nice work man, just took a look at the CCO plugin in T5E and looks really nice. Youre giving arthmoor a run for his money hehe ![]()
Complete Crafting Overhaul Remade and Updated
Started by
kryptopyr
, Jul 10 2013 12:04 PM
147 replies to this topic
#31
Posted 15 August 2013 - 06:08 AM
#32
Posted 15 August 2013 - 08:29 PM
Another with Dragonborn, a few new mining nodes were added in addition to the already covered Stalhrim and Heart Stone nodes. There are 9 or so Gem nodes, (DLC2MineGem*) that also use the mineorescript. I'm probably going to look into whether writing scripts that extend mineorescript and resourcefurniturescript would be more compatible. (like Hearthfires did for the clay and quarry stone deposits)
Another much smaller "issue" is that by default, you only get one firewood per animation with CCO_R instead of the vanilla 2 per. though this easily fixed with the MCM menu.
I'll keep the bug reports coming if I find anything else, keep up the good work
Another much smaller "issue" is that by default, you only get one firewood per animation with CCO_R instead of the vanilla 2 per. though this easily fixed with the MCM menu.
I'll keep the bug reports coming if I find anything else, keep up the good work
#33
Posted 15 August 2013 - 08:38 PM
I recently started a new game with this and my stone and clay deposits are only giving 3 units before being depleted. This isn't intended is it? I have all of the dlc files enabled.
#34
Posted 15 August 2013 - 09:56 PM
I'm not sure how I missed the firewood count. I was sure that I tested this in game and only received one firewood per chop (which I thought was a bit silly given that you're obviously creating 2 pieces). You're right, of course, after looking at it again, it should have been two. I'll get the default fixed in the next update.
I'll try to get a new update released soon, particularly with the Dragonborn errors. I'm not sure what you mean about writing extended scripts like Hearthfire did. I believe the script used for Hearthfires was the exact same script, just the properties were changed. Please correct me know if I'm missing something. I should be able to fix the Gem nodes from Dragonborn pretty easily; I just missed them (one of the downsides of modding a DLC that I've yet to actually play).
Thanks again, and do please keep the reports coming (though hopefully you won't be able to find too many more bugs to report
).
I'll try to get a new update released soon, particularly with the Dragonborn errors. I'm not sure what you mean about writing extended scripts like Hearthfire did. I believe the script used for Hearthfires was the exact same script, just the properties were changed. Please correct me know if I'm missing something. I should be able to fix the Gem nodes from Dragonborn pretty easily; I just missed them (one of the downsides of modding a DLC that I've yet to actually play).
Thanks again, and do please keep the reports coming (though hopefully you won't be able to find too many more bugs to report
#35
Posted 15 August 2013 - 10:06 PM
The Hearthfire stone & clay deposits work off of the same settings as other ore deposits. You can adjust this in the MCM menu. I'll need to add a check to the script in order to make these revert to their vanilla defaults instead of using the same customizable settings as the other ore deposits. Thanks for pointing out this discrepancy.
#36
Posted 15 August 2013 - 10:21 PM
Yeah, I was just returning to edit my post on the Hearthfire thing, I could have sworn they extended the script but I see I was mistaken.
Currently implementing the extended script thing anyway on my end just to see\learn if\how it works. I can see that it would be a lot of work to redo all of the ore nodes and refill all of the properties on the extension script. Auto-fill can only fill so much, I wonder if adding a default to a temp script and using auto-fill will speed things up. I haven't messed with Papyrus very much so this is mostly just a primer for me.
I'm just starting Dragonborn for the first time myself, the music makes me want to reinstall Morrowind.
Edit: Extended scripts don't work exactly how I thought they did. I thought they were added to an object in addition to the script they extend, and that you would only have to fill any new properties it adds if any. Instead they essentially become a new script so you would have to replace the existing script with the extender, then refill all the properties, and that would be a ton of work.
The reason I was looking for an alternate method of implementing your changes was because I knew right away something was missing when the Wood Chopping Block and the Gem deposits added by Dragonborn gave me nothing but errors in my Papyrus log
It got me thinking that perhaps a script that extended the vanilla scripts would maintain maximum compatibility. I figured it would allow any mod added Ore deposits to continue to function without requiring a compatibility patch. And they probably would but at a major Carpal Tunnel Syndrome inducing cost.
I completely over thought this though, I think a check to see if the new properties are filled and reverting to the defaults if not, would do just about the same thing
Anyway, I just figured I'd post my findings regarding the script extension thing.
Currently implementing the extended script thing anyway on my end just to see\learn if\how it works. I can see that it would be a lot of work to redo all of the ore nodes and refill all of the properties on the extension script. Auto-fill can only fill so much, I wonder if adding a default to a temp script and using auto-fill will speed things up. I haven't messed with Papyrus very much so this is mostly just a primer for me.
I'm just starting Dragonborn for the first time myself, the music makes me want to reinstall Morrowind.
Edit: Extended scripts don't work exactly how I thought they did. I thought they were added to an object in addition to the script they extend, and that you would only have to fill any new properties it adds if any. Instead they essentially become a new script so you would have to replace the existing script with the extender, then refill all the properties, and that would be a ton of work.
The reason I was looking for an alternate method of implementing your changes was because I knew right away something was missing when the Wood Chopping Block and the Gem deposits added by Dragonborn gave me nothing but errors in my Papyrus log
It got me thinking that perhaps a script that extended the vanilla scripts would maintain maximum compatibility. I figured it would allow any mod added Ore deposits to continue to function without requiring a compatibility patch. And they probably would but at a major Carpal Tunnel Syndrome inducing cost.
I completely over thought this though, I think a check to see if the new properties are filled and reverting to the defaults if not, would do just about the same thing
Anyway, I just figured I'd post my findings regarding the script extension thing.
Edited by Wormheart, 16 August 2013 - 12:58 AM.
#37
Posted 18 August 2013 - 08:56 PM
Thanks for doing this, WAF and CCO where always up there on my priority mods list, but they've gotten so broken over time. I really like how you're setting up the new CCO to work.
Bug report: I'm not using your SPO and I don't seem to get the improvement bonus to iron armor/weapons. (unless I've missed a notification that SPO is mandatory
)
Bug report: I'm not using your SPO and I don't seem to get the improvement bonus to iron armor/weapons. (unless I've missed a notification that SPO is mandatory
#38
Posted 19 August 2013 - 12:42 AM
SPO isn't a requirement for WAF or CCO. However, if you want to have the changes from SPO then you do need to use it.
#39
Posted 20 August 2013 - 05:42 PM
Small question about Clothing and Clutter Fixes. Does this play nice with Realistic Carry Weight and Item Value Economy Overhaul by Ossuarium?
#40
Posted 23 August 2013 - 03:32 AM
Is CCO compatible with Ars Metallica, or should I replace that with this? Thanks!



Sign In
Create Account
This topic is locked

Back to top









