Jump to content

[Req] Breaking Undies


Recommended Posts

Posted

So could you create a rape mod and implement this system into it ? Would this system also work for normal clothing ? I dont think i would rape full armored female warriors :D

Posted

Ugh, pretty huge setback. I have the system working perfectly for the player.

 

Unfortunately, I'm having trouble getting NPCs to want to wear the breakable armor because I THINK their outfits keep overriding it. The reason is that 0 armor tokens are equipped on the body slot to act as the models while the actual armor is equipped in a separate slot to provide stats (the actual armor object has all of its models removed). When the NPC sees that a 0 armor object has been equipped in its body slot, it reverts back to its default outfit.

 

Hmmmmmmmmmmm....

 

EDIT:

 

@jiggazigga: Yeah, it could be done. I doubt I'd do it though as I find programming animation scripts to be very un-fun. I am pretty certain it works for normal clothing too, but I have to check. It depends on if it uses the same equipment slots.

 

Regarding my above issue with NPCs equipping stuff, I've made at least a little headway. I'm exploiting what appears to be a bug in that you can equip multiple items on the same equipment slot as long as you equip/unequip things in the correct order (in this case, the body slot). It works with the player, but strangely enough the exploit doesn't seem to work for the NPC. I'll try some more stuff tomorrow.

Posted

Unfortunately' date=' I'm having trouble getting NPCs to want to wear the breakable armor because I THINK their outfits keep overriding it. The reason is that 0 armor tokens are equipped on the body slot to act as the models while the actual armor is equipped in a separate slot to provide stats (the actual armor object has all of its models removed). When the NPC sees that a 0 armor object has been equipped in its body slot, it reverts back to its default outfit.

[/quote']

 

You could try setting outfit to None. Then they should wear what they're told to ... I think.

 

You'd need to reset the outfit though when they passed out of PC range, or else they'll turn up naked the next time the PC meets them. (OK, there are worse bugs, granted :))

 

Posted

Unfortunately' date=' I'm having trouble getting NPCs to want to wear the breakable armor because I THINK their outfits keep overriding it. The reason is that 0 armor tokens are equipped on the body slot to act as the models while the actual armor is equipped in a separate slot to provide stats (the actual armor object has all of its models removed). When the NPC sees that a 0 armor object has been equipped in its body slot, it reverts back to its default outfit.

[/quote']

 

You could try setting outfit to None. Then they should wear what they're told to ... I think.

 

You'd need to reset the outfit though when they passed out of PC range, or else they'll turn up naked the next time the PC meets them. (OK, there are worse bugs, granted :))

 

 

I don't think editing the outfit would help because the NPC may not have a full set of breakable armor, and in turn would be missing boots or gloves or something. I think I'm going to see if it's possible to edit the default race that playable armor uses so that the body texture is correct for the 'un-named' equipment slots. Currently if you equip a piece of armor that has a 'body' model (showing skin) in one of the unused slots, the model appears as having burnt skin as opposed to the correct skin texture and tint. If I can edit this then I can form a workaround.

Posted

I don't think editing the outfit would help because the NPC may not have a full set of breakable armor' date=' and in turn would be missing boots or gloves or something. I think I'm going to see if it's possible to edit the default race that playable armor uses so that the body texture is correct for the 'un-named' equipment slots. Currently if you equip a piece of armor that has a 'body' model (showing skin) in one of the unused slots, the model appears as having burnt skin as opposed to the correct skin texture and tint. If I can edit this then I can form a workaround.

[/quote']

 

Uh-uh. Like this: http://www.creationkit.com/SetOutfit_-_Actor

 

Not editing the outfit: changing the outfit the actor wears to None

Posted

I don't think editing the outfit would help because the NPC may not have a full set of breakable armor' date=' and in turn would be missing boots or gloves or something. I think I'm going to see if it's possible to edit the default race that playable armor uses so that the body texture is correct for the 'un-named' equipment slots. Currently if you equip a piece of armor that has a 'body' model (showing skin) in one of the unused slots, the model appears as having burnt skin as opposed to the correct skin texture and tint. If I can edit this then I can form a workaround.

[/quote']

 

Uh-uh. Like this: http://www.creationkit.com/SetOutfit_-_Actor

 

Not editing the outfit: changing the outfit the actor wears to None

 

Well, what I mean is if the outfit is set to none and I give the NPC breakable chest armor (body only, not boots or gloves), they will end up with no boots or gloves on (I imagine anyways).

 

Posted

Oh right. Yeah, you'd need to equip her current garments back on again. Which could be a pain because it's hard to tell what they're wearing to begin with

 

Yeah, I can see the problem

Posted

Oh right. Yeah' date=' you'd need to equip her current garments back on again. Which could be a pain because it's hard to tell what they're wearing to begin with

 

Yeah, I can see the problem

[/quote']

 

Well, I'm trying to see if I can use a different slot for the tokens that represent the armor models (to no success). I'm sure I'm missing something. I have the base armor object that has the stats (with no model... aka no armor addons in the list... the base armor object as I call it is just to add the stats of the armor) taking up the Body slot. This is necessary for NPCs to know what to do with it (a solution to the aforementioned problem). A token representing a damage level has to be equipped *with* that base armor object in order for the armor model to show up.

 

The problem I'm running into with this is that unless I include the 'BODY' slot in the token's armor addon's biped object list, no model at all shows up. This wouldn't be a problem save for the fact that when I DO include the 'body' slot in the armor addon biped object list, the skin texture is messed up because the token isn't using the Body equipment slot. It's really weird, and I'm sure I'm missing something >.>... unfortunately I can't find any tutorials on creating armor that use other slots / biped object parts.

 

EDIT: I found my problem... apparently there's a block in the nif file that needs to explicitly state what biped object slots the nif is visible in. I have to say, Beth's design for equipment slots is needlessly complex and not transparent at all (needs way more documentation). Now to spend more time testing...

Posted

Has no one thought of converting this to skyrim?

http://tes.nexusmods.com/downloads/file.php?id=29751

 

Example of breaking levels

 

39681-1-1312969300.jpg

 

 

Maybe it could be done in terms of health?

Or maybe a whole new system of durability and repair.

But I guess it'll end up like Kabod Online; nobody repairing their armor.

 

 

I like that armored glove look on the 0-25% condition. ^^ now if only there are more of them...

Posted

Making this work for NPCs has been a ROYAL pain up to this point, but I've finally gotten somewhere. I've been testing it out with Lydia. From what I can tell, NPCs equip and unequip items to test whether they are 'better'. This broke pretty much everything with my script since it runs on OnEquipped events, but I've pretty much NPC-proofed it after about 4 hours of testing. I am positive it's still not in complete working order, but there's headway at least. I also need to test what happens if a male character equips breakable armor, considering I've been focusing on females... I'm pretty sure it would just use the male models and not bother anything, but yeah.

 

The one thing I'm currently curious about is the list of parameters that make an NPC decide to equip something. Is it based entirely on armor class for armor? Does it have to do with keywords, weight, or anything like that? If anyone knows I'd appreciate it.

Posted

since nowadays there are lots of stuff made using the unused slots, cloak, and other thing, is it possible to write a script to un-mount item from one slot and another,

for example that scamps armor made by Brokefoot can serve perfectly for a breaking undies when this is possible.

Posted

Hoping someone with some scripting experience can take a look at this.

 

I'm experiencing a weird issue. I have a while loop running inside an OnEquipped event on a script attached to a piece of 'breakable' armor. When the conditions for the armor to break are met while an NPC is wearing this armor, the script is supposed to add a single item (a different piece of armor functioning as a model for a damage level of the breakable armor) to the NPC's inventory (which they subsequently equip since it is a piece of armor). I have the additem function inside an if statement that explicitly states only to add the item if 0 are found in the NPC's inventory. Problem is, it seems to be adding a random amount of the items (usually 0 through 15) despite this condition.

 

----------

 

EDIT: I found a solution to this problem. By changing the aforementioned additem functions to equipitem with a "stay equipped" parameter set to true, the NPC will receive a single instance of the item and no more, and won't be able to waffle about equipping it or not.

  • 4 weeks later...
Posted

Any news on this excellent effort at bringing BU to Skyrim?

 

I started a topic on this board called Dynamic Armor Framework a couple of weeks ago. It's a mod that will encompass the capability for BU type armors. The code for the mod works in a testing environment, but I want to test it on a variety of armor sets in a gameplay type setting before I go releasing anything. Therefore I've spent the last couple of weeks working on an armor pack that I would actually want to spend the time making compatible for the dynamic armor mod. Expect to hear me rant more about the dynamic armor framework mod in a few weeks, once that armor pack project is done :D.

  • 2 months later...
  • 2 weeks later...
Posted

"Or maybe a whole new system of durability and repair."

OMG OMG OMG i been bugging Bethesda with like 10 emails a month for a wepons and armour durability mod even a dlc i mean the smithing system would be awesome with it !

  • 1 month later...
Posted

Okay, I've finally taken some time to jump back into Skyrim modding.

 

I took a look at the Amiella scripts and system that it works on. It has the capacity to switch out meshes but this wasn't utilized by the author (he instead chose to use texture sets to change out the texture on one mesh). That said, it uses a ring slot and has no capability for carrying upgrade or enchantment data over between 'break levels'.

 

Aside from that, it's pretty similar to the system I have made. I'm finally putting it into use and making a couple decent BU sets to try it out on. To be specific, I'm making the CBBE Remodeled Armor by Mak07 (the one I made the non nude version for, which is also still in the works) both Bodyslide++ compatible and doing this. I figure I may as well knock out lots of stuff at once.

 

The system, as I think I said earlier, works for all NPCs and the player (still has yet to be tested 100% thoroughly but I plan on doing that as I make some sets and play the game some). The script can be changed out for each set of armor so that different armor can break on different conditions, but anything I release will probably use the same script.

 

I'll keep you all posted.

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...