Jump to content

Photo

Complete Crafting Overhaul Remade and Updated


  • This topic is locked This topic is locked
147 replies to this topic

#121
Stalfos81

Stalfos81

    Fan

  • Members
  • PipPipPip
  • 290 posts
Could you look into a possible compatibilty patch with conjure bound woodcutter's axe? ( http://www.nexusmods...im/mods/29012/? )I've tried using both and i have no idea what I did wrong , but I cannot chop any wood whatsoever.

Edit. Seems to be a problem with certian chopping blocks as I read through comments. The 3 chopping blocks in riverwood seem to be nonfuctional. As it gave me 1 chopping animation, but no wood for my trouble. Went back in to test on another block and I was able to get full amount of wood from the block at half-moon mill.

Edited by Stalfos81, 25 December 2013 - 08:31 AM.


#122
maxkoh

maxkoh

    Newbie

  • Members
  • Pip
  • 19 posts
This is a question for kryptopyr as well as anyone else interested in answering a slightly whimsical question (related to CCO) :

Regarding mining of ore veins, how many ores could (and should) be mined from any single source?
To put it in real life context, how many ores can be obtained from mining a single rock of the size and dimensions as shown in Skyrim?

Skyrim's default of 3 ores is too little, yet setting number of ores to infinite seems equally unrealistic.
I was pondering this question when I was fiddling with CCO's settings menu, under the "Ore Mining" category.

Any certified gemologists / geologists care to share your opinion?
My personal layman's opinion is each ore vein should have 30 - 50 unrefined ores.

#123
DarkLyan.7

DarkLyan.7

    Newbie

  • Supporter
  • Pip
  • 14 posts
In response to post #10812093.

I also get these crashes

#124
TehKaoZ

TehKaoZ

    Faithful poster

  • Supporter
  • PipPipPipPip
  • 2,305 posts
In response to post #10812093. #10838274 is also a reply to the same post.

[12/25/2013 - 01:05:19AM] Error: File "Stealth Skills Rebalanced_COMPLETE.esp" does not exist or is not currently loaded.
Error: File "Stealth Skills Rebalanced_LOCKPICKING.esp" does not exist or is not currently loaded.

These errors are harmless, they just say you aren't using that mod.



#125
Shadeybladey

Shadeybladey

    Faithful poster

  • Premium Member
  • 1,748 posts

Kryptopyr,

 

How do you make the crafting stations only show a recipe if you have at least one of the raw ingredients in inventory? This radically reduces crafting menu clutter and I'd like to do the same thing with my own mods.

 

 

Cheers!



#126
kryptopyr

kryptopyr

    Faithful poster

  • Premium Member
  • 2,178 posts
In response to post #10948844.

You need to add an extra condition to the recipes. Add a "GetItemCount" condition to each recipe using the ingredient you want to condition the recipe on.

#127
Groucho14E

Groucho14E

    Journeyman

  • Supporter
  • Pip
  • 31 posts
Kryptopyr,

I have been enjoying your work since Stealth Skills Rebalanced came out and I was really excited when you began remaking Headbomb's mods. So far, they've been great.

I have Morrowloot N'wah installed and I was surprised yesterday when I ran across a bandit carrying an Orcish sword which shouldn't have been in his leveled list. After looking at my bashed patch in TES5Edit I traced the source to your mod's JSwords{...]CCO_ON/OFF system. Several of your sublists contain higher-level vanilla weapons which are already in the lists they are added to:

JSwords1HBossBestCCO_OFF [LVLI:0D00F713]
JSwords1HTownSwordCCO_OFF [LVLI:0D00F715]
JSwords1HSwordKnightCCO_ON [LVLI:0D00F71E]
JSwords1HTownSwordCCO_OFF [LVLI:0D00F715]
JSwordsLItemWeaponMaceCCO_OFF [LVLI:0D00FC94]
JSwords1HElvenThalmorCCO_OFF [LVLI:0D00F723]

The result is that when Wrye Bash merges changes, Morrowloot removes the higher-level weapons from (for example) LItemBanditBossSword, but JSwords1HBossBestCCO_OFF adds them back in.

I fixed this for myself in five minutes of TES5Edit-ing but if this isn't intentional then I wanted you to know about it.

Regards,

Groucho

p.s. Now that I'm thinking about it, CCOR and Morrowloot N'wah need a patch so that MN's craft-what-you-find conditions get added to your new recipes for each weapon and armor. I may make one myself.


#128
Trekari

Trekari

    Regular

  • Members
  • PipPip
  • 84 posts
I can't play without CCO!

However, I also really desire to use Ars Metallica http://www.nexusmods...im/mods/16084/? and have noticed that there's a script conflict.

MineOreScript

His script:

if ResourceCountCurrent > 0
;Small increment in skill points. It seems like a lot, but this is equal to having to mine out 3 ore veins for one skill advance at level 1. - Arthmoor
Game.AdvanceSkill("Smithing", 35.0)



Yours in the same section (line 240):

if ResourceCountCurrent > 0
ResourceCount = ResourceCountGV_CCO.getvalueInt() ;added by Complete Crafting Overhaul by kryptopyr
if BYOHDeposit == 1
ResourceCount = ResourceCount+3
endif ;^^added by Complete Crafting Overhaul by kryptopy



I would really love to get the smithing xp for mining, but I am completely lost on getting the updated (read: insert his two lines into your script) script to compile.

Any way you could look into making CCO and Ars Metallica work well together please? There's some other conflicts regarding recipes, but one of the biggest benefits to me for AM is that xp for mining, and thus what I'm specifically looking for help with.

Thanks!

#129
Trekari

Trekari

    Regular

  • Members
  • PipPip
  • 84 posts
In response to post #10314011. #10339282, #10342276, #10342317, #10346443, #10360190, #10365559, #10408819, #10510189, #10513715, #10674599 are all replies on the same post.

Ugh, I posted my question up top without reading this far down. :(

Please add me to the list of folks whose primary interest in Ars Metallica is the smithing xp for Smelting, using the Tanning Rack (for anything, really), and Mining, and would love to see that simply added into CCO!

I do think there's a strong argument for those activities improving your overall Smithing skill. *Maybe* not the mining, but certainly smelting and using the tanning rack have good reasons to give xp.

#130
Frencho

Frencho

    Journeyman

  • Members
  • Pip
  • 32 posts

Hello all,

 

I need advice concerning a little issue I'm experiencing with the crafting menu. In short, some items are not in their respective categories, such as Scale armour appearing in miscellaneous category rather than in the Hide category.

 

I have all DLCs, the mods I use that modify the equipment values or add new equipment are (in the following load order):

- Weapons and armour fixes remade

- Clothing & Clutter fixes

- Skyrim Economy Overhaul

- Wet & cold

- Wet and Cold Ashes

- Smithing Perk Overhaul Remade

- Complete Crafting Overhaul Remade

- Winter is Coming

- Realistic needs and diseases

 

For instance in CCOR readme it is stated that " Studded Armor has been relocated to the Hide category as in appearance, stats, and lore this is merely an upgraded form of hide armor. Likewise, Scaled Armor has also been moved into the Hide category, as again it is an improved version of hide (it still requires the Advanced Armors perk to construct it).The newly vacated "Studded" category has been renamed "Clothing" and will now contain any recipes for items with the keyword ArmorClothing."

 

Yet, in my case I'm witnessing many inconsistencies:

  • Studded armour, the scaled armour and fur sets are in miscellaneous instead of hide or leather category.
  •  Blade set : In the faction category I can only craft the blades boots, seeing its the only part of the set that appears there, the rest of the set (Armour, helmet, gauntlets and shield) is in miscellaneous, finally the blade sword is in steel. 
  • The Imperial set: the imperial sword is in the steel category alongside the shin boots and the imperial gauntlets instead of faction category, the imperial bow is in the miscellaneous category, the imperial armour sets (heavy cuirass, helmet and light set) do not appear in any category.
  • The pickaxe should be in miscellaneous category rather than iron.

I get that many recipes such as stormcloak or guards shields/armours do not appear in the faction category but rather in Iron to reflect their quality, im fine with that; but for the rest of I think there are too many weapons and armour in the miscellaneous category or steel category when they belong in other categories, like the gilded wristguards that should appear in clothing with the other set of fine wristguards.

 

Is it the mod that is like this or could it be some other messing up the items, such as the skyrim economy overhaul?

 

 

Cheers.

 

P.S My stealth bosmer character has a pretty low smithing level so I can only craft up to Elven on the light armour side and steel on the heavy armour.


Edited by Frencho, 08 January 2014 - 03:26 AM.





Page loaded in: 1.205 seconds