0.45 21-Nov-2019

- Objects will automatically fit if added when either the console is open or the PC is in dialogue. Should make your starting outfits for the thieves guild and mage guild fit.

- Added parameter CursedChance to Api function On_MWA_AddFittedObject.

- Clearing the curse via object options was clearing the cursed variable rather than setting it to 'Not cursed'.

- Disabled priest sanctify topic if Devious Devices is not installed.

- Items in the game world in shops won't be cursed.

0.44 15-Nov-2019

- Food/lockpick removal won't happen in player home locations.

- Fixed objects had a chance to become cursed again under certain circumstances.

- Fixed randomized Npc fit option.

- Fixed Object Options tempering option not working with Requiem.

- Fixed object health was not being displayed properly in the tempering slider.

0.43 12-Nov-2019

- Added lockpick removal and value setting.

- Added a bunch of options to the 'Object Options' menu. Set an objects: Durability, Durability Max, Tempering, Cursed. And add fitted objects.

- Added option to disable the force that comes when triggering a cursed object.

- Cursed objects prefer devices in the same area (Cursed boots = leg cuffs, boots etc). If preferred slots are filled then anything will be picked.

- Changed stagger toggle to a % chance of stagger slider.

- Fixed a bug in ObjectEquipMonitor with cursed objects.

- Fixed a mcm bug.

0.421 02-Nov-2019

- Sorry folks. I accidentally included a fnis script in version 0.42. Uninstall 0.42, install 0.421 and rerun fnis just to be safe.

0.42 31-Oct-2019

- Added cursed objects. Cursed objects will turn into devious devices when equipped. Cursed objects can be sanctified by priests for a cost. By default cursed objects can equipped and used but every time they are equipped another device will be added. You can also optionally have the object be automatically unequipped or even destroyed (transformed permanently). Cursed armors from containers/the world will always be suitable to be equipped but may not be your exact fit

- When an item in a container passes the 'Chance to find a fitting armor' check it may not fit you exactly but will be suitable to be worn. This is so you can not easily tell a fitting armor from a cursed armor 😮

- Tailors/smiths won't offer services outside of business hours.

- Fixed equipped list sanity check was not respecting destruction types setting.

- Fixed conditions on food removal perk was applied to the wrong field (whoopsie).

- Added another parameter to _MWA_AddFittedObject (FitLoosely). So I've probably broken survivals begging for clothes again for the moment til next update.

- Added manual 'Clean up aliases' button so you don't have to save and reload.

0.41 20-Oct-2019

- Changes to API function _MWA_AddFittedObject. Should fix begging for clothes in SLS.

- Fixed weapons were not being added to the object selection menu.

- Added a 'Scan inventory' button to add objects that are not equipped to the object selection menu.

- Added a perk to remove food from Npcs that are spawned dynamically.

- Added _MWA_Immune to as many vanilla quest items as I could find. You should probably rebuild your TesEdit patch/Requiem patch etc.

0.40 27-Sep-2019

- Added _MWA_AlwaysFits keyword. Forms with this keyword will always fit the player when initialized. Add keyword to radiant raiment quest object and the embassy party outfit.

- Added _MWA_FemaleFitOnly keyword. MWA will check armors for this keyword and the _SLS_BikiniArmor keyword and Initialize the armor to fit females only. No more Steel Bikini Thongs for men.

- Added a slider for chance to find an item that fits you - Containers only.

- Added additional weight tolerance slider for armors with _SLS_BikiniArmor keyword to allow bikinis to have a 'wider' fit range.

- Fixed object duplication/stalking issue. The stalking object may appear one more time in your inventory.

- Added the ability to rename objects.

- Extended the range of the durability sliders.

- Added sliders for min / max percentage of durabilities to find in the world and containers. Added another group of sliders for durabilities for dead NPCs.

- Changed immunity select from equip method to drop down list ala sls.

- Added a Mcm toggle - when toggled on everything fits/is full durability.

- Fixed tempering refits object option.

- Set durabilities of objects in the game world in LocTypeStore to 100% (store items should not be worn)

- Added keyword _MWA_Immune.

- Added Frostfalls bound cloaks to the immune list.

- Added option to remove food from containers and Npcs. May not work well for Npcs that are spawned dynamically after the cell is loaded.

- Container scanner will continue scanning in interior cells until all containers are processed.

- Option to randomize Npc weights (Only applies to armors and doesn't affect Npcs visual weights due to a broken SKSE function)

- Refitting an item also repairs it's durability.

- Added some more cool off and loot aliases.

0.39 06-July-2019

- Added armor damage from Unrelenting Force shouts configurable in the MCM.

- Added mod event to _MWA_Api to add an object to an actor that will fit and have a specified durability. Used in SL Survival v0.50 for begging for clothes/boots.

- Added MWA will track how many body armor objects you have that fit you. For use in SL Survivals begging deal where Npcs demand your only set of clothes.

- Changed Sexlab interface.

- Removed a ton of debugging traces.

- Made sure there's a debug trace before any object is dropped that tells you what object is about to be dropped - Should make debugging CTDs caused by armors with bad world meshes very easy.

0.38 Alpha 15-May-2019

- Workaround for the name bug. Won't affect items that are already misnamed. You'll have to wait for them to pass out of the mods systems and for Skyrim to then destroy the object reference.

- Removed some debugging traces.

0.37 Alpha 15-Mar-2019

- Added some male sounds and appropriate filtering.

- Removed Npc Degradation perk which may have been responsible for naming weirdness.

- Fixed bug in IsWeightMatch() that stopped male characters wearing anything.

- Fixed bug in Inactive Sexlab interface.

- Fixed bug in CostDurReinforce() which made reinforcing some items impossible.

- Fixed object duplication when object is completely destroyed.

- Fixed stagger on total object destruction.

- Some other small bug fixes.

0.36 Alpha 05-Mar-19

- Stagger on armor break will only happen during combat

- Added zad_InventoryDevice keyword check to DestructionTypes - Stop DDs firing events

- Added zad_InventoryDevice keyword check to CombatArmorEquip - Stop DDs firing events

- CombatArmorEquip will check if the armor IsSuitable()

0.35 Alpha 05-Mar-19

- FoMod for soft dependency.

- Added creature damage increase based on the creatures health. A strong dragon can basically rip off one piece of armor in a single (physical) hit. You can adjust this with the MCM option.

- Added damage to every item you're wearing when raped. Simulates clothes being ripped off. Note that there's is some 'racing' for MWA to damage your stuff before Sexlab unequips it. Not much I can do about this at the moment as objects need to be worn for WornObject() functions to work. Unless there's a earlier event than "AnimationStarting"?

- Added armor equip animation only during combat (optional). If the animation completes without being interrupted (by being hit with weapons or magic or by moving yourself) then your armor will stay equipped. If interrupted, anything you equipped will be unequipped. As a Requiem player, this is a compromise for me between it's hardcore 'absolutely no equipping during combat' and the alternative - absolutely no penalty for changing even your socks and underpants during combat. Ignores shields, weapons, anything in the immune list, anything with the SexlabNoStrip keyword (DDs etc).

- Added more checks to the worn list. If it's not accurate now I'll eat an acid cactus. (because it will put me out of my misery)

- Fix for BlockSelect[] and BlockUsage discrepency issue (I hope)

- Fixed some weirdness with objects getting tempered on equip

- Stopped the mod from bumping tempering up to just below the next tempering level if Requiem is installed. Requiem has a more dynamic approach to tempering with a wider range of tempering values. Because of this i don't think tempering bumping is necessary.

- Added objects health to the Mcm 'Equip status' menu so you can check if things are degrading/tempering as they should

- A bunch of fixes for adding/removing objects to/from the immune list

- Objects given to you before and for 20 seconds after MQ101 (main quest) reaches stage 240 will fit you and be full durability. After that you're on your own ya pansy. Fix for stuff not fitting you after leaving the alternate start cell.

- Search boxes will not automatically pick up dropped objects during sex. So if you get chased off you'll have to go without.

- Efforts to fix objects sometimes named weirdly.

- Added check to IsDestructible() that objects are not of type HAZARD. Somehow hazards from PBFR were sometimes making it onto the worn list, despite checks for 'as armor'....? Bizarre.

- Improvements to CheckWornList()

- Improvement to CleanInventoryAliases()

0.34 Alpha 27-Feb-19

- Fixed wrong craft person messages for realsies this time.

- Stopped the services dialogue dumping you out of dialogue.

- A reinforced item will be repaired to it's new maximum durability.

- Added block & alias cleanup when there is a discrepancy between BlockUsage and BlockSelect[].

- Added block & alias cleanup on game load.

- OnItemAdded() will persist that MakePersistent() is persistent. (It was not retrying if MakePersistent() was busy).

- IsSuitable() will check if object is not in the immune list.

- ArmorDestruction will run IsObjRefEquipped() before destroying object.

0.32 Alpha 26-Feb-19

- Fixed durability repair specific was not setting who you are talking to resulting in 'This is not the right craft person' message.

- Added PlayerInventoryAliases clean up function on game load to stop aliases filling up with junk.

0.31 Alpha 26-Feb-19

- Crafted weapons and armors will fit you and be full durability. Very important when refitting costs have been increased.

- Fixed Detect equipment not detecting normal (not broken) weapons.

- Fixed Detect equipment could be run more than once at a time. If you have any stuck auras go to where they are and type 'startquest _MWA_AuraDeleteQuest' & 'stopquest _MWA_AuraDeleteQuest' in the console until they all disappear.

- Added OnCellDetatch delete to auras in case you're whisked away somewhere while they are running.

0.30 Alpha 26-Feb-19

- Overhaul of how ObjectReferences are obtained. New system is more fluid, less noticeable and more reliable. Far less dropping objects.

- Added Container scanner and world object scanner to initialize objects in the world into MWA before you interact with them. You'll be able to see their durability and fit before you pick them up. You can disable them if you wish.

- Objects pulled from containers and the world will be initialized with random durabilities and gender/size fit. Everything was made to fit someone.

- Armors bought from shops will have full durability and will fit you. Don't mind the durabilities in the shop menu. They'll be fine in your inventory. I can not find a way to determine if a container belongs to a shop.

- Added options to enable damage for jewelry and daedric artifacts. Daedric artifacts will have serious durabilities.

- Added weapon specializations. Different weapon types are more effect against certain armor types. Blades are more effective against clothes and light armor. Maces and warhammers are very effective against your heavy armor. Axes have a chance to do extra damage to all armor types.

- Added magic armor degradation. And of course different magic types are better against certain armors. Fire for Clothing and light armor, ice for heavy armor and lightning has a chance to do extra damage to both.

- Weapons aren't designed for blocking. If using a weapon to block it will take more damage depending on what you're hit with. Blocking a warhammer with a dagger isn't a good idea. Two handed weapons and shields take a little less damage from blocking.

- Durability caching is now attached to the ARMA for armors and the STATIC record for weapons meaning objects that share a mesh (Base armors + enchanted versions for eg.) will share the same value = More efficient + less data + more cache hits = faster operation.

- Support for dual wielding the same form.

- Fixed worn list becoming corrupted (Hopefully).

- Torches are no longer indestructible shields. They now have a very high chance to break on a single hit. You'll be lucky to get 2/3 blocks out of one.

- Added an 'Instincts' style lesser power. When used it will cause nearby armors/weapons to glow (blue - armors, red - weapons).

- Completed blacksmith/dialogue to fix up specific objects (instead of just everything you're wearing).

- Added 'Detect Equipment' lesser power. Using it will cause dropped armors/weapons and broken objects to glow. They'll also have a smokey aura to help you find them. Moving will remove the effect.

- Dropped armor/weapons will automatically glow when you enter its search box outside of combat. Objects that fly too far from where they broke will be moved back when you re-enter it's search box. This will hopefully stop most objects falling through the floor too. Added setting to the MCM for how far an object can go before being teleported back.

- Made refitting armor more expensive than buying the armor from a shop by default. This is to encourage only refitting items you really like and increase the rarity of usable armor. Also added option to disable tempering refitting armors (you didn't think it'd be that easy)

- Fixed dynamically enchanted items being renamed as akBaseObject.

- Fixed broken dynamically enchanted objected being renamed as 'Damaged + GetBaseObject()'

- Fixed cell change detect mechanism would sometimes stop working.

- Tailors now actually have clothes to sell.

- Objects won't be dropped when tempered any more. Worn objects will have their durabilitys restored when tempered but objects not worn will only have their durability refreshed when they are equipped. Sorry but ObjRef.GetItemHealthPercent() does not return an updated value.

- Removed 'basic' tempering and bumped tempering health increases up to just before the next tempering level to give you a full range of tempering deterioration.

- Degrade over time now takes into account how much time has passed while waiting/sleeping. Also degrades your shield and takes into account degrade resistance.

- Tailers/Blacksmiths can now increase the maximum durability of an object. So if you find something you like but it's got a low durability it can be upgraded. The further it gets from it's base durability the more expensive it gets. Don't go too crazy spending tons of gold upgrading one object as the information can be lost if the object hasn't been in your inventory for a long time.

- Added API (mainly for milk addict). Send ModEvents to damage armor in a particular slot - MA clothes ripping.

- Added sounds for object breaking and clothes tearing. Also added female 'grunts' on armor break and surprise gasps on body slot armor break.

- Workaround for stupid Skyrim returning strings starting with a lower case when there's no whitespace within -> object displayed names bug.

- Fixed search boxes not terminating appropriately (I think).

- Fixed armor randomly changing fit.

- Lots of little tweaks and refinements I've forgotten.

0.22

- Added a junk list. Items in the junk list receive 20% of the durability the would get normally. You might need to reset your durability cache for it to get the new value

- Added knife, fork, wooden sword, and rags to the junk list

- Added a button to reset your durability cache

- Fixed a little bug in ClearDurabilityCaching() that meant it was not clearing the cache completely

0.21

- Added option 'Number Of Strikes Per Hit' to the Degradation MCM. By default when you're hit it generates one strike on a random piece of equipped armor. If you play a nimble character OR a mod setup where 2 or 3 hits kills you OR wear lots of armor pieces (bikini armors) then just affecting one armor piece per hit won't have much impact. Increase this if you want one hit to strike multiple armor pieces (it may hit the same piece more than once). The downside is that anything above 1 won't be as instantaneous as the extra strikes take more time to process

- CheckWornList() now checks weapons

- DestroyObject() now checks that the object passed is suitable for destruction and runs CheckWornList() if it is not

- Changed the layout of the Equip Status MCM page. Included the object reference.

0.20

- Increased reliability of obtaining an object reference (hopefully bulletproof)

- Increased the number of NPC loot aliases to 250

- Added the formID of an object to the Equip Status MCM page if you need to track down any weird unnamed objects (It's in decimal so you'll have to convert it to hex yourself)

- Improved NPC degradation scan. Scan now covers NPCs with just clothing, already dead corpses and non dynamic actors set to respawn

- Added armor/clothing suitability (optional). Items must match your characters gender and/or weight for it to fit

- Smiths/tailors can adjust items to fit your character for a price

- Tempering also fits armor to your characters gender/weight. Can't really do the same for clothes so you'll just have to pay up.

- Halved the degradation rate of tempered weapons and armors by default (tempering was decaying too quickly for my liking). Existing settings wont change. Change em yourself

- Added option for a chance to permanently destroy an object when it's durability hits zero

- Lots of small fixes and tweaks I lost track of

- Removed degraded loot perk. I think it might be redundant now anyway

- Added a sort of 'caching' to GetMaterialDurabilityBonus() and GetDurability(). Mod learns what durability and durability bonus to apply to armors/weapons speeding up the process considerably. Changing durability settings resets all learning.

Eg:

Cache Miss: GetDurability: Name: Iron Helmet

Cache Miss: GetMaterialDurabilityBonus: Name: Iron Helmet

GetMaterialDurabilityBonus() for Iron Helmet took 0.434002 seconds to run

GetDurability() for Iron Helmet took 0.634003 seconds to run

Cache Hit: GetDurability: Name: Iron Helmet - 16

Cache Hit: GetMaterialDurabilityBonus: Name: Iron Helmet - 0.000000

GetMaterialDurabilityBonus() for Iron Helmet took 0.034004 seconds to run

GetDurability() for Iron Helmet took 0.232994 seconds to run

Reduces the impact of checking the long list of material type keywords.



0.10

- Initial Release