I'm wondering which lock bash is the best one to use at this stage in Morrowind modding. There is Abot's edit to MEN_lockbash, this one, and the LUA lockbashing one by opiter09.
My new Paladin character cannot steal, pick locks, sneak about or do other scoundrely, thiefly things. But she can bash down doors in Dwemer ruins and so on. If this was Daggerfall!
On a previous thread started by stahpk below, it was found that using sound overhaul mods that change the sound of weapon swinging make this mod not able to function since the mod uses the native sound as the trigger for lock bashing. Would anyone be able to potentially assist with any way to make these mods compatible? I personally use Character sound overhaul.
EDIT: I managed to find this mod which does not use a sound trigger, making it compatible with sound overhaul mods. I'll leave this here in case anybody runs into the same issue!
Love this, but it doesn't work anymore. The only thing I changed is from MWSE 0.9.5 alpha to the new 2.1 (MGEXE internal MWSE), and when I start a new game this appears:
script g7_bash_init trying to run function index greater than function count the scritp will not run anymore
Okay so I figured out that you have to update Morrowind Code Patch and MGE EX. Overwrite the old files you have for Morrowind Code Patch and MGE EX with their newest files in your Morrowind Directory. Everything works like it should afterwards.
Doesnt seem to work for me. Have latest MWSE and MCP. None of the locked doors or chests in balmora open, break or give any other inclination that something should be happening.
I hear a weapon swish when I attack so do not believe so. I thought it might of been MEN combat but I removed that and I also had no change. Your filtering mod works for me so my mwse seems to be fine.
I attack the chest, hear swoosh (should we hear a hit?) do it for awhile and nothing. Checked multiple weapons to see if any condition changes but nothing.
When you do "showvars" in the console, does it display stuff from the "g7_bash_main" script? If so, check to see if the "ref" variable changes when alternating between attacking a locked container and attacking nothing.
And yeah, there should be feedback in both hit sounds and particle animations.
I think I hit a max limit in the console because it truncates anything before a certain point. Is there any way to output it to a txt file or see the full list.
When I type sv the earliest I see before it cuts off is AO_MWSE_NPC_03->Value. Everything before that I am unable to see because it won't let me scroll up anymore.
Edit - I guess it must be loading I removed the mod reloaded game and received a g7_init script error. I just can't see those variables.
Ok, yeah... Seeing AO prefix made me download and check out the Acoustic Overhaul, and it doesn't look good.
I can't fathom how he thought it was a good idea, but MAO is doing immediate calls to [StopSound "Weapon Swish"], meaning that while it is active no other mod would ever be able to use the native sounds as efficient triggers for detecting player attacks...
personally I just comment out the AO_PCSound line, it is harder to hear new sounds, but it is more compatible if ( GetSoundPlaying "Weapon Swish" == 1 ) ; StopSound "Weapon Swish"
[EDIT]another possible way might be using the mouse left button detection like MEN_Lockbash.esp instead of getSoundPlaying in MWSE_LockBashing.esp
heres a copy of MEN_LockBash.esp https://drive.google.com/file/d/0Bywrx4WHfGJJVkoxQmhmaE1pWGM/view - DL https://github.com/K4thos/MEN the Source code for it warning: you will break every weapon you use with this
I'm the author of MEN_lockBash.esp and MAO scripter. What do you mean by "you will break every weapon"? Some kind of bug or you are referring to weapon condition degradation feature? I'm interested in making a fix if there is a problem with current implementation.
As for the compatibility problem between MAO and Greatness7's mod than you are supposed to use "MAO_ScriptExtender_alternative.esp" plugin on top of MAO.esm (or instead of MAO_ScriptExtender.esp if you're using standalone plugins) to make MAO compatible with mods that needs Player's/NPC sound detection to work. It's a bit more performance heavy implementation (longer scripts, probably near the engine limit + more variables) and not fully tested, so not implemented by default but still included in the package.
Sorry Greatness7 for hijacking your comment section. Now with Bethesda forums closed I'm not sure where to post. Where did everyone migrated?
I really love your stuff. I'm not at my home computer but I think I am using the merged plugin and that was what I Had an issue with this plugin. But the MEN combat lockbash works fine.
I guess everyone just hangs out in the Discord chat now. Not really sure what forums are used.
PS you should make a nexus page with your mods. MEN Combat is one of my favorite mods and it seems not many know about it and instead just complain about MW combat sucking, when it doesn't have to.
Dunno, when I now think about it I don't really have anything to share for now. MAO is prohibited on nexus due to copyrighted music and it would land on Peter's section either way (I'm just a scripter there). MEN_lockBash seems obsolete with this Greatness7's new lock bashing plugin (since his mod already implements traps exploding that I've planned to add back in the day and other features are similar, so I think I will just use this mod from now on, maybe with a little code tweak to use button detection instead of sound). And I'm not really happy with the MEN_Combat after playing several hours with it (recently I came to conclusion that massive damage reduction for level 1 character with low weapon skill doesn't make it an enjoyable experience). There are also some (probably) better alternatives to MEN_Combat released on nexus by Apoapse. So, yeah
Would not disabling the swish sound, and replacing the "swish" or "swoosh" sound files with silent files, make the mod work with others while allowing MAO to use the sound trigger and hear the new sounds as intended?
47 comments
My new Paladin character cannot steal, pick locks, sneak about or do other scoundrely, thiefly things. But she can bash down doors in Dwemer ruins and so on. If this was Daggerfall!
So I do hope this works!
Cheers!
EDIT: I managed to find this mod which does not use a sound trigger, making it compatible with sound overhaul mods. I'll leave this here in case anybody runs into the same issue!
Thanks for the donation to the community.
script g7_bash_init
trying to run function index greater than function count
the scritp will not run anymore
Cool idea though.
Try doing these console commands before attacking a locked container:
set g7_bash_main.ref to 0
set g7_bash_main.ftemp to 0
I hear a weapon swish when I attack so do not believe so. I thought it might of been MEN combat but I removed that and I also had no change. Your filtering mod works for me so my mwse seems to be fine.
I attack the chest, hear swoosh (should we hear a hit?) do it for awhile and nothing. Checked multiple weapons to see if any condition changes but nothing.
And yeah, there should be feedback in both hit sounds and particle animations.
When I type sv the earliest I see before it cuts off is AO_MWSE_NPC_03->Value. Everything before that I am unable to see because it won't let me scroll up anymore.
Edit - I guess it must be loading I removed the mod reloaded game and received a g7_init script error. I just can't see those variables.
I can't fathom how he thought it was a good idea, but MAO is doing immediate calls to [StopSound "Weapon Swish"], meaning that while it is active no other mod would ever be able to use the native sounds as efficient triggers for detecting player attacks...
I'm gonna yank it out and give this a try tomorrow. Again appreciate the help.
Edit - PS.. what happened to andrano pt 2?
if ( GetSoundPlaying "Weapon Swish" == 1 )
; StopSound "Weapon Swish"
[EDIT]another possible way might be using the mouse left button detection like MEN_Lockbash.esp instead of getSoundPlaying in MWSE_LockBashing.esp
did you only comment out the
StopSound "Weapon Swish"
line to get it to work?
Also what is MEN_Lockbash.esp, I do not think I have ever seen that anywhere.
https://drive.google.com/file/d/0Bywrx4WHfGJJVkoxQmhmaE1pWGM/view - DL
https://github.com/K4thos/MEN the Source code for it
warning: you will break every weapon you use with this
You rock!
https://drive.google.com/file/d/0Bywrx4WHfGJJVkoxQmhmaE1pWGM/view
As for the compatibility problem between MAO and Greatness7's mod than you are supposed to use "MAO_ScriptExtender_alternative.esp" plugin on top of MAO.esm (or instead of MAO_ScriptExtender.esp if you're using standalone plugins) to make MAO compatible with mods that needs Player's/NPC sound detection to work. It's a bit more performance heavy implementation (longer scripts, probably near the engine limit + more variables) and not fully tested, so not implemented by default but still included in the package.
Sorry Greatness7 for hijacking your comment section. Now with Bethesda forums closed I'm not sure where to post. Where did everyone migrated?
I really love your stuff. I'm not at my home computer but I think I am using the merged plugin and that was what I Had an issue with this plugin. But the MEN combat lockbash works fine.
I guess everyone just hangs out in the Discord chat now. Not really sure what forums are used.
PS you should make a nexus page with your mods. MEN Combat is one of my favorite mods and it seems not many know about it and instead just complain about MW combat sucking, when it doesn't have to.
Once again sorry for spamming unrelated stuff.