correct ARMO/WEAP layouts - #18
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- fix TESObjectREFR base layout by removing the phantom BSTransformDeltaEvent sink, swapping ActorValueOwner / IKeywordFormBase, and restoring the missing padding before data - update TESObjectARMO so attachParents is modeled as a raw BGSTypedKeywordValueArray<KeywordType::kAttachPoint> at 0x328 - update TESObjectWEAP so attachParents remains the component-backed BGSAttachParentArray at 0x250, with shifted formEditorID / weaponData offsets TESObjectARMO and TESObjectWEAP appear to store the same gameplay concept with different concrete runtime layouts, so this change intentionally models them asymmetrically.
ozooma10
marked this pull request as draft
April 16, 2026 20:15
ozooma10
marked this pull request as ready for review
April 16, 2026 20:46
not needed for weap/armo fix
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updateTESObjectARMO to match the runtime-validated layout:
modelArray is BSTArray at 0x310
attachParents is a full BGSAttachParentArray at 0x320
0x320 is the component vtable, with begin/end/cap at 0x328/0x330/0x338
update TESObjectWEAP for BGSAttachParentArray at 0x250, with shifted formEditorID / weaponData offsets
Tried to validate by inspecting runtime memory layouts