Monsto Brukes Posted October 8, 2012 Posted October 8, 2012 something else: it seems that equipped items have an objref. how about that' date=' huh? what could you do with that? [/quote'] Did you see someplace how you can access it? The stuff I tried just returned the actor's reference ID, not the equipped item. can you wheel thru the equipped items and see what it returns? Nah it has to have a script with the debug code attached to the object. There may be a problem in that I'm not accessing the proper value though. Where'd you see that equipped objects have a reference ID? there isnt' a whole lot to refer to on it. . . that's why i didn't link it. http://cekirge.tv/watch_video.php?v=KK39331U8RAM probably would either have to google-fu what that means or post in that thread.
JosefGrey Posted October 8, 2012 Author Posted October 8, 2012 something else: it seems that equipped items have an objref. how about that' date=' huh? what could you do with that? [/quote'] Did you see someplace how you can access it? The stuff I tried just returned the actor's reference ID, not the equipped item. can you wheel thru the equipped items and see what it returns? Nah it has to have a script with the debug code attached to the object. There may be a problem in that I'm not accessing the proper value though. Where'd you see that equipped objects have a reference ID? there isnt' a whole lot to refer to on it. . . that's why i didn't link it. http://cekirge.tv/watch_video.php?v=KK39331U8RAM probably would either have to google-fu what that means or post in that thread. Wrong link? Or is it some cryptic message in the video lol? EDIT: Some interesting stuff in this thread: http://www.gameskyrim.com/getting-objectreference-for-equipped-item-t257865.html Someone says they can access the equipped item reference by doing exactly what I did (attaching a script and using "self"), but it didn't work for me. Need to read it more thoroughly though... Also, it seems someone figured out the drop/get reference method we talked about and it didn't work out well (was too slow). EDIT2: Ahhh ya know what? Just thought of something. When I was testing if I could get a reference from the armor, I was using the GetItemHealthPercent() function (which was returning a 0.0000, which to me meant it wasn't acquiring the reference). I'll bet that function is left over from Oblivion much like the damage functions are left over from Fallout 3, and thus it is disabled (meaning it will always return a 0.0000). If that's true, that means I probably really was getting a reference for the armor. But (assuming the above is true) without the Get/SetItemHealthPercent() function I've got no parameters I can set for an object reference (there are no object reference functions for setting things like weight/value/armor rating etc). Hrmmmmmmmm.
Monsto Brukes Posted October 8, 2012 Posted October 8, 2012 Did you see someplace how you can access it? The stuff I tried just returned the actor's reference ID' date=' not the equipped item. [/quote'] can you wheel thru the equipped items and see what it returns? Nah it has to have a script with the debug code attached to the object. There may be a problem in that I'm not accessing the proper value though. Where'd you see that equipped objects have a reference ID? there isnt' a whole lot to refer to on it. . . that's why i didn't link it. http://cekirge.tv/watch_video.php?v=KK39331U8RAM probably would either have to google-fu what that means or post in that thread. Wrong link? Or is it some cryptic message in the video lol? EDIT: Some interesting stuff in this thread: http://www.gameskyrim.com/getting-objectreference-for-equipped-item-t257865.html Someone says they can access the equipped item reference by doing exactly what I did (attaching a script and using "self"), but it didn't work for me. Need to read it more thoroughly though... Also, it seems someone figured out the drop/get reference method we talked about and it didn't work out well (was too slow). wtf . . . c/p has been absolutely fucked up in chrome. this is a perfect example. click the direct link to the msg (on the right) it pops a li'l dialog, ctrl-c copied not the url but the url to a different tab. so the real link is: http://forums.bethsoft.com/topic/1409318-wipz-skyrim-script-extender-skse/page__view__findpost__p__21618832 and so you know, gameskyrim.com is a faked site. the users/profiles are ripped straight from facebook, the post counts are fakes, and the posts are aggregate from a number of forums but mostly the bethsoft forums which apparently block search engines (there's never any google search results)
JosefGrey Posted October 8, 2012 Author Posted October 8, 2012 can you wheel thru the equipped items and see what it returns? Nah it has to have a script with the debug code attached to the object. There may be a problem in that I'm not accessing the proper value though. Where'd you see that equipped objects have a reference ID? there isnt' a whole lot to refer to on it. . . that's why i didn't link it. http://cekirge.tv/watch_video.php?v=KK39331U8RAM probably would either have to google-fu what that means or post in that thread. Wrong link? Or is it some cryptic message in the video lol? EDIT: Some interesting stuff in this thread: http://www.gameskyrim.com/getting-objectreference-for-equipped-item-t257865.html Someone says they can access the equipped item reference by doing exactly what I did (attaching a script and using "self")' date=' but it didn't work for me. Need to read it more thoroughly though... Also, it seems someone figured out the drop/get reference method we talked about and it didn't work out well (was too slow). [/quote'] wtf . . . c/p has been absolutely fucked up in chrome. this is a perfect example. click the direct link to the msg (on the right) it pops a li'l dialog, ctrl-c copied not the url but the url to a different tab. so the real link is: http://forums.bethsoft.com/topic/1409318-wipz-skyrim-script-extender-skse/page__view__findpost__p__21618832 and so you know, gameskyrim.com is a faked site. the users/profiles are ripped straight from facebook, the post counts are fakes, and the posts are aggregate from a number of forums but mostly the bethsoft forums which apparently block search engines (there's never any google search results) Yeah, I figured as much, but the thread seemed authentic (wherever it actually came from heh). Regarding the post and what I mentioned in my last post, I probably can access the references for equipped stuff. The question is, what can I currently do with it for what we're trying to do >.>...
Monsto Brukes Posted October 9, 2012 Posted October 9, 2012 Nah it has to have a script with the debug code attached to the object. There may be a problem in that I'm not accessing the proper value though. Where'd you see that equipped objects have a reference ID? there isnt' a whole lot to refer to on it. . . that's why i didn't link it. http://cekirge.tv/watch_video.php?v=KK39331U8RAM probably would either have to google-fu what that means or post in that thread. Wrong link? Or is it some cryptic message in the video lol? EDIT: Some interesting stuff in this thread: http://www.gameskyrim.com/getting-objectreference-for-equipped-item-t257865.html Someone says they can access the equipped item reference by doing exactly what I did (attaching a script and using "self")' date=' but it didn't work for me. Need to read it more thoroughly though... Also, it seems someone figured out the drop/get reference method we talked about and it didn't work out well (was too slow). [/quote'] wtf . . . c/p has been absolutely fucked up in chrome. this is a perfect example. click the direct link to the msg (on the right) it pops a li'l dialog, ctrl-c copied not the url but the url to a different tab. so the real link is: http://forums.bethsoft.com/topic/1409318-wipz-skyrim-script-extender-skse/page__view__findpost__p__21618832 and so you know, gameskyrim.com is a faked site. the users/profiles are ripped straight from facebook, the post counts are fakes, and the posts are aggregate from a number of forums but mostly the bethsoft forums which apparently block search engines (there's never any google search results) Yeah, I figured as much, but the thread seemed authentic (wherever it actually came from heh). Regarding the post and what I mentioned in my last post, I probably can access the references for equipped stuff. The question is, what can I currently do with it for what we're trying to do >.>... that thread is the place to ask. the skse guys attend to that whole family of threads and they seem attentive enough. protocol might be that you'd start a new thread, but it's not guaranteed that they'll even look at it.
JosefGrey Posted October 9, 2012 Author Posted October 9, 2012 So yeah, crazy day working on this. Ran into some major problems but I think it's turned into something positive. When making the Dragonscale BU armor I realized that heavy armor elements shouldn't bounce with BBP animations. This immediately became a problem because while the armor was there BBP animations would clip terribly, but once the armor was gone I needed to have the BBP animations work. Doing this with one body model is impossible. SOOooo, I had to find a way to implement the usage of multiple body models within the BU process. This is an issue I've been trying to solve for awhile. The problem is that only equipment in the BODY slot is able to retrieve the correct body texture info for an actor's selected race (as far as I know anyways... I have a thread posted here in which hopefully someone who knows more than me will give me an even better solution to this problem). Since the base armor object is equipped in the BODY slot, and cannot be swapped out dynamically because the armor would lose enchantment/smithing info, we have to settle for one of the Unnamed slots for the body model to be "worn" in (like a piece of armor). This presents a problem. If I'm an Argonian and I put on a piece of armor with a body model in it that has the default human texture, I'll have a human body texture on my Argonian. This means that in the .esp there must be a series of armor objects for each kind of beast race (and ideally commonly used custom races that use alternative textures). What I've done is added a small piece to the BU script that checks the actor's race on equip. It then selects an array of bodies based on the race. Lastly, it equips one of those bodies and swaps it out (just like the stages of BU armor) once all the heavy armor pieces have broken away. Actually, not even that. It allows the BU armor to "call" for a new body based on a keyword on the BU armor stage object. This means if I want a new body on BU stage 3, 5, and 7, I could do it simply by adding a "ChangeBody" keyword on the armor objects for stages 3, 5, and 7. In addition, this allows us to make BU armor sets with "special" body types, such as "push-up" bodies or whatever else (assuming the BBP animations work with them). If we ever find a way to get the correct body texture info for equipment in a non-Body slot we can sidestep this, but until then this should work really well. Also, I'll eventually write a tutorial for all of this for people that want to make their own BU armor. It's not that hard if I give screenshots to guide you. Anyways, I'm gonna try and implement this and see how it goes.
JosefGrey Posted October 10, 2012 Author Posted October 10, 2012 Just finished the body swapper addition to the script and BU design... still have to test it out though. To give you the status of where I'm at with things: - Thanks to my new partner, a lot of the MAK07 armor sets have been converted to CBBEV3 (this is the initial step in making a BU armor that will eventually be Bodyslide compatible). - Imperial Light Armor is done and is now Bodyslide compatible. - Imperial Studded Armor stages are halfway done being modeled. - Dragonscale Armor stages are almost done being modeled. - Durability is working, just need to test it on NPCs. - The body swapper code/design is implemented, just need to test it. - New .esm for DAF has been made. Still filling it up with body objects. - I've gotten some sound samples to use for armor "breaking". Each armor can have a different sound for every stage. - I've been researching if it's possible to make a new bar on the UI for durability. If anyone knows anything about Scaleform or Actionscript and would like to help out, let me know! The new script is approaching 250 lines of code... Scriptname aaDAFArmorScript extends ObjectReference ;DAF Properties Armor[] Property DynamicArmorProperty Auto Armor[] Property HumanBodyProperty Auto Armor[] Property KhajiitBodyProperty Auto Armor[] Property ArgonianBodyProperty Auto Armor[] Property LunariBodyProperty Auto ;BU Properties MiscObject Property DurabilityProperty Auto Float Property ToughnessProperty Auto VisualEffect Property BreakEffectProperty Auto ;DAF variables int count int numStages int numBodyStages int newStage int newBodyStage int currentStage int currentBodyStage float stageInterval float currentInterval race actorRace keyword newBody armor[] body ;BU variables int numDurability int newNumDurability float actorsHealth float initHealth float duraPercent float healthDiff ;GetNumStages() gets the number of models for this dynamic armor OR for body int Function GetNumStages(Armor[] ArmProp, int index) global While (ArmProp[index] != None) index += 1 EndWhile index -= 1 Return index EndFunction ;Cycles through armor objects checking keywords to get the current body stage int Function GetBodyStage(Armor[] DynArmProp, int armorStage) global int index = 1 int bodyStage = 0 keyword chgBody = Keyword.GetKeyword("ChangeBody") while (index <= armorStage) if(DynArmProp[index].HasKeyword(chgBody)) bodyStage += 1 endif index += 1 endwhile return bodyStage EndFunction ; States are to prevent psychotic AI behavior that causes threading issues. Auto State Inactive Event OnEquipped(Actor akActor) ;akActor.additem(DurabilityProperty, 100, true) ;Find the wearer's race actorRace = akActor.GetRace() ;Choose the body for the race of the wearer if(actorRace == "ImperialRace" || "HighElfRace" || "DarkElfRace" || "NordRace" || "OrcRace" || "RedguardRace" || "WoodElfRace" || "BretonRace") body = HumanBodyProperty elseif (actorRace == "KhajiitRace") body = KhajiitBodyProperty elseif (actorRace == "ArgonianRace") body = ArgonianBodyProperty elseif (actorRace == "LunariRace") body = LunariBodyProperty endif debug.messagebox("race: " + actorRace) ;initalize DAF variables count = 1 numStages = GetNumStages(DynamicArmorProperty, 1) numBodyStages = GetNumStages(body, 0) stageInterval = (1.0 / numStages) ;================BEGIN INITIAL CONDITIONS=============== actorsHealth = akActor.GetActorValuePercentage("Health") if (actorsHealth > 1.0) actorsHealth = 1.0 endif initHealth = actorsHealth numDurability = akActor.GetItemCount(DurabilityProperty) ;if no durability tokens for this armor in inventory, then ;this armor type has not been worn before by this actor. if (numDurability == 0) akActor.additem(DurabilityProperty, 100, true) numDurability = 100 endif duraPercent = (numDurability as float) / 100.0 ;calculate the initial armor stage at equip while (duraPercent > (stageInterval * (count as float))) count += 1 endwhile ;=================END INITIAL CONDITIONS================ ;set the initial armor stage at equip newStage = (numStages - count) + 1 ;get the initial body stage newBodyStage = GetBodyStage(DynamicArmorProperty, newStage) GoToState("") ;equip initial stage token and initial body akActor.EquipItem(DynamicArmorProperty[newStage], false, true) akActor.EquipItem(body[newBodyStage], false, true) ;re-initialize counter, set initial stage to current stage count = 1 currentStage = newStage currentBodyStage = newBodyStage while (akActor.IsEquipped(DynamicArmorProperty[0])) ;=====================BEGIN CONDITIONS=================== ; set up post-equip condition variables ; check if actor's health has changed actorsHealth = akActor.GetActorValuePercentage("Health") ;failsafe against negative health (dead actor) if (actorsHealth < 0.0) actorshealth = 0.0 ;failsafe against health somehow being over maximum elseif (actorsHealth > 1.0) actorshealth = 1.0 endif ;actor's health has gone up elseif actor has taken damage if (actorsHealth > initHealth) initHealth = actorsHealth elseif (actorsHealth < initHealth) healthDiff = initHealth - actorsHealth duraPercent -= (healthDiff / ToughnessProperty) ;must keep at least one token as a record that this ;armor type has been worn by actor if (duraPercent < 0.01) duraPercent = 0.01 endif initHealth = actorsHealth newNumDurability = (duraPercent * 100.0) as int ;give actor correct amount of durability tokens. Never remove all of them. if (newNumDurability < numDurability) akActor.RemoveItem(DurabilityProperty, (numDurability - newNumDurability) , true) elseif (newNumDurability > numDurability) akActor.AddItem(DurabilityProperty, (newNumDurability - numDurability) , true) endif numDurability = newNumDurability endif ;check if stage has changed due to change in condition variable value while (duraPercent > (stageInterval * (count as float))) count += 1 endwhile ;=====================END CONDITIONS=================== newStage = (numStages - count) + 1 ;update armor model if newStage != currentStage BreakEffectProperty.Play(akActor, 1.0) ;see if body stage changed, and if it does, equip new stage object newBodyStage = GetBodyStage(DynamicArmorProperty, newStage) if newBodyStage != currentBodyStage if (akActor.GetItemCount(body[newBodyStage]) == 0) akActor.EquipItem(body[newBodyStage], false, true) endif ;wait a bit before removing old body object to prevent flicker in transition utility.wait(0.25) akActor.RemoveItem(body[currentBodyStage], 1, true) endif ;akActor.RemoveItem(DynamicArmorProperty[currentStage], 1, true) if (akActor.GetItemCount(DynamicArmorProperty[newStage]) == 0) akActor.EquipItem(DynamicArmorProperty[newStage], false, true) endIf ;wait a bit before removing old armor object to prevent flicker in transition utility.wait(0.25) akActor.RemoveItem(DynamicArmorProperty[currentStage], 1, true) currentStage = newStage endif ;re-initialize counter variable count = 1 endwhile ;failsafe for stage object removal to override NPC trying to keep stage objects equipped when choosing to change to better armor. count = 1 while (count <= numStages) akActor.UnequipItem(DynamicArmorProperty[count], true, true) akActor.RemoveItem(DynamicArmorProperty[count], 1, true) count += 1 endwhile ;do the same as above for body stage objects count = 0 while (count <= numBodyStages) akActor.UnequipItem(body[count], true, true) akActor.RemoveItem(body[count], 1, true) count += 1 endwhile GoToState("Inactive") endEvent EndState I believe I can (as opposed to what I thought earlier) use the OnHit event as opposed to the giant while loop I'm using in the center of the script. If this is true it will reduce the the resource weight of the script significantly, with the added benefit of only direct damage affecting durability. That will have to wait for another version though... already a ton of stuff to test. EDIT: posted a pic taken in Blender of one of the damage stages for Dragonscale. The broken bone plate is a good example of why editing textures wasn't sufficient for a BU framework. EDIT 2: Woohoo, the body swapper works flawlessly. At least on the player. Have to test on NPCs still.
JosefGrey Posted October 11, 2012 Author Posted October 11, 2012 Quick little video to show how I've weighted the body/undergarment so that only the top moves for breast animations. If I hadn't there'd have been clipping all throughout the chest piece. This is why the body swapper is necessary (so that as the armor goes away more of the chest area can become weighted). https://www.dropbox.com/s/pz5uebr5vnu57rp/TESV%202012-10-10%2019-53-10-80.avi
spore123 Posted October 11, 2012 Posted October 11, 2012 LOVE THIS MOD I'm using UNP-B body model and these fit in quite nicely, only issue I am really seeing is that when the armour becomes ripped the tits graphically seem a little odd although nothing major cannot WAIT for more armour and for the wear to be disassociated form health (heal to damn fast )
JosefGrey Posted October 12, 2012 Author Posted October 12, 2012 Dragonscale skirt... after seeing the color of the scales on the gloves/boots, I think I might change the color to match them. Was originally trying to match the metal on the armor. Otherwise, I think it came out pretty cool. I'm currently working on figuring out what to do about non-BBP idles. On heavy armor where the plate part isn't weighted, the non BBP idles are causing an issue with clipping (you know, where the breasts hang out in mid air, not moving, all goofy). Since this is a problem with the idles and not my armor, I may convert some popular idles to be BBP compatible. On that note, I'm not sure I even know of any idles that *ARE* BBP compatible... would definitely like one to compare to... EDIT: Yeah... so after testing more, I think the most rational thing to do is to drop "halfway" BBP... by that I mean, I won't be custom weighting the body for each heavy armor set that would restrict partial .... jiggliness. It seems that all animations other than the BBP anims run into issues that aren't easily overcome if I try to only weight part of the breasts. Soooo, for heavy armor that has hardware in that area that I don't think would jiggle (such as a giant bone breastplate), I'm going to remove the breast weighting, then swap in a body *with* weighting once the armor disappears in the later BU stages. This will also cut down on development time, but if it is super undesirable then it can be edited in later. On another note, the Dragonscale undergarments definitely look better in this color scheme.... see the second picture I've attached.
Jimjim117 Posted October 12, 2012 Posted October 12, 2012 Nice, Like the new color scheme. The TBBP thread comes with TBBP Idles, not sure if that helps. It will be the future of BBP though so no harm in using them as a reference instead with the new breast nodes for more realistic animation. I personally can't get it to work with anything other then cbbe but then again that won't be a problem for this project.
soldier321 Posted October 12, 2012 Posted October 12, 2012 Hey! great mod, but I downloaded the imperial light armor and it isn't showing at all, it simply makes my character nude. Looking at the nif file and it is just a naked body, is there something else I need to do?
Gorebain Posted October 12, 2012 Posted October 12, 2012 just a small question / idea. but when the druability gets low what exactly will you need to be able to restore it to full? i was thinking maybe having to find a armor enhancement table and needing the materials to make the armor in order to repair it.
JosefGrey Posted October 12, 2012 Author Posted October 12, 2012 Hey! great mod' date=' but I downloaded the imperial light armor and it isn't showing at all, it simply makes my character nude. Looking at the nif file and it is just a naked body, is there something else I need to do? [/quote'] Did you install the DAF scripts? Those are on the original post as well. Sounds like that's what's missing. just a small question / idea. but when the druability gets low what exactly will you need to be able to restore it to full? i was thinking maybe having to find a armor enhancement table and needing the materials to make the armor in order to repair it. That's a good idea, but I'm not too sure how I could change the function of the enhancement table since I think it is hardcoded. I could however include in the smithing perks recipes for making "repair kits" at the forge for each armor type (and these would require materials similar to the armor). Firstly though I want to add a conversation option to blacksmith NPCs to repair armor for a fee. If you guys want to help me out A LOT, you could give me the locations of blacksmiths in the game. I've actually only played to like level 30, so there's a lot of places I haven't found. I imagine there may be a list of them on one of the wikis... I'll look into that... Aha! got a list: http://www.uesp.net/wiki/Skyrim:Blacksmith
Monsto Brukes Posted October 12, 2012 Posted October 12, 2012 i would suggest against repair kits unless they are only marginally effective. suddenly you have to balance kit price vs repair price and kit materials against self-repair materials. without a kit, it's repair price against self repair materials which is a much easier balance. lets say a single kit repairs 50% of existing damage. if your armor is at 20%, 3 kits gets you to 90% which is certainly "good enough" right? at this point the kit should be expensive enough to have the discussion "should i use the kits or just run to markarth?" what materials do you put in the kit? do they have durability? prob easier to just make the whole thing 1-shot. do you make the kit or buy it from the smith? If you make it, what's it require bla bla bla. without a kit, the compared costs are simple: skills vs money. either you have the perk/skill level, or you pay someone. To further the self-repair thing, there are mini-forges scattered around. TBPH i think that's enough. you might go on a mission to add a few, but i'm not sure that's necessary. Now consider the armor-type balance... iron = weakest, dragon/daedric/glass = toughest. if you're wearing iron armor, you're at a level where you're fighting a lot of guys with iron armor. So forget repairing, reap. If you're wearing tough armor, it's going to last you thru more than a couple or more complete adventures... meaning that you'll have plenty of time to repair it between adventures. even the middlin armor -- elven/dwarven -- they're not so common, but I don't think it's unreasonable to expect a set to last thru one full adventure... blackreach probably the most notable exception. that's a huge area and long adventure. Then there's the question of repair materials... ingots? ore? surplus armors? My thoughts: 1) I don't think adding an extra asset (armor enchantment table) is necessary. I think you should be able to repair to 100% only at city forges, less (75%?) at non city. This can be accomplished by limiting the effectiveness of repairs across the board and giving a bonus at city forges. this way you don't have to go hunting for every anvil and pit in the game. 1a) You COULD even get really poindexter about forge effectiveness and assign a 'repair value' to the different forge items in the game and then add it all up based on their proximity. So say if there's a full pit and anvil in proximity but no wheel, table or rack. Or like the war camps, there's a small pit and small anvil, sometimes a table and rarely a rack or wheel. it makes sense that you could only get up to say 50%. And no, a wheel and rack have nothing to do with glass armor, but it's about the completeness of the forge area. If you count a smelter in this, only whiterun would be considered a 'complete forge' as the other cities don't have one all that close. markarth's is the 2nd closest. 2) give repair bonuses for using surplus armor (+10%? to the repair results) instead of ingots. I suppose ore could be a base requirement for repair instead of ingots allowing a small bonus for using ingots. I really think tho that ore should be a non-starter as it is yet another thing to balance the 'ores for repair' mechanic vs the 'multiple ores per ingot' mechanic. either way, using improved materials won't matter at a city forge as you can repair it all the way anyhow. 3) non-city repairs should have a randomness factor. rather than just repairing directly to 75%, the repair fixes a percentage based on the hardness of the armor. iron = 30-50% per ingot, daedric 10-15% per ingot . . . or something. i'm just throwing numbers out there to illustrate the point. even so, at a city forge, rather than 30-50% per repair, it's just 50%. hmmm... perhaps ores could be used for finer repairs, say 33 or 40% the effectiveness of ingots so you don't have to burn a whole ingot going from 93% to 100%. 4) will the armors weight scale with effectiveness?
JosefGrey Posted October 12, 2012 Author Posted October 12, 2012 i would suggest against repair kits unless they are only marginally effective. suddenly you have to balance kit price vs repair price and kit materials against self-repair materials. without a kit' date=' it's repair price against self repair materials which is a much easier balance. lets say a single kit repairs 50% of existing damage. if your armor is at 20%, 3 kits gets you to 90% which is certainly "good enough" right? at this point the kit should be expensive enough to have the discussion "should i use the kits or just run to markarth?" what materials do you put in the kit? do they have durability? prob easier to just make the whole thing 1-shot. do you make the kit or buy it from the smith? If you make it, what's it require bla bla bla. without a kit, the compared costs are simple: skills vs money. either you have the perk/skill level, or you pay someone. To further the self-repair thing, there are mini-forges scattered around. TBPH i think that's enough. you might go on a mission to add a few, but i'm not sure that's necessary. Now consider the armor-type balance... iron = weakest, dragon/daedric/glass = toughest. if you're wearing iron armor, you're at a level where you're fighting a lot of guys with iron armor. So forget repairing, reap. If you're wearing tough armor, it's going to last you thru more than a couple or more complete adventures... meaning that you'll have plenty of time to repair it between adventures. even the middlin armor -- elven/dwarven -- they're not so common, but I don't think it's unreasonable to expect a set to last thru one full adventure... blackreach probably the most notable exception. that's a huge area and long adventure. Then there's the question of repair materials... ingots? ore? surplus armors? My thoughts: 1) I don't think adding an extra asset (armor enchantment table) is necessary. I think you should be able to repair to 100% only at city forges, less (75%?) at non city. This can be accomplished by limiting the effectiveness of repairs across the board and giving a bonus at city forges. this way you don't have to go hunting for every anvil and pit in the game. 1a) You COULD even get really poindexter about forge effectiveness and assign a 'repair value' to the different forge items in the game and then add it all up based on their proximity. So say if there's a full pit and anvil in proximity but no wheel, table or rack. Or like the war camps, there's a small pit and small anvil, sometimes a table and rarely a rack or wheel. it makes sense that you could only get up to say 50%. And no, a wheel and rack have nothing to do with glass armor, but it's about the completeness of the forge area. If you count a smelter in this, only whiterun would be considered a 'complete forge' as the other cities don't have one all that close. markarth's is the 2nd closest. 2) give repair bonuses for using surplus armor (+10%? to the repair results) instead of ingots. I suppose ore could be a base requirement for repair instead of ingots allowing a small bonus for using ingots. I really think tho that ore should be a non-starter as it is yet another thing to balance the 'ores for repair' mechanic vs the 'multiple ores per ingot' mechanic. either way, using improved materials won't matter at a city forge as you can repair it all the way anyhow. 3) non-city repairs should have a randomness factor. rather than just repairing directly to 75%, the repair fixes a percentage based on the hardness of the armor. iron = 30-50% per ingot, daedric 10-15% per ingot . . . or something. i'm just throwing numbers out there to illustrate the point. even so, at a city forge, rather than 30-50% per repair, it's just 50%. hmmm... perhaps ores could be used for finer repairs, say 33 or 40% the effectiveness of ingots so you don't have to burn a whole ingot going from 93% to 100%. 4) will the armors weight scale with effectiveness? [/quote'] Heh, well, I wasn't planning on getting *that* detailed with repairing, mainly because it would take a month to code all of that and get it working right. I do like your randomness idea though. It reminds me of the repair hammers from Oblivion (which is something that I could do within a reasonable amount of time). But yeah, first of all there needs to be a reason to repair. Currently there is none, since armor being broken doesn't negatively affect stats. I still have to figure out if there's a way to impose negative armor via magic effect.
soldier321 Posted October 12, 2012 Posted October 12, 2012 Hey! great mod' date=' but I downloaded the imperial light armor and it isn't showing at all, it simply makes my character nude. Looking at the nif file and it is just a naked body, is there something else I need to do? [/quote'] Did you install the DAF scripts? Those are on the original post as well. Sounds like that's what's missing. yes i installed it and the other armor works an intended but now the mak07 one.
JosefGrey Posted October 12, 2012 Author Posted October 12, 2012 Hey! great mod' date=' but I downloaded the imperial light armor and it isn't showing at all, it simply makes my character nude. Looking at the nif file and it is just a naked body, is there something else I need to do? [/quote'] Did you install the DAF scripts? Those are on the original post as well. Sounds like that's what's missing. yes i installed it and the other armor works an intended but now the mak07 one. Iiinteresting. Here's some questions that might help me figure it out: What race is your character? Is an item that is named after a number (like 'ONE', 'TWO', etc.) appearing in your inventory soon after you equip the armor? Also, are you trying to use MAK's remodeled armor item (one you made at the forge), or just regular Imperial Light Armor? And, this is a goofy one, but you have a female character right? On another note, *super duper break through*. I was able to make a constant effect enchantment that *lowers* armor rating, by taking the fortify armor enchantment and simply checking the 'Detrimental' box. This makes all applied values negative. Here's an example pic to show what it will look like in your magic effects menu. I may change the visual and make the break level more descriptive.
soldier321 Posted October 13, 2012 Posted October 13, 2012 Hey! great mod' date=' but I downloaded the imperial light armor and it isn't showing at all, it simply makes my character nude. Looking at the nif file and it is just a naked body, is there something else I need to do? [/quote'] Did you install the DAF scripts? Those are on the original post as well. Sounds like that's what's missing. yes i installed it and the other armor works an intended but now the mak07 one. Iiinteresting. Here's some questions that might help me figure it out: What race is your character? Is an item that is named after a number (like 'ONE', 'TWO', etc.) appearing in your inventory soon after you equip the armor? Also, are you trying to use MAK's remodeled armor item (one you made at the forge), or just regular Imperial Light Armor? And, this is a goofy one, but you have a female character right? I got the armor from player.additem, and i am looking at the nif file "cuirasslight" that i downloaded yesterday and it is nothing but a naked body, the body type you are using for this armor. when i switch the "cuirasslight" and the "cuirasslightDMG1" name so i can at least try to see the armor, but it makes the body invisible
JosefGrey Posted October 13, 2012 Author Posted October 13, 2012 Hey! great mod' date=' but I downloaded the imperial light armor and it isn't showing at all, it simply makes my character nude. Looking at the nif file and it is just a naked body, is there something else I need to do? [/quote'] Did you install the DAF scripts? Those are on the original post as well. Sounds like that's what's missing. yes i installed it and the other armor works an intended but now the mak07 one. Iiinteresting. Here's some questions that might help me figure it out: What race is your character? Is an item that is named after a number (like 'ONE', 'TWO', etc.) appearing in your inventory soon after you equip the armor? Also, are you trying to use MAK's remodeled armor item (one you made at the forge), or just regular Imperial Light Armor? And, this is a goofy one, but you have a female character right? I got the armor from player.additem, and i am looking at the nif file "cuirasslight" that i downloaded yesterday and it is nothing but a naked body, the body type you are using for this armor. when i switch the "cuirasslight" and the "cuirasslightDMG1" name so i can at least try to see the armor, but it makes the body invisible Right--- can you answer the questions I asked above? EDIT: Also, is the Form ID you're using for the additem function 00013ed9?
soldier321 Posted October 13, 2012 Posted October 13, 2012 Cool that formID worked, the help function you post posted returned another ID for me
JosefGrey Posted October 13, 2012 Author Posted October 13, 2012 Cool that formID worked' date=' the help function you post posted returned another ID for me [/quote'] Awesome~, I'll bet it was probably the standalone armor that MAK07 releases. I'll make a note of that on the front page.
Otre Posted October 13, 2012 Posted October 13, 2012 Lots of work you putting in here. I really like that armor break idea and cant wait to see your results
JosefGrey Posted October 13, 2012 Author Posted October 13, 2012 Lots of work you putting in here. I really like that armor break idea and cant wait to see your results Thanks! So, here's an update of where I'm at with stuff... - Dynamic armor rating loss based on armor damage. It works great, but I'd like it to be more "effective". The armor loss basically works by placing a custom negative armor rating enchantment on each of the "model" armor objects. The higher the visual damage level, the more armor rating is removed. The problem is, it removes a static number that doesn't fluctuate with armor skill or by what armor perks a character has. So, if you're wearing Dragonscale armor and have all the perks and a high light armor skill, it will give (let's say) 200 armor, as opposed to the 45 it gives you at 15 light armor skill and 0 perks. Well, to keep from the possibility of *losing* armor (if you lost armor by wearing a broken piece of equipment, you'd just take it off... there'd be no point to wearing it), the most I can take off in this instance with this method is 45 (at full armor damage). Since enchantments are not something that can be swapped out dynamically per object reference, I'm going to have to think about this one a bit. You should be penalized for wearing broken armor, but not to the extent that it's better to take it off. - Dragonscale armor is done being modeled, mostly textured, UV mapped and (mostly) rigged. The first stage has been sent to be checked for errors with Bodyslide compatibility. Still needs some alpha textures too. - Will probably start modeling Dragonplate today. - Need to add in separate durability objects for each armor set in the CK. - Started on ideas for a method of repairing player armor and follower armor via Blacksmith. EDIT: So, the "damaged armor" effect problem is solved. I found that there is an actor value that, when used as an enchantment, will act as a multiplier for the armor rating of the item that the enchantment is on. After testing it, it definitely takes into account armor added to the base armor by perks and what not (which is what the main problem was before). I'll have to play with it a bit to see what a proper amount to take off per armor damage stage is, but this should be something I can check off the list now. EDIT 2: Added a pic of one of the Dragonplate stages. I've almost completed the modeling on all of the stages (within just a few hours). Definitely the fastest modeling job yet.
Jimjim117 Posted October 14, 2012 Posted October 14, 2012 Looking good, Eventually though the armor can actually break off and become unwearable until repaired right? Once you go behond the final stage?
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