Dorabella Posted January 1 Posted January 1 As the title suggests, I am attempting to create tearing of clothing . As i saw in the game BloodySpell. In fact, what I would like to achieve is the tearing of clothes during battles. With the support of AI, I created everything I needed. I also have the audio of the dress tearing (downloaded from FOA4). 😁 1) meshes for intact clothing 2) meshes per clothing with medium damage ( with bodyslide nif ) 3)meshes per clothing with heavy damage ( with bodyslide nif ) Since it is an SMP and I didn't want to risk breaking the meshes, I simply applied new DDS files, modifying the original ones. See below Spoiler Normal Medium Damage Heavy Damage I already have the scripts compiled without errors by PCA. Here too, however, the same problem arises as seen in this other thread. Enable Scripting in Papyrus Spoiler The damage level is based on the player's health. The more damage you take, the more your equipment will be damaged , with a reduction in weight and armor class, relative to damage The project (This step is currently under development.) also involves the complete removal of the equipment when health falls below a specific threshold, and it can no longer be worn unless it is first repaired by a blacksmith. Now, since I have the same problem with Papyrus as seen in the thread above, I assume that the possible solution is the same. Once I solve one, I can solve the other. Or am I wrong? As before, I am attaching the ESP and pec/psx scripts for analysis. I believe there may be some compilation errors. Egil's Demon Hunter.esp DemonHunterDamage.pex DemonHunterDamage.psc 1
traison Posted January 1 Posted January 1 (edited) FE00082B <AAA_DemonHunterDamageQuest>: The VMAD ScriptName field is empty, despite having properties assigned to it. Perhaps you intended to add these properties to your alias script instead. FE00082B <AAA_DemonHunterDamageQuest>: The quest alias hasn't been given a name, which may or may not be a problem. Since you're only replacing textures you may want to look into the SKSE TextureSet script instead of creating new meshes, ARMO and ARMA records for every armor and every armor state. The script is made in such a way that CurrentState will never decrease. Damage can't be repaired. The CurrentState value will be the same for all armors, if you plan to add more. These are not armor-specific. It might be impossible to access the CurrentState value from outside the DemonHunterDamage script without using ModEvents. I'd rename that variable to something more intuitive, and place it in a quest script. This way you can drink a potion to repair your armor for instance, because the potion script can call into the quest. Edited January 1 by traison
Dorabella Posted January 2 Author Posted January 2 12 hours ago, traison said: script instead of creating new meshes, ARMO and ARMA records for every armor and every armor state. In fact, it seemed a bit strange to me to have to create new meshes, when having the DDS should be enough. Thanks for the guide you mentioned. On AI, I had put forward the textures hypothesis based on the functioning of mods like SlaveTats and Apropos2, which apply DDS based on the called event Unable to find the right string for the compiler, we decided to opt for meshes. Since this is an experimental project, I'll take a look at the guide and try again with DDS.
traison Posted January 2 Posted January 2 1 hour ago, Dorabella said: I had put forward the textures hypothesis based on the functioning of mods like SlaveTats and Apropos2, which apply DDS... Apropos2 and SlaveTats both use RM overlays. Very different from TextureSets and mesh replacments and armors.
Dorabella Posted January 2 Author Posted January 2 5 hours ago, traison said: Apropos2 and SlaveTats both use RM overlays. Very different from TextureSets and mesh replacments and armors. They do have a DDS application though, which is what I wanted to do. If the 2 mods used as examples use DDS overlay, I should be able to do the same with the dress meshes, calling them from the ESP . As a compilation it should be enough to insert the Textures package into the ESP, then recompile the script eliminating additional meshes. I'll have to find the right string for the compiler
Dorabella Posted August 25 Author Posted August 25 (edited) 15 minutes ago, Mailamea said: Do you have any updates on this? At the moment, I've created both the script and the various nif+DDS+CalienteTools+ESP modifications. If you already have the original Egil's Demon Hunter mod and want to experiment, I'll send you the zip. I was still in the process of fixing it when that damned update messed everything up. The script isn't perfect yet. Unlike the first experiment with the support of Cheat GPT, which I was unable to make the script, in the last experiments I turned to Gemini to properly compile the script and make the quest work. Spoiler Here is the process performed for the creation Edited August 25 by Dorabella
Mailamea Posted August 25 Posted August 25 4 hours ago, Dorabella said: At the moment, I've created both the script and the various nif+DDS+CalienteTools+ESP modifications. If you already have the original Egil's Demon Hunter mod and want to experiment, I'll send you the zip. I was still in the process of fixing it when that damned update messed everything up. The script isn't perfect yet. Unlike the first experiment with the support of Cheat GPT, which I was unable to make the script, in the last experiments I turned to Gemini to properly compile the script and make the quest work. Hide contents Here is the process performed for the creation Thank you for the reply, appreciate it. I got a lot of old break armor stuff for vanilla outfits and wanted to implement it in a modern way cause the old break armor is unfinished and so script heavy, also wanted to added the ninirim stuff which has a lot of damaged versions Appreciate you explaining the process, Yes that would be great, i have the original demon hunter would happy to check and experiment with it 1
Dorabella Posted August 25 Author Posted August 25 6 hours ago, Mailamea said: Yes that would be great, i have the original demon hunter would happy to check and experiment with it Reshapes the Ripped Skirt into Bodyslide, it is not equippable, it is not sellable by any NPC, it basically does not exist Analyze ESP to see Skirt Ripped build. Header NON-Playable, removed Keyworld VendorItemArmor . The script should fire when you've lost about 75% of your HP. From the tests I was able to run, the skirt was replaced with the broken one. There will be an obvious drop in AC, any HP potion will NOT restore the skirt. You can only do this with the recipe from the blacksmith. Feel free to make any changes/corrections you deem appropriate. Before the Skyrim update, I noticed that the script would only fire once. After I recipe the skirt , The script seemed to be stuck. I haven't had a chance to verify whether it's the script or the ESP setting. Egil's Demon Hunter Ripped Skirt The Zip contains the Bodyslide, all the DDS including the one for the ripped skirt. There are 2 types of ripping: light and heavy Even though the nif indicates it as [BHUNP] , it is 3BA
shrtjsrtj Posted August 26 Posted August 26 Have you tried Ecchina Armor Break? It's a Japanese armor break mod that's still occasionally getting updates and the only semi modern one I know of. nasuno04 was converting some armors to support it like here and here and even had SMP effects for them but it's a lot of effort and so there are not many. I was hoping for more armor support before giving it a whirl. In any case, even if you don't use it it may give you some ideas.
Dorabella Posted August 26 Author Posted August 26 4 hours ago, shrtjsrtj said: Have you tried Green Tea ( this is where the download refers ) , does not work on Skyrim SE/AE, is not compatible with any kind of HUD replacer As far as I understand, the effect is not to actually break the armor when it takes a certain amount of damage but to hide some NiTriShapes , by simply making them disappear.There is no effective replacement of damaged meshes. BWA (Break Weapon Armor ) it does more or less the same thing. It is removed, or falls to the ground My plan is to have you walk around Skyrim with a visibly broken outfit. Since it cannot be removed/replaced (NON-Playable), meaning it is not in your inventory but only worn, you will be forced to repair it with its recipe to have it intact again.
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