Augh3d Posted May 10, 2018 Share Posted May 10, 2018 Is there a way to craft already tempered weapons? Can you set up a constructable object to do this, instead of having to make the weapon, then temper it after? Trying out the numerical smithing mod just linked in the thread, I went and asked Eorlund Graymane to smith some stuff for me (via the Honed Metal mod), and the stuff he made me seems to be pre-tempered to +3 (I guess that was "Superior" or something before). You might want to check the internal workings of Honed Metal if this is a useful lead to you. Link to comment Share on other sites More sharing options...
RichWebster Posted May 10, 2018 Share Posted May 10, 2018 I want to make an perk that will cause the player take less damage(preferably, player does more damage to) from Falmer. Is this correct/the best way to implement this? I haven't worked much with perks. I would change the entry point to Mod Incoming Damage, and change the condition to GetIsRace == FalmerRace. Link to comment Share on other sites More sharing options...
Augh3d Posted May 10, 2018 Share Posted May 10, 2018 (edited) So I have an armor set basically ready to go, playtested the hell out of it, everything checks out fine and good. I know only one person who has Skyrim installed who can test for me. If this other person actively equips the boots, they crash. Spawning them into inventory is fine, viewing them in inventory is fine, equipping them is a CTD. Swapping the boot model to another random pair of boots crashes those boots when equipped. We tried this to potentially eliminate the possibility of a bad armor addon or other esp entry. So it seems to be the meshes. Problem I have now is I can't find a damn thing wrong with them, and I can't provoke this problem myself. What would you do? Edited May 10, 2018 by Augh3d Link to comment Share on other sites More sharing options...
FrankFamily Posted May 10, 2018 Share Posted May 10, 2018 First thing to check would be the body partitions, wrong naming can crash the game iirc. You can check in nifskope that those are the same as a vanilla boot, "SBP_37_FEET" and "SBP_38_CALVES". Could also be faces without partition. Why it doesn't crash for you I don't know, that's weird. Perhaps you have some custom skeleton installed that he doesn't have and in the making of the armor you've made that a requirement? Though not sure what extra bones one could have in boots... Link to comment Share on other sites More sharing options...
Augh3d Posted May 10, 2018 Share Posted May 10, 2018 (edited) Thanks. Yeah I checked out partitions of all trishapes, and ran over the bones, nothing nonstandard, nothing HDT in there. Just 3 part spine + regular bones down from and including pelvis. Edit: Everything is assigned to feet, I could try assigning something random in there to calves? That's about all I can think of. Edited May 10, 2018 by Augh3d Link to comment Share on other sites More sharing options...
FrankFamily Posted May 10, 2018 Share Posted May 10, 2018 If it goes up to the pelvis, so it's a long boot? you could try assigning a big chunk to the calves partition, from the ankle usually in vanilla armor. Not sure if that would crash the game though. A boot can cover only the feet and therefore be only assigned to the feet partition. It's mostly about what's hidden when equipped with other pieces of equipment and such. For example, equiping a robe would have the calves partition hidden but leave the foot iirc, if the whole boot is assigned to feet then you would get clipping. The main rule is that each face must be assigned to a single partition. Link to comment Share on other sites More sharing options...
Augh3d Posted May 10, 2018 Share Posted May 10, 2018 (edited) Yeah it's a long boot. Sounds like partitioning all works exactly how I thought. From the random boot overwrite test, seems like the .esp is eliminated as a possibility. The problem "travels with the mesh" so this was sounding like a really strong candidate, but I can't find a problem in there. Also can't fathom why there is a problem for him and not for me. It's thoroughly consistent but there's no visible cause I can find anywhere. Really appreciate the help and information by the way. Ed: Since I can't purge a 700 mod install really, I tried removing entire load order apart from update.esp and DLCs, spawned in the NPC who wears the armor set at the queue for character creation. She happily trotted over, in "problem" boots and everything else, loading fine, and actually sandboxed herself a snack to watch the executions >_> This is hilarious and adorable and unhelpful. I still had to laugh though. Edited May 10, 2018 by Augh3d Link to comment Share on other sites More sharing options...
foamyesque Posted May 10, 2018 Share Posted May 10, 2018 Sounds like the person you're giving this to is missing some kind of necessary files? Or maybe they're doing something differently, male character v. female character perhaps? Link to comment Share on other sites More sharing options...
Augh3d Posted May 10, 2018 Share Posted May 10, 2018 Yeah I can't figure out how he's getting a crash at all, especially off a .nif. Both characters are female Nords, I've tried spawning the stuff as a male just in the course of general testing, there are zero exterior requirements, loading up without any other esps running and spawning the NPC also won't crash for me. Pretty much any other situation I feel like there would be more to go on. It's got me kind of creeped out now. Link to comment Share on other sites More sharing options...
pw508 Posted May 10, 2018 Share Posted May 10, 2018 (edited) Sorry, double post Edited May 10, 2018 by pw508 Link to comment Share on other sites More sharing options...
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