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[Project] Attempted tearing of clothing


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Posted

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

 

Immagine2.jpg.12815b288414b97fda0a413c3e86bbb8.jpg

 

Medium Damage

 

Immagine.jpg.c8c9e07e43840920f353aa15c8fe70d9.jpg

 

Heavy Damage

 

Immagine1.jpg.47ec01864092ebccdb884f2b321ff697.jpg

 

 

 

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

enb2025_12_31_04_52_37.jpg.3e3089025385070f03ec1f183e348613.jpg

 

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 

 

 

 

Posted (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 by traison
Posted
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.

Posted
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.

Posted
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

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