Custom armor stats are screwy

Post » Sat Jan 01, 2011 5:04 pm

I have a couple pieces of armor that I've downloaded and altered slightly (they are strictly for my own use).

I added them to an .esp file, along with a couple items in a container just outside Vault 101...
I've added items to the container over the course of a couple years, and everything seemed peachy.

This last game I started I noticed one of the pieces of armor had 1000+ armor rating.
I looked at the rest or the items, and one other suit has a 1000+ armor rating... and both of these suits also have an outrageous value (10,000 +/- caps).
None of the other items from my container are doing this.

I looked at the .esp in FO3Edit, and the AR and Value fields of the two items are correct, it is only in game that the stats are out of whack.
I tried cleaning the save... didn't work.
I tried changing the stats slightly in FO3Edit... didn't work.
I tried starting a new game... didn't work.

What in the world is causing the AR and value of two items to glitch like this, but none of the other items are messed up?
Also, I am positive that the items had correct stats in my previous game.

Any ideas? :shrug:
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sat Jan 01, 2011 4:46 pm

Any ideas? :shrug:


Try having the problem armor in your inventory, saving your game and exiting, removing the one suspect .esp from your load order, and then starting that same save back up without it.

See if the item is still there in your inventory, and if it is, what its stats are.

That's one way to at least see if the .esp you think is responsible for this object's definition in your game actually is.
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Sat Jan 01, 2011 7:22 pm

Try having the problem armor in your inventory, saving your game and exiting, removing the one suspect .esp from your load order, and then starting that same save back up without it.

See if the item is still there in your inventory, and if it is, what its stats are.

That's one way to at least see if the .esp you think is responsible for this object's definition in your game actually is.

The armor disappeared when I removed the .esp from my load order.

Thanks for the suggestion, tho. It was worth a try.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Sun Jan 02, 2011 6:48 am

I'd suggest next,

on that object you're editing, change it's name to like I'MA NASTY ARMOR PIECE, and save the .esp,

and see if the same object in your inventory picks up the new name when you load the game.
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Sun Jan 02, 2011 7:34 am

I'd suggest next,

on that object you're editing, change it's name to like I'MA NASTY ARMOR PIECE, and save the .esp,

and see if the same object in your inventory picks up the new name when you load the game.

The name of the item changed in game, too.

When I changed the name back, I looked at the container, and the items in it.
The two items in the container that had the screwy stats had their Condition set to 90.0000, instead of 0.9000... :facepalm:
I fixed that, and the stats are now as they should be.

I don't know how I didn't notice having 95 AR in the previous game. I assume once the item has been damaged, the Condition corrected itself, and reset the AR and Value.

I had given up looking for what was causing this, and only found the cause while trying out your suggestions.
Thanks for the help Tarrant. I appreciate it.
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Sun Jan 02, 2011 3:27 am

The name of the item changed in game, too.

When I changed the name back, I looked at the container, and the items in it.
The two items in the container that had the screwy stats had their Condition set to 90.0000, instead of 0.9000... :facepalm:
I fixed that, and the stats are now as they should be.

I don't know how I didn't notice having 95 AR in the previous game. I assume once the item has been damaged, the Condition corrected itself, and reset the AR and Value.

I had given up looking for what was causing this, and only found the cause while trying out your suggestions.
Thanks for the help Tarrant. I appreciate it.


Good that you found the prob! :>

The process was leading in the right direction, and the fact that you completed it yourself shows that you were paying attention hehe.

With the changes you described involving data originally from another mod, we needed to see first that you were even looking at the right .esp. Then, we needed to know for sure that you were editing the correct item, since you'd reported that some edits didn't come out noticible to you. Upon seeing that you were succesfully editing the item's characteristics, your intelligence/intuition took it from there, and you examined the remaining thing which could have impacted that particular object in a brand-new game, which was its inclusion in that container.
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Sun Jan 02, 2011 8:33 am

+1 Kudos, Tarrant.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Sat Jan 01, 2011 7:11 pm

+1 Kudos, Tarrant.


heh pff =p

he was the one who figured it out! I just threw in a couple extra troubleshooting steps.
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm


Return to Fallout 3