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Complete Crafting Overhaul Remade and Updated


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#41
kryptopyr

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In response to post #8883778.

No, it's not compatible. You should choose one or the other but don't use both.

#42
kryptopyr

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In response to post #8859885.

I haven't compared them specifically, but from the sound of it, probably not without a patch. You'd have to check them out in TES5Edit and see if they conflict, but it sounds like those other mods are probably making changes to many items, and those changes would probably overwrite (or get overwritten by) CCO. Again, TES5Edit would be the quickest way to compare the mods and determine compatibility.

#43
Crixler

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In response to post #8883778. #8887040 is also a reply to the same post.

Cool, I replaced it with this now, as this seems much more comprehensive (other than the fact that Ars Metallica gives you smithing experience for things like the tanning rack).

I've noticed a bit of a problem, though. Now Vigilants of Stendarr have no weapons equipped. I took a look in tes5edit, and it looks like they're now set to only use weapons from a mod that's supposedly optional. I plan to edit that myself in a bit, but it might be something you might want to look into, as well.

Also, I noticed in CCO, you've renamed malachite to glass. But in the clothing and clutter mod, you renamed it to moldavite instead. This overwrites the moldavite, but I just thought I'd cast my vote to using moldavite as the name of it, rather than glass. And reverting "mundane glass" to just glass. Your choice, of course, and a simple thing to manually change myself if you stick with the current names.

Other than those things, I like it!

#44
kryptopyr

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In response to post #8883778. #8887040, #8894867 are all replies on the same post.

The additional weapons from Jaysus Swords are optional. What you're seeing in TES5Edit is the list that toggles between using the vanilla list and using the optional weapons. I double-checked this and it should be set up correctly. Make sure that in the MCM menu under Mods, that you don't have the distribution option checked for Jaysus swords (unless, of course, you have Jaysus Swords installed).

I've gone back and forth over whether to rename malachite to glass or to moldavite. Calling it "glass" is a bit more lore-friendly (throw-back to Morrowind), but I think I also prefer calling it moldavite. Thanks for the feedback!

#45
Crixler

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In response to post #8883778. #8887040, #8894867, #8917415 are all replies on the same post.

I did have the Jaysus Swords option unchecked, and I do not have that mod installed. Whatever the case, I manually modified the affected NPCs to revert to their USKP gear, and now they work fine.

#46
sgtsnorkles

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Not sure what is causing this problem, did a check via TESVEdit and only two mods seem to affect this. Unofficial Skyrim Patch and you mods. Seems Daedric weapons and armor have disappeared in smithing. The only thing for Daedric are crossbow bolts installed by another mod. Thing is, I used to have the weapons and armor until starting a new game from scratch and after installing your mods. I have yet to find the culprit. Any help would be appreciated. BTW, I am using all three of your main smithing mods.

Edited by sgtsnorkles, 27 August 2013 - 02:16 AM.


#47
Treplos

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@ sgtsnorkles .. sry, this was meant as reply to your post:

I've found a lot of mods have stealth, undocumented edits. I recommend you untick every mod one by one to find the culprit.
Sometimes load orders also can cause such things.

Edited by Treplos, 27 August 2013 - 04:47 AM.


#48
kryptopyr

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In response to post #8923778.

Do they appear at night?

#49
Crixler

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In response to post #8883778. #8887040, #8894867, #8917415, #8920766 are all replies on the same post.

Another thing I just noticed, the wood chopping block at Heljarchen Hall doesn't work. It shows me chop once, then stops, and it doesn't give me any firewood. The one at Mixwater Mill works fine, though. I don't have any other mods that should affect that that I can think of, so I imagine it's something going on with this one.

#50
shiholude

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Love it, love it, LOVE IT!

Brilliant (as Gopher would say) job on all these revamps!

Something that has been bothering me, and I have yet to test, is the smelting of weapons/armors. Currently, a weapon that takes 4 ingots and 3 leather straps to make only breaks down into a single ingot when smelted. I understand the concept of diminishing returns for balance, and would never suggest returning the same amount as required, but one seems steep (IMO).

However, my suggestion comes with a question: is it possible to "create" a leveled list for the output of a recipe? If so, then it would be very awesome to implement a logical and balanced system of varing returns from smelting down items.

For example:
A Stalhrim Warhammer takes 2 Quicksilver Ingot, 3 Leather Strips, and 4 Stalhrim Ore to make.
Breakdown (smelting) of this could return a leveled list (LVLI), in which there is an equal chance to get:
2 Stalhrim Ore, 2 Leather Strips -or-
3 Stalhrim Ore -or-
1 Stalhrim Ore, 1 Leather Strip, 1 Quicksilver Ingot

The last one seems less likely (logically), as the process of smelting down the item wouldn't result in a clean separation of materials from each other. But hopefully this conveys the concept nevertheless. So, to your knowledge, is it possible to reference a leveled list for a created object (CNAM)?

-Shiholude




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