the trick for you.
movomo Posted January 11, 2013 Posted January 11, 2013 700kb & 2.2mb are vastly different to be changed normally in a short time. As I havent played much since 1.10 release, I think I'll test and confirm what's going on few hours later Just to be clear.
gerra6 Posted January 11, 2013 Author Posted January 11, 2013 700kb & 2.2mb are vastly different to be changed normally in a short time. As I havent played much since 1.10 release' date=' I think I'll test and confirm what's going on few hours later Just to be clear. [/quote'] I generally pick up at least 1 to 2 megs of save bloat just running from one side of the continent to the other, especially if I stop in at a few dungeons along the way. I am running FCOM though, which means tons of non-persistent references get saved whenever I pass through a new cell (until the cell respawns again).
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