Jump to content

BreakArmor for Vanilla Armors (Last Update: 130115)


Recommended Posts

Posted

for some reason after installing 121128 my steel cuirass no longer breaksdown... instead i'm stuck with the default one. the meshes needed are in the steel/f folder indicating they've been installed. I've also removed the line from the bottom of the breakundies ini. the greaves display fine just the cuirass doesn't. :(

Posted

Hey I was just wondering if I can uninstall BreakUndies and only use BreakArmors if I have Gregathit's BU Armors Compilation or will I still have to use BreakUndies for that?

 

It's situational.

If you DON'T use any BU v1 plugins (mastered) you can simply delete BreakUndies.esm' date=' and you can use zBUArmors.esp and BA.

If you DO use BUv1 plugins, you should either disable those plugins to delete BreakUndies.esm, or delete any object script from all BUv1 plugins.

 

for some reason after installing 121128 my steel cuirass no longer breaksdown... instead i'm stuck with the default one. the meshes needed are in the steel/f folder indicating they've been installed. I've also removed the line from the bottom of the breakundies ini. the greaves display fine just the cuirass doesn't. :(

 

Ok, I think I know the reason. You've installed BU disabler, and use BreakArmor instead of BreakUndies.esm, and don't use any steel armor replacer, right?

 

BreakArmor recognizes what armors to change by model path, unlike BreakUndies. Steel/Dwarven/Imperial Dragon/Blackwood etc originally don't have female model, so they use male biped model path even for female. You nees esp to change their model path.

Posted

Last Arena Stuff:

 

yuravica's

 

 

kuzfge3p.jpg

 

 

 

yuravica's

 

 

pwvm4jdp.jpg

 

 

 

cheers.

 

Thanks! You're still working while my mouse is broken. :D

Posted

Hey I was just wondering if I can uninstall BreakUndies and only use BreakArmors if I have Gregathit's BU Armors Compilation or will I still have to use BreakUndies for that?

 

As movomo said, it's situational.

 

For Gregathit's compilation, BreakArmor is all you should need.

 

On the other hand, if you are using older BreakUndies items (1.2 and earlier) you either need BreakUndies.esm in your load order, or you'll need to manually remove the BreakUndies.esm dependency.

 

I have included an experimental esp that will disable any BreakUndies.esm scripts, "BU_Disabler.esp", for compatibility with 1.2 and earlier BreakUndies items in all of the recent BreakArmor distributions.

Posted

Ok' date=' I think I know the reason. You've installed BU disabler, and use BreakArmor instead of BreakUndies.esm, and don't use any steel armor replacer, right?

 

BreakArmor recognizes what armors to change by model path, unlike BreakUndies. Steel/Dwarven/Imperial Dragon/Blackwood etc originally don't have female model, so they use male biped model path even for female. You nees esp to change their model path.

[/quote']

 

It sounds like I should add an appropriate esp to the BreakArmor package.

Posted

Ok' date=' I think I know the reason. You've installed BU disabler, and use BreakArmor instead of BreakUndies.esm, and don't use any steel armor replacer, right?

 

BreakArmor recognizes what armors to change by model path, unlike BreakUndies. Steel/Dwarven/Imperial Dragon/Blackwood etc originally don't have female model, so they use male biped model path even for female. You nees esp to change their model path.

[/quote']

 

It sounds like I should add an appropriate esp to the BreakArmor package.

 

Nope. If someone doesn't use steel armor replacer, so be it. I'd recommend to download a steel armor replacer in that case.

I'll issue an optional & mergeable plugins pack later.

Posted

A little offtopic here, but can you people help me find out how to use slot masks?

I run a GetBipedSlotMask on an object, get a biped slot mask, and want to find out if the item in question occupies a foot slot(foot slot + anything else, i don't care).

Is it something like:

set mask to itemRef.GetBipedSlotMask
if eval (mask & 32)
*blah blah blah*
endif

Posted

A little offtopic here' date=' but can you people help me find out how to use slot masks?

I run a GetBipedSlotMask on an object, get a biped slot mask, and want to find out if the item in question occupies a foot slot(foot slot + anything else, i don't care).

Is it something like:

set mask to itemRef.GetBipedSlotMask
if (mask & 32)
*blah blah blah*
endif

[/quote']

 

I'm not positive on the syntax, but if that's doing a bitwise AND, then yeah, that looks about right.

Posted

Yep, & is a Bitwise And from OBSE.

I found you need to use "Eval" when using such expressions.

if eval (mask & 32)

At least the script compiles this way.

Posted

Yep' date=' & is a Bitwise And from OBSE.

I found you need to use "Eval" when using such expressions.

if eval (mask & 32)

At least the script compiles this way.

[/quote']

 

Yeah. eval is pretty much mandatory if you are using OBSE functions or operators in an if statement.

Posted

hey I was just wondering what steel replacer I should use to match the one included in this? I've also uninstalled BreakUndies completely and everything works like before :) have yet to try out the steel cuirass though...

Posted

ok so even without the BUdisabler and just the two BU mods the cuirass doesn't break down (like before everything else works fine).

 

BreakArmor uses the mesh paths that it retrieves from the ini file. For BreakUndies for Vanilla Armors, you want to look at BreakUndies_Stock.ini

 

My copy (I don't remember if I modded my BreakUndies_Stock.ini file or not) looks like this:

 

;************************************************

;***** Steel *****

;************************************************

 

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass1.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass2.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass3.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass4.nif"

SetStage aaBUDataIni 10

 

SetStage aaBUDataIni 30

 

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves1.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves2.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves3.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves4.nif"

SetStage aaBUDataIni 10

 

SetStage aaBUDataIni 30

 

The trick with steel armor (and a few others) is that by default there is no female path. Both males and females use the same armor meshes.

 

My solution was to write a quick and dirty mod that adds the female armor paths that BreakUndies_Stock.ini expects.

 

Now, this *will* conflict with any other armor replacer that does funky things with female armor paths. It's just something I made for testing...YMMV

Posted

ok so even without the BUdisabler and just the two BU mods the cuirass doesn't break down (like before everything else works fine).

 

BreakArmor uses the mesh paths that it retrieves from the ini file. For BreakUndies for Vanilla Armors' date=' you want to look at BreakUndies_Stock.ini

 

My copy (I don't remember if I modded my BreakUndies_Stock.ini file or not) looks like this:

 

;************************************************

;***** Steel *****

;************************************************

 

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass1.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass2.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass3.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\cuirass4.nif"

SetStage aaBUDataIni 10

 

SetStage aaBUDataIni 30

 

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves1.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves2.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves3.nif"

SetStage aaBUDataIni 10

set aaBUData.DATA to sv_Construct "Armor\Steel\F\greaves4.nif"

SetStage aaBUDataIni 10

 

SetStage aaBUDataIni 30

 

The trick with steel armor (and a few others) is that by default there is no female path. Both males and females use the same armor meshes.

 

My solution was to write a quick and dirty mod that adds the female armor paths that BreakUndies_Stock.ini expects.

 

Now, this *will* conflict with any other armor replacer that does funky things with female armor paths. It's just something I made for testing...YMMV

[/quote']

 

well my ini looks the same to yours so I'll try out the armour file provided, thanks

Posted

ok so even with that .esp activated the steel cuirass didn't break down...

 

Post your load order so we can see where you have things.

 

Always good advice.

 

For *testing* purposes only, it is safe to dump my femaleArmors esp at the very bottom of a load order just to prove that the steel armor meshes work.

 

But I wouldn't recommend leaving it there...it will overwrite any other mods that modify those armors (it's probably best to merge it into a bashed patch).

Posted

ok so even with that .esp activated the steel cuirass didn't break down...

 

Post your load order so we can see where you have things.

 

Always good advice.

 

For *testing* purposes only' date=' it is safe to dump my femaleArmors esp at the very bottom of a load order just to prove that the steel armor meshes work.

 

But I wouldn't recommend leaving it there...it will overwrite any other mods that modify those armors (it's probably best to merge it into a bashed patch).

[/quote']

 

Yeah, it's probably best to merge into a bashed patch.

 

Here's my solution, same as gerra6, but this time the version *before* they are merged. You can safely merge them via bash or CS or gecko, any program you want.

 

Replacer Plugins.7z

 

Probably one of your mod has modified the very same armor of felame armor.esp. put it at the bottom of your load order.

Posted

Ok I'll try that heres my load order (before putting femalearmor.esp at bottom):

 

00  Oblivion.esm
01  Beautiful People 2ch-Ed.esm
02  All Natural Base.esm  [Version 1.34]
03  Lovers with PK.esm
04  LoversCreature.esm
05  CM Partners.esm
06  x117race.esm
07  UndiesUnderneath.esm
08  Unofficial Oblivion Patch.esp  [Version 3.4.1]
09  UOPS Additional Changes.esp
0A  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]
++  Oblivion Citadel Door Fix.esp
0B  DLCShiveringIsles.esp
0C  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]
0D  USIPS Additional Changes.esp
0E  All Natural.esp  [Version 1.34]
0F  All Natural - SI.esp  [Version 1.34]
10  Immersive Interiors.esp  [Version 0.8.1]
11  OBGE - Liquid Water.esp
12  Better Bell Sounds.esp
++  Symphony of Violence.esp
13  Sounds of Cyrodiil.esp  [Version 1.1]
14  All Natural - Real Lights.esp  [Version 1.34]
15  WindowLightingSystem.esp
16  Get Wet.esp
17  A Takes All + Denock Arrows.esp
18  Sprinting.esp
19  DLCHorseArmor.esp
1A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.7]
1B  DLCOrrery.esp
1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.5]
1D  DLCVileLair.esp
1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.7]
1F  DLCMehrunesRazor.esp
20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]
21  Sounds of Cyrodiil - Mehrune's Razor Add-On.esp  [Version 1.0]
22  DLCSpellTomes.esp
++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
**  EVE_StockEquipmentReplacer.esp
++  MaleBodyReplacerV5.esp
23  VipCxj_HighHeels.esp
24  UU_Female_Undies.esp
25  VipCxjHHTest.esp
26  Slof's Horses Base.esp
27  Slof's Extra Horses.esp
28  DLCThievesDen.esp
29  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.10]
2A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.5]
2B  Sounds of Cyrodiil - Thieves' Den Add-On.esp  [Version 1.0]
2C  DLCBattlehornCastle.esp
2D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.6]
2E  DLCFrostcrag.esp
2F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.6]
30  Knights.esp
31  Knights - Unofficial Patch.esp  [Version 1.1.2]
**  EVE_KnightsoftheNine.esp
32  Sounds of Cyrodiil - KOTN Add-on.esp  [Version 1.0]
33  ElsweyrAnequina.esp
++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.2]
34  Tales from Elsweyr Anequina.esp
35  xuldarkforest.esp  [Version 1.0.5]
36  xulStendarrValley.esp  [Version 1.2.2]
37  xulTheHeath.esp
38  xulEntiusGorge.esp  [Version 1.2.1]
39  xulFallenleafEverglade.esp  [Version 1.3.1]
++  Anequina-Fallenleaf-Patch.esp
3A  xulColovianHighlands_EV.esp  [Version 1.2.2]
3B  xulChorrolHinterland.esp  [Version 1.2.3]
3C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.5]
3D  xulBravilBarrowfields.esp  [Version 1.3.4]
3E  Tales Elsweyr Anq Bravil Barrowfields Patch.esp
3F  xulLushWoodlands.esp  [Version 1.3.2]
40  xulAncientYews.esp  [Version 1.4.4]
41  xulAncientRedwoods.esp  [Version 1.6]
42  xulCloudtopMountains.esp  [Version 1.0.3]
43  xulArriusCreek.esp  [Version 1.1.4]
44  xulPatch_AY_AC.esp  [Version 1.1]
45  xulRollingHills_EV.esp  [Version 1.3.3]
46  xulPantherRiver.esp
47  xulRiverEthe.esp  [Version 1.0.2]
48  xulBrenaRiverRavine.esp  [Version 1.1.1]
49  xulImperialIsle.esp  [Version 1.6.8]
4A  xulBlackwoodForest.esp  [Version 1.1.0]
4B  xulCheydinhalFalls.esp  [Version 1.0.1]
4C  xulAspenWood.esp  [Version 1.0.2]
4D  xulSkingradOutskirts.esp  [Version 1.0.2]
4E  xulSnowdale.esp  [Version 1.0.5]
4F  xulCliffsOfAnvil.esp  [Version 1.12]
50  xulSilverfishRiverValley.esp  [Version 1.0.3]
51  xulJerallGlacier.esp  [Version 1.0.1]
52  xulTheEasternPeaks.esp  [Version 1.0]
53  EVE_ShiveringIslesEasterEggs.esp
54  Notused_Leather.esp
55  zBUArmors.esp
++  LustyArgonianMaidContinued.esp
56  VToy.esp
57  LoversCalm.esp
58  LoversSoundCreature.esp  [Version 0.1.0]
59  LoversFSE.esp
5A  LoversAdultPlayPlusforSSP.esp
5B  LoversVoiceSSPplus.esp
5C  LoversImmoralGuards.esp
5D  LoversPayBandit.esp
5E  Lovers with PK.esp  [Version 90]
5F  LoversCreature.esp
60  LoversUnicorn.esp
61  Lovers with PK Extender.esp  [Version 2.4.3]
**  LoversCreature_SexualOrgans.esp
**  LoversCreature_SexualOrgans_Dogs.esp
62  LoversBrothel.esp
63  LoversCrowningIsle.esp
64  LoversMB2.esp
65  LoversSlaveTrader.esp
66  LSTBravilUnderground.esp
67  LoversPayBanditForSlaver.esp
68  LoversMotionsNT.esp
69  CT-Argonian Headstyles.esp
6A  Corean_hair_for_Original_race.esp
6B  CM Partners.esp
6C  Tabaxi Race 2.0.esp  [Version 2.0]
++  Beautiful People 2ch-Ed Vanilla Race.esp
++  x117 Merged SKSRENs Hair Modules.esp
++  Beautiful People 2ch-Ed Chocolate Elves.esp
6D  Beautiful People 2ch-Ed MS Elves - NoSc.esp
6E  IDKRRR_C_race_closed_mouth_version.esp
6F  CM Partners Special NPCs.esp
70  CM Partners More NPCs.esp
71  BreakArmor.esp  [Version 1.08]
++  LoversBreakArmor.esp
++  femaleArmor.esp
72  cmChocolates.esp
73  DAJadeAmberSheevaTabaxi.esp
++  EVE_KhajiitFix.esp
++  Khajiit Fix.esp
**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.34]
74  Bashed Patch, 0.esp
75  LoversBitch.esp
76  Ahtata Arquamer spike4hair.esp
77  LoversIdleAnimsPriority.esp
78  LoversAnimObjectsPriority.esp

 

I'll try now with femalearmor at the very bottom

Posted

well putting femalearmor at the very bottom didn't make a difference... when merged with the bashed patch does the load order matter? or should I try again without it being merged? cheers :)

Posted

well putting femalearmor at the very bottom didn't make a difference... when merged with the bashed patch does the load order matter? or should I try again without it being merged? cheers :)

 

The real issue is that we don't actually know what mesh the armor is using' date=' or what mod that mesh comes from.

 

The best bet might be to grab FormID Finder and use that to figure out what's causing the conflict.

 

Another option, just for testing purposes, is to drop the female armor esp at the very bottom of your load order (below everything else, dead last, after the bashed patch, etc). While it is above the bashed patch, its settings are overridden by that patch. If it is merged into that patch, as your load order demonstrates, that esp is weighted against any others that modify the same resources.

 

Sometimes, the item at the lowest part of the load order wins, but sometimes it doesn't. I'm not certain what the criteria are, to tell you truth. I have so many mods loaded at any given moment that I usually find myself manually editing my bashed patches (in Tes4Edit) just to make them work the way I want them to. I don't do that much anymore...I made an override patch that contains my common bashed patch edits (using Tes4Edit again).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...