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BreakArmor for Vanilla Armors (Last Update: 130115)


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Posted

@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

Posted

@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?

Posted

@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

Posted

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?

 

 

Posted

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.

Posted

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?

Posted

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

Posted

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.

Posted

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 ^^

Posted

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.

 

=======================================================

 

 

Posted

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.

Posted

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)

Posted

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

Posted

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.

Posted

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.

Posted

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?

Posted

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.

Posted

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.

Posted

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

Posted

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.

Posted

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.

Posted

@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.

Posted

@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.

Posted

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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