Maybe there's a way by attaching a script to the armor using xGetCondition and xGetMaxCondition?
Regardless, I've been following this mod's development with interest for a long time and continue to be amazed with all the tweaks/additions that make their way in. I can't wait to see what the final version looks like.
The only problem with that is it requires scripting the armor itself, and her armor is completely replaceable. I've designed her, unlike Ash-Kosh, to be able to wear whatever armor you give her. Ash-Kosh on the other hand, has armor that can't be taken, and that can be auto-replaced if it breaks.
If it can check to see if any given piece of armor is equipped, she could at least tell the player if anything is completely broken, as armor is un-equipped when its condition falls to zero. That's how I first realized that her armor breaks, when I saw her wearing only one paldron.
Yes, but again, unless you're checking for the armor she comes with, and my script attempted to check for all broken armor in her inventory (yes, she would complain if you asked her to hold on to something that was broken, but the likelihood of that is a bit smaller), it will return false if you ask her to hold on to some armor that she won't equip, or can't because she's already filled that slot, or ask her to take her armor off (because it then remains un-equipped in her inventory).
Also the point of the script was to warn you before it was completely broken. If the xGetCondition function had worked the way I wanted it to, it would have warned you at just under 10% durability. It was a good idea, but it just won't work. I don't think there's any good way to do this, given the limitations of scripting, even with MWSE. Unfortunately, I think we're going to have to stick to the visual cue of her not wearing her armor anymore.
The MWSE patch is almost ready btw. I'm working on one last script that's giving me a bit of a headache at the moment, but once it's done I'll release it.
While we're at it, here's what's going to be changed:
The Alchemy Table : now accepts all ingredient types.
The Bag of Holding: now can be restored from any interior cell after a game load or the 72 hour "bug" kicks in.
The Nifty Magical Rock Dingus: now is a spell you can cast when you equip the wand, and no longer uses pre-greetings and dialogue.
Companion follow scripting: now they can follow you everywhere, and be called to interior cells now, except if certain teleportation bans are in effect (Ash-Kosh is the exception here and can move around even under these conditions because of her/his daedric nature). Their scripting is incompatible with Improved Teleportation and Mel's Teleportation Mod, so it's been disabled, but it also has the full functionality of these mods, so they're uneccesary for them.
Was there anything else you found a bit clunky that could potentially be improved?