rad87 Posted November 24, 2012 Posted November 24, 2012 @Gerra6 Uh oh' date=' then what's my problem? One thing I didn't tell you is that I use obse 0021b. (for CSE) I'll try it with a new save file. [/quote'] I'm using the same OBSE version and for the same reason
gerra6 Posted November 24, 2012 Posted November 24, 2012 @Gerra6 Uh oh' date=' then what's my problem? One thing I didn't tell you is that I use obse 0021b. (for CSE) I'll try it with a new save file. [/quote'] No idea. Did something break? What's going on?
rad87 Posted November 24, 2012 Posted November 24, 2012 @Gerra6 Uh oh' date=' then what's my problem? One thing I didn't tell you is that I use obse 0021b. (for CSE) I'll try it with a new save file. [/quote'] No idea. Did something break? What's going on? Yeah, I didn't catch any problem reports too
DeadSomething Posted November 24, 2012 Posted November 24, 2012 wow, this sounds amazing will definitely download once it has all the vanilla armors and is ready for a broad betatest
rad87 Posted November 24, 2012 Posted November 24, 2012 Well this is not Vanilla BU related question per se. I'm editing Colourwheels Sexy Imperial Legion to make npc wear stock armor instead of CW's versions and I stumbled upon -1 item in some of the npc's inventories. Is this normal?
Nephenee13 Posted November 24, 2012 Posted November 24, 2012 Well this is not Vanilla BU related question per se. I'm editing Colourwheels Sexy Imperial Legion to make npc wear stock armor instead of CW's versions and I stumbled upon -1 item in some of the npc's inventories. Is this normal? Yes, -1 on an inventory item count means that even if the item is removed/consumed, a new one will appear. Its frequently used for food items on NPCs so they always have something available for their Eat packages.
morvo Posted November 24, 2012 Posted November 24, 2012 Could the unbroken versions of the all armours used be included? It's a bit weird going from one armour style to a completely different one when damage is incurred. As it is now I'm having to hunt down the original armours used in for the BU versions to avoid seeing radical changes... some are included others are not If you don't want to include them for whatever reason, could there at least be links to where we can nab 'em ourselves if we want them?
rad87 Posted November 24, 2012 Posted November 24, 2012 Could the unbroken versions of the all armours used be included? It's a bit weird going from one armour style to a completely different one when damage is incurred. As it is now I'm having to hunt down the original armours used in for the BU versions to avoid seeing radical changes... some are included others are not If you don't want to include them for whatever reason' date=' could there at least be links to where we can nab 'em ourselves if we want them? [/quote'] Thats what I was talking about. There should at least be an option in the installer to include unbroken meshes
movomo Posted November 24, 2012 Author Posted November 24, 2012 Could the unbroken versions of the all armours used be included? It's a bit weird going from one armour style to a completely different one when damage is incurred. As it is now I'm having to hunt down the original armours used in for the BU versions to avoid seeing radical changes... some are included others are not If you don't want to include them for whatever reason' date=' could there at least be links to where we can nab 'em ourselves if we want them? [/quote'] Ok. I'll link them and add it as an attachment.
morvo Posted November 24, 2012 Posted November 24, 2012 Could the unbroken versions of the all armours used be included? It's a bit weird going from one armour style to a completely different one when damage is incurred. As it is now I'm having to hunt down the original armours used in for the BU versions to avoid seeing radical changes... some are included others are not If you don't want to include them for whatever reason' date=' could there at least be links to where we can nab 'em ourselves if we want them? [/quote'] Ok. I'll link them and add it as an attachment. Thanks ^^
movomo Posted November 24, 2012 Author Posted November 24, 2012 Thats what I was talking about. There should at least be an option in the installer to include unbroken meshes Well' date=' you know what? I want to do so too. My real life work wears me out. I'm sorry, but I've got a lot on my mind for now. =======================================================
rad87 Posted November 24, 2012 Posted November 24, 2012 Thats what I was talking about. There should at least be an option in the installer to include unbroken meshes Well' date=' you know what? I want to do so too. My real life work wears me out. I'm sorry, but I've got a lot on my mind for now. [/quote'] Sure, real life is always most important.
gerra6 Posted November 24, 2012 Posted November 24, 2012 OK, here's the latest update to the BreakArmor test framework I've included a custom ini file this time that allows you to set several options. Break events should now be properly triggered for players Armor re-equip following break events should be much faster now and no longer dependent on the quest delay script. BreakArmor now uses a custom onUnEquip event handler for every tracked NPC with detected BU compatible armor. BreakClothing framework has been integrated. Let's see how well this works. From an ini file/mesh creation perspective, BreakArmor treats clothing meshes exactly the same as armor. The only difference is that the BreakClothing system uses a combination of health and stamina to trigger break events (I'll probably change it to just health at some point). Note: We probably won't be able to test BreakClothing until we make some meshes for it. Please let me know if you encounter any bugs or other weirdness. I've grown so accustomed to coding in Python that my Oblivion scripting skills are *very* rusty. Note: BU_Test.esp has been renamed to BreakArmor.esp. If you tested any previous BreakArmor frameworks, please delete BU_Test.esp from your data folder, if present. *Edit* Framework test download removed in favor of 1.1 (see next page)
ShiaNekoChan Posted November 24, 2012 Posted November 24, 2012 I don't know why, but I can't get vanilla breakundies armors to work properly. my mithril breaks correctly, but the mesh stays the same when I put on another mithril, so when one mithril breaks, all of my mithril tops all look broken, regardless of HP. x_x
shyguy570 Posted November 24, 2012 Posted November 24, 2012 OK' date=' here's the latest update to the BreakArmor test framework I've included a custom ini file this time that allows you to set several options. Break events should now be properly triggered for players Armor re-equip following break events should be much faster now and no longer dependent on the quest delay script. BreakArmor now uses a custom onUnEquip event handler for every tracked NPC with detected BU compatible armor. BreakClothing framework has been integrated. Let's see how well this works. From an ini file/mesh creation perspective, BreakArmor treats clothing meshes exactly the same as armor. The only difference is that the BreakClothing system uses a combination of health and stamina to trigger break events (I'll probably change it to just health at some point). Note: We probably won't be able to test BreakClothing until we make some meshes for it. Please let me know if you encounter any bugs or other weirdness. I've grown so accustomed to coding in Python that my Oblivion scripting skills are *very* rusty. [/quote'] It seems to work fine with the player, but now NPCs don't re-equip armor after break events.
gerra6 Posted November 24, 2012 Posted November 24, 2012 It seems to work fine with the player' date=' but now NPCs don't re-equip armor after break events. [/quote'] Weird. Are you running any BreakUndies mods (or prior versions of BreakArmor) while BreakArmor is active? Running both at the same time is likely to lead to unpredictable results. I probably should write an optional override plugin that disables the breakundies scripts. *Edit* OK, I've attached an optional override file, BU Disabler. It will prevent any BreakUndies scripts from running. Note: BreakArmor *MUST* appear after BU_Disabler.esp in your load order. Otherwise it has a nasty habit of disabling BreakArmor as well.
shyguy570 Posted November 25, 2012 Posted November 25, 2012 It seems to work fine with the player' date=' but now NPCs don't re-equip armor after break events. [/quote'] Weird. Are you running any BreakUndies mods (or prior versions of BreakArmor) while BreakArmor is active? Running both at the same time is likely to lead to unpredictable results. I probably should write an optional override plugin that disables the breakundies scripts. *Edit* OK, I've attached an optional override file, BU Disabler. It will prevent any BreakUndies scripts from running. Note: BreakArmor *MUST* appear after BU_Disabler.esp in your load order. Otherwise it has a nasty habit of disabling BreakArmor as well. BreakUndies is not active while I'm running BreakArmor. It's not even in the data folder. NPC re-equipping worked in the previous version. Maybe you're trying to do it too rapidly?
gerra6 Posted November 25, 2012 Posted November 25, 2012 It seems to work fine with the player' date=' but now NPCs don't re-equip armor after break events. [/quote'] Weird. Are you running any BreakUndies mods (or prior versions of BreakArmor) while BreakArmor is active? Running both at the same time is likely to lead to unpredictable results. I probably should write an optional override plugin that disables the breakundies scripts. *Edit* OK, I've attached an optional override file, BU Disabler. It will prevent any BreakUndies scripts from running. Note: BreakArmor *MUST* appear after BU_Disabler.esp in your load order. Otherwise it has a nasty habit of disabling BreakArmor as well. BreakUndies is not active while I'm running BreakArmor. It's not even in the data folder. NPC re-equipping worked in the previous version. Maybe you're trying to do it too rapidly? Would you be willing to take a look at your console next time an NPC fails to re-equip. I'd like to know if there are any error messages.
shyguy570 Posted November 25, 2012 Posted November 25, 2012 It seems to work fine with the player' date=' but now NPCs don't re-equip armor after break events. [/quote'] Weird. Are you running any BreakUndies mods (or prior versions of BreakArmor) while BreakArmor is active? Running both at the same time is likely to lead to unpredictable results. I probably should write an optional override plugin that disables the breakundies scripts. *Edit* OK, I've attached an optional override file, BU Disabler. It will prevent any BreakUndies scripts from running. Note: BreakArmor *MUST* appear after BU_Disabler.esp in your load order. Otherwise it has a nasty habit of disabling BreakArmor as well. BreakUndies is not active while I'm running BreakArmor. It's not even in the data folder. NPC re-equipping worked in the previous version. Maybe you're trying to do it too rapidly? Would you be willing to take a look at your console next time an NPC fails to re-equip. I'd like to know if there are any error messages. I believe I've discovered the problem. Only armors that take up both the upper and lower slots fail to re-equip. Armors that only take up one slot (like the vanilla armors) re-equip just fine.
rad87 Posted November 25, 2012 Posted November 25, 2012 It seems to work fine with the player' date=' but now NPCs don't re-equip armor after break events. [/quote'] Weird. Are you running any BreakUndies mods (or prior versions of BreakArmor) while BreakArmor is active? Running both at the same time is likely to lead to unpredictable results. I probably should write an optional override plugin that disables the breakundies scripts. *Edit* OK, I've attached an optional override file, BU Disabler. It will prevent any BreakUndies scripts from running. Note: BreakArmor *MUST* appear after BU_Disabler.esp in your load order. Otherwise it has a nasty habit of disabling BreakArmor as well. BreakUndies is not active while I'm running BreakArmor. It's not even in the data folder. NPC re-equipping worked in the previous version. Maybe you're trying to do it too rapidly? Would you be willing to take a look at your console next time an NPC fails to re-equip. I'd like to know if there are any error messages. I believe I've discovered the problem. Only armors that take up both the upper and lower slots fail to re-equip. Armors that only take up one slot (like the vanilla armors) re-equip just fine. Well there is at least one vanilla armor that takes more than one slot - darkbrotherhood
gerra6 Posted November 25, 2012 Posted November 25, 2012 Here is an updated test framework with a couple of adjustments. The main change is the addition of a supplemental equip item queue. What this should mean is that if an item fails to re-equip when the event handler tells it to, the script will check the equip state once every cycle and, once per cycle, attempt to equip the item. Hopefully that'll fix the problem In addition, I've disabled error message spam when the BU ini files are loaded. Note, this package includes an additional esp (in the folder "Optional - BreakUndiesOverride") that *should* disable any scripts or events from Breakundies.esm. Important: BreakArmor.esp MUST be loaded after BU_Disabler.esp Note...BU_Disabler.esp really shouldn't be affecting BreakArmor.esp at all. I suspect the problem has something to do with the way I implemented backwards compatibility with the ini file. I'm looking into it.
gerra6 Posted November 25, 2012 Posted November 25, 2012 I believe I've discovered the problem. Only armors that take up both the upper and lower slots fail to re-equip. Armors that only take up one slot (like the vanilla armors) re-equip just fine. I wonder why that is happening. My script ignores item slots entirely...it just cares about whether or not the item is equipped, the item health, and whether or not its mesh was loaded into the BreakArmor tracking array. One possibility is that some armors take a longer time to load into memory than others. If the problem meshes have a very high poly count, they might not be equipping before the script fires again. Even so, that shouldn't be a problem. Weird. Here's hoping the equip queue fixes that.
movomo Posted November 25, 2012 Author Posted November 25, 2012 @Gerra6 Man, sorry. It was my misunderstanding, I thougt that guard armor is vanilla one, but on reflection that was from Triratna's CA mod. ( I thought she is a guard -> is wearing a typical guard armor ) My bad, I've confirmed this works well. I tested it on several NPCs like beggars, guard, Mod NPC, MPC companion.
gerra6 Posted November 25, 2012 Posted November 25, 2012 @Gerra6 Man' date=' sorry. It was my misunderstanding, I thougt that guard armor is vanilla one, but on reflection that was from Triratna's CA mod. ( I thought she is a guard -> is wearing a typical guard armor ) My bad, I've confirmed this works well. I tested it on several NPCs like beggars, guard, Mod NPC, MPC companion. [/quote'] Whew. That's good new.
movomo Posted November 25, 2012 Author Posted November 25, 2012 Whew. That's good new. I think it's okay to release your BreakUndies Reloaded from a separate thread. People need to know about brand new break system.
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