[RELZ] - CDM - Illegal Harvest (Beta Release)

Post » Sun Aug 01, 2010 7:14 am

Download Link: http://tesnexus.com/downloads/file.php?id=32515
As ever, if you find any issues, or just have comments, please let me know below. This Mod is a Beta, so it is expected there will be some issues or bugs-- hopefully nothing game-breaking however.

Name : Illegal Harvest
Version : 1.0 Beta
Author : CDM
Requirements : OBSE, V.18+ (Lower may work, but not confirmed)
Latest Oblivion Patch

Introduction :-
Recently, I saw a thread over at the Bethesda Forums, started by Comet, asking about the possibility of making it a crime to steal from owned Flora. Although the Red Hand comes up, apparently it is not actually a crime to try and Harvest these plants.

Currently, there is no direct way to make this action Stealing, and so this Mod attempts to work around that , making it possible to steal from Plants. Because this is only a Beta/Experiment/Proof of Concept Mod, there are a number of issues (for further details, please see the "Known Issues" section below), however, this Mod does succeed in its goal.

Illegal Harvest has two main features:
- Illegal Harvesting
- Harvest Chance

Illegal Harvesting allows Oblivion to check the Ownership of a given Plant, and react accordingly-- anything you harvest from that Plant will be marked as "Stolen". By default, Stealing from owned Flora will also result in a 1-gold increase in your Bounty. This value can be changed in the included Illegal Harvest.ini file.

Harvest Chance allows you to alter the Chance of a Successful Harvest based upon the Season for all Plants except Nirnroots (Which still have 100% chance of Success). There are four seasons, each containing three months.
Spring - Sun's Dawn, First Seed, Rain's Hand
Summer - Second Seed, Mid-Year, Sun's Height
Autumn - Last Seed, Heart Fire, Frost Fall
Winter - Sun's Dusk, EveningStar, Morning Star

Chance of Success can be edited in the included Illegal Harvest.ini file.


Install :-
1. Copy CDM - Illegal Harvest.esp to your Oblivion/Data Directory
2. Copy CDM - Illegal Harvest.ini to your Oblivion/Data Directory

UnInstall :-
1. Delete CDM - Illegal Harvest.esp to from Oblivion/Data Directory
2. Delete CDM - Illegal Harvest.ini to from Oblivion/Data Directory

Compatibility :-
Illegal Harvest does not alter any Plants Directly, but instead through a small Script. Therefore, it should be compatible with Mods such as Harvest Flora, which alter the appearance of Plants that are Harvested.
However, it will be incompatible with Mods which alter the Chance of Success for Harvesting, such as Full Harvest, as this Mod includes a similar effect.

Known Issues :-
Since this Mod is still a Beta/Proof of Concept/Experiment Mod, there are a number of Known Issues which may affect its performance. If you have any suggestions as to solutions to these problems, please feel free to PM me at the Bethesda Forums, or post in the Official Thread for Illegal Harvest there.

- No SI Support.
Although Illegal Harvest should work in Shivering Isles, this functionality is not officially supported at this time.

- False-Positives.
Certain exterior locations such as Caves, Ruins, and the like will give false-positives for Stealing, even though they are not officially owned by anyone. This can also extent to areas outside of a Town that my not make sense (for example, the woodland around Leyawiin).

- No Messages
No Messages will be displayed, regardless of whether you are successful at Harvesting or not.

If you encounter any other Issues, please report them.

Credits :-
Comet - Original Concept

User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Sun Aug 01, 2010 9:13 am

Hehe, 1st download. :ninja:

Thanks - I like this kind of mod, and it's good to see this previously ignored issue addressed. :thumbsup:
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Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Sun Aug 01, 2010 6:29 am

Oeh very nice, I was planning on adding a 'harvest chance' feature to my http://www.tesnexus.com/downloads/file.php?id=23901 but I never got around to do it. Gonna try this out. :)

[edit]
Haven't looked at how you implemented it but have you thought about making the harvest chances configurable? Best way is probably similar to how TheNiceOne added repricing in Enhanced Economy. It uses simple text files like this to read large amount of data (the last two coloms aren't used, they're mainly for readability)
Prices for items as set by MMM.[Mart's Monster Mod.esm]007DCF,	95,	ABSpiderSilk,	Spider Silk01D6C8,	50,	BeholderEye,	Eye of the Beholden02765D,	0,	BloodmoonRobe,	Blood Moon Robe02765E,	0,	BloodmoonRobeHood,	Blood Moon Hood044D23,	85,	ColovianCuirass,	Colovian Cuirass044D24,	45,	ColovianShield,	Colovian Shield006A0C,	10,	DeerAntler,	Deer Antlers019D9D,	1350,	Dremora6ValkynazBoots,	Daedric Boots

But instead of doing it on a per-form basis it may be simpler to just do it on a per-name basis. Where the format could be something like this:
, , , , Cairn Bolete, 40, 10, 80, 10
The file would be parsed by a script to build an array, then whenever you enter a cell you could compare the flora in it (well only one of each kind as the SetIngredientChance works on the base object) to the data in the array and adjust the harvest chance.

If you are interested but aren't sure how to code it let me know and I'll give you a hand. It is something I've been meaning to do for a long time and now that you already made this mod (which is much better than what Full Harvest does) I figured it is better to help improve it. :D

P.S. It would ofcourse require Pluggy but the feature can be made optional, only allow it/use it if the user has Pluggy installed. :)
[/edit]

[edit2]A quick question about the script, shouldn't you be checking if "WhichPlant != 0" ? :unsure:[/edit2]

-kyoma
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koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Sat Jul 31, 2010 10:29 pm

excellent, thanx for this and all your other awesome mods :)
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Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Sun Aug 01, 2010 9:49 am

Nice work, thanks!! :D
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Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Sun Aug 01, 2010 6:22 am

If I may offer a suggestion:

With regards to the bounty for illegally thieving crops. How about only applying it if you're seen taking it by the owner? That's make for a bit of extra realism.
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Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sun Aug 01, 2010 12:56 pm

CDM_ in answer to your question for where settlestone is I gave the wrong name it is shetcombe farm, and it is just north of Kvatch.
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Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Sun Aug 01, 2010 12:03 pm

This is a great idea! If the change suggested by HeX & the false-positives are sorted I'll add this in a heartbeat!

I really hope this is developed further! :goodjob:
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David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Sun Aug 01, 2010 11:46 am

Kyoma, I think I get what you mean, but would have no idea how to implement that...
On the != 0, probably would be best, thanks :D

Hex, Yes, other people have suggested that :) I'm not planning to do it yet, but if I can fix those few issues that still exist, then it will definitely be the next step :)
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Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Sun Aug 01, 2010 11:20 am

Nice. Really like that you implemented seasonal harvest. Aren't caves often named somewhere like that in the cell, "cave" that is? A check for cell name or what ever else uses "cave" "underground" "sewer" etc in names near by?

Cheers - Downloading :D
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Jon O
 
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Joined: Wed Nov 28, 2007 9:48 pm

Post » Sun Aug 01, 2010 1:58 am

Locksley, you may have just helped me out :D I can't use "GetInCell" (Vanilla Command) because it needs to be the first part of the name, but OBSE has a String-check if memory serves, so that might help-- then there'd only be things like Ayleid Ruins left :)
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rheanna bruining
 
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