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Can't smelt any ore... not just one type, none

smelting ore

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#1
VulcanTourist

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I've managed to create a conflict that prevents me from smelting any type of ore at all... not just one or two types, but none of them.  The only "recipes" the smelter displays are those for melting down items to create ingots and ore... the latter which I still can't use.

 

What am I looking for?  If I load everything into SSEedit/xEdit, is there a specific type of record I can search for to isolate the causes?



#2
IsharaMeradin

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Recipes can be blocked from appearing by having their condition list modified. To see if this is the reason, look at the recipe records (COBJ) in question.



#3
VulcanTourist

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Recipes can be blocked from appearing by having their condition list modified. To see if this is the reason, look at the recipe records (COBJ) in question.

Thank you.  I didn't know what record type to focus on.



#4
VulcanTourist

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I believe I have found the mod causing the problem, but it's not simply breaking the recipes: it's quietly changing the material requirements, notably to require significant amounts of Charcoal.  It's the Woodcutter mod:

https://www.nexusmod...ion/mods/13204?

I didn't see this documented, so I was blindsided.  It's not necessarily an unrealistic or unreasonable change, but it's certainly different, and quite unexpected when he fails to document what he's done.

 

The way that I found the change, with the tip from IsharaMeradin, was to expand Skyrim.esm in xEdit and look at the "Constructible Objects, which included the ingot recipes in question.

 

Now I need to decide whether I find this change appropriate, and if not then decide whether to try editing-out these recipe changes - I've never attempted anything like that - or just discontinue use of the mod.  I had only added it provisionally day before yesterday and confirmed that I could indeed fell trees.  (Sadly it doesn't achieve the primary goal I had in mind, which was being able to lumberjack my own logs for Hearthfire houses.  This mod instead produces entirely unique lumber items for its own custom construction process using Jaxonz Positioner.)



#5
IsharaMeradin

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If the mod does not meet your needs, probably not worth editing it but rather remove it and fall back to a save made prior to adding it.  Else, if you want to keep it, you can just remove the modified COBJ records from the plugin in question (xEdit: right click on the record under the plugin in question and choose remove).  The game will then fall back to the base game records and behave as you expect.



#6
VulcanTourist

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Else, if you want to keep it, you can just remove the modified COBJ records from the plugin in question (xEdit: right click on the record under the plugin in question and choose remove).  The game will then fall back to the base game records and behave as you expect.

Yes, I already succeeded in doing that; dare I say it was trivial thanks to having the tool?  I might still remove the mod outright.  I've been starting a new game with even the slightest changes until I have my mod loadout complete and stable.  (I had more CTDs occur when entering Markarth, so I have more troubleshooting to do. *sigh*)







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