[RELz] CLS CraftyBits OBSE 060 Beta

Post » Sat May 28, 2011 6:50 am

I'm am currently working on making the crafty soaps work with the copper bath, and the bath mod soap work with removing craftybits disease / sickness levels from skinning. Several people (me included) run the bathing mod with craftybits. Currently you must bath with the bathing mod soap to remove "smell" and the crafty bathing for removing "sick chances" ...

if I can get my scripts figured out (and I'm working on it, honest) you'll be able to use both and it will count for both so you'll only have to bathe once.

COBL - if you use it there's a patch that adds Crafty foods to the dinnerplate. I'm working on a different patch to add other foods to the COBL eat lists. If there are then scripts that call on these lists (filtered into the bashed patch) then all these other foods become resources for eating (and maybe cooking).

But - you don't have to use COBL with CB. you can craft and cook without it just fine. (can't eat the food however, but alchemy with it works just fine).


Tyvm, will try CB right now, for now i'll disable CB using the -bath option in the menu and keep using bath mod. thanks again :)
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Latino HeaT
 
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Post » Sat May 28, 2011 1:16 am

Just reporting a problem, so far everything seems to be working fine except the repair, I'm having duplicates of the item!

http://img241.imageshack.us/img241/7295/screenshot9yy9.jpg

I'm using the latest OBSE, and CB is being loaded just after Bashed Patch, but before Deadly Reflex, when I hit it with the hammer, instead of the item being repaired, it just get a duplicate with more health, what could be wrong here?
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Assumptah George
 
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Post » Fri May 27, 2011 10:48 pm

well... the cleanup script that takes the old version to the trash is not working... did you install the .6.1 smithing fix?
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Taylrea Teodor
 
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Post » Sat May 28, 2011 7:13 am

well... the cleanup script that takes the old version to the trash is not working... did you install the .6.1 smithing fix?


yes, I did
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cosmo valerga
 
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Post » Sat May 28, 2011 9:22 am

I have never tried to smith anything in all of the time that I have been using the mod. I only do cooking.

Are you using BOSS for your load order? I find that this program works very well and then after that use Wrye Bash. I also personally move the Bashed Patch to the 2nd to last item on the load list and streamline is the last.

Also I recommend Cobl. It is a great little addition to Oblivion in general. The ingredient sorters using COBL are great!!!
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Rudi Carter
 
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Post » Fri May 27, 2011 8:23 pm

Im having a prob with the new version for some reason the version i had before the cooking pit in the anvil house farted out. Well now when i play my game i will automaticly loot the firebox to that fireplace like every hour in game time nomatter where im at in the game. I tried to hit esc and click the firebox for that fireplace and type disable but i get notta it still shows up and i still have the same prob. I know its from the mod cause i disabled it and the problem went away. All the other fireplaces work fine with no problems. But i messed up the one in anvil along time ago on a different version. Im wonderind if you can help me to get rid of that firebox in anvil so i wont have this problem anymore. Im sure i wouldnt be having the prob if it werent for it messing up versions ago. I cant start a new char ive put sooooooooooooooooooo many hours into this toon and have gotten so many items created from CB and so many items i quested from so many dif mods. Also when i go into the house or load outside it it says fudge data up in the top left hand corner i dont know what that means but maybe that will help you out with an answer for me. And one more thing for a long time when i would go into that house it would just have tons and tons of venison jerky on the floor. Thats how i messed up the pit was from making jerky it messed up one time and i couldnt get it to work then after that i would go into the house to get a CM companion char and there would be jerky all over the place so i said fook it took the jerky and quested. But now with this new version i just keep getting this window poping up like every hour in the game time and when i hit t and wait it will pop up everytime the hour # changes so its like its timed. Also i would put things in the firebox to make sure that was it like armor then sure enough it would pop up and the armor was in there. So im positive that its this mod and the firebox from the anvil house. If you can help out in anyways shade i would greatly appreciate it.
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cosmo valerga
 
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Post » Sat May 28, 2011 1:04 am

OK people!

Listen up.

Reposting this from the COBL thread

If you use COBL and OBSE you no longer need the COBL glue plug.

Get COBL 1.53 and use the filter plug along with wrye bash to add the CB foods to the COBL dinnerplate.
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Rachell Katherine
 
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Post » Fri May 27, 2011 9:54 pm

Only have a couple things to say. First i would like to see hide glue fixed so i can fletch again unless theres some kind of work around that i havent read in the readme. Fletching is a big part of my game i make bone arrows all the time but i cant till hide glue is fixed. Also I would like to be able to repair my armor on the portable forge again it does nothing right now probable a bug since you switched from using the spacebar to hit the armor/weapons to using the regular attack swing. CB key doesnt actually work for me it makes a dup of item and you cant pick it up so i just disable it. I guess its ok cause i can just use the make functional spell instead of CB key. I miss being able to make jerky on the portable fire. I like the idea of using actual wood to make a fire but i dont like not being able to add hooks to the fire for jerky making. Running back and fourth to my house to make jerky gets old. The only thing i see adding to this mod was something that i think fourthgeek originally had the idea of having in the mod anyways. When i watched a vid of his mod i seen where he was getting ready to repair a sword and it asked him if he would like to sharpen it when he sharpend it there was 1 damage added to the sword. I think this would be awsome if you had your armoring skill completely maxed out. But i think you should only be able to add 1 more stat to the item anything else would be unbalanced. Also adding 1 stat to armor might be a good idea to. Other then that the only thing im asking for is to be able to use all the functions that were originally planned to be used.
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Heather Kush
 
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Post » Sat May 28, 2011 3:03 am

Jerky: read the books. It now is a dried meat type not smoked. The books (help guides) can all be accessed in the game through the CB options item.

The CB key: if it is not working for you try setting it to a new key using the CB options item in Misc items of your inventory

Hide glue: take 3 hides of the same type to make. Don't use the campfire. Instead use a log, convert it into a fire container and add additional wood to make a fire. Then use this fire instead of the old one.

The new targeting crosshair has some issues, yes. If the .6.1 beta is too glitchy for you then roll back to .5.4.

And forging has not been overhauled. It remains with the old system to the best of my knowledge.
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Hannah Whitlock
 
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Post » Sat May 28, 2011 7:38 am

Jerky: read the books. It now is a dried meat type not smoked. The books (help guides) can all be accessed in the game through the CB options item.

The CB key: if it is not working for you try setting it to a new key using the CB options item in Misc items of your inventory

Hide glue: take 3 hides of the same type to make. Don't use the campfire. Instead use a log, convert it into a fire container and add additional wood to make a fire. Then use this fire instead of the old one.

The new targeting crosshair has some issues, yes. If the .6.1 beta is too glitchy for you then roll back to .5.4.

And forging has not been overhauled. It remains with the old system to the best of my knowledge.


I know that I am having troubles recently with making logs into fires. I am not sure why it is not working anymore. When I try to activate it (not sneaking) it just picks up the logs instead. So I am not sure what is going on. It just started actually. Might there be a conflict with Duke's drinking mod?? I was going to make a fire to purify some dirty water so that I could drink it.

Also a big THANK YOU to you Dewshine for updating Cobl to include all of those different foods from other mods. It is about time that was done.

Thank you!!!
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Quick Draw
 
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Post » Fri May 27, 2011 6:29 pm

I have a problem: the game freezes when I use the craftybits key on something (right now a skinning knife).
I already toyed around with the load order a bit, but even with craftybits loading as the very last, it freezes.
Here is my load order, I hope this can be fixed:

Active Mod Files:00  Oblivion.esm01  CLS-Craftybits.esm02  CM Partners.esm03  EnhancedWeather.esm  [Version 1.2.4]04  Cobl Main.esm  [Version 1.52]05  Kvatch Rebuilt.esm06  Better Cities Resources.esm07  HorseCombatMaster.esm08  TNR - ShiveringIsles.esp09  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  LoadingScreens.esp0D  Natural_Habitat_by_Max_Tael.esp0E  Enhanced Water v2.0 ND.esp0F  weather inside [silent seasons] v1.2.esp10  EnhancedWeather.esp  [Version 1.2.1]11  EnhancedWeather - SI.esp  [Version 1.1.7]12  EnhancedWeather - Darker Nights, 80.esp  [Version 1.2]13  WindowLightingSystem.esp14  AliveWaters.esp15  Book Jackets Oblivion.esp16  Book Jackets DLC.esp17  Living Economy.esp18  Cutthroat Merchants.esp19  Choices and Consequences.esp1A  Ayelid Wells.esp1B  MaleBodyReplacerV4.esp1C  Armor of Gaia.esp1D  Rogue Sun's Blood Lust Dress.esp1E  RTFemaleReplacerV12.esp1F  SentientWeapon.esp  [Version 3]20  RealSwords - Argonian HI-NPC.esp21  RealSwords - Bosmer HI-NPC.esp22  RealSwords - Breton HI-NPC.esp23  RealSwords - Khajiit HI-NPC v1.3.esp24  RealSwords - Orc HI_NPC v1.0.esp25  RealSwords - Redguard HI-NPC.esp26  LeatherHunterArmour.esp27  Slof's Beefcake Armors.esp28  ExnemEyeCandy_RTFem.esp29  NamirasEmbraceArmour.esp2A  Slof's Horses Base.esp2B  Cobl Glue.esp  [Version 1.50]2C  Cobl Si.esp  [Version 1.32]2D  Cobl Tweaks.esp  [Version 1.44]2E  TIE.esp2F  StopDarkBrotherhood.esp30  The Lost Spires.esp31  RTT.esp32  Blood&Mud.esp33  MannimarcoComplete.esp34  Better Cities Full - B&M Edition.esp35  Better Imperial City.esp36  Better Cities - TIE Restricted Area.esp37  Better Cities - Ruined Tail's Tale.esp38  Kvatch Rebuilt.esp39  Natural_Vegetation_by_Max_Tael.esp3A  Harvest [Flora].esp  [Version 3.0.0]3B  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3C  Bag of Holding.esp  [Version 1.5.0]3D  Duke Patricks Dont Be A Soch.esp  [Version 2.2]3E  Kyoma's Journal Mod.esp  [Version 3.0.0]3F  ReneersGoldMod.esp40  ReneersTrainingMod.esp41  Salmo the Baker, Cobl.esp  [Version 3.07]42  Wrye Shivering.esp  [Version 08]43  Quest Award Leveller.esp44  M.O.E. - Main Quest Delayer.esp  [Version 3]45  RealisticForceMedium.esp46  RealisticMagicForceMedium.esp47  SkycaptainsBloodTime.esp48  GalerionUnarmoredAcrobatics.esp49  Addendum - Vampires.esp4A  MidasSpells.esp4B  Cobl Races.esp  [Version 1.52]4C  Cobl Races - Balanced.esp  [Version 1.52]4D  bgMagicEV.esp  [Version 1.6EV]4E  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.55EV]4F  bgMagicItemSigil.esp  [Version 1.6EV]50  bgMagicEVStartspells.esp  [Version 1.55EV]51  bgMagicBonus.esp  [Version 1.55EV]52  bgMagicEVPaperChase.esp  [Version 1.55EV]53  bgMagicAlchemy.esp  [Version 1.57]54  DD_ProximitySneakPenalty.esp55  RenGuardOverhaul.esp56  RenGuardOverhaulShiveringIsles.esp57  DD_NPCArrest.esp58  Denock Arrows.esp59  Enhanced_Hand_to_hand-2329.esp5A  RealisticLeveling.esp5B  Level_Rates_Modified_x3.esp5C  MRP - Loading area.esp5D  MRP - Not enough charge.esp5E  MRP - You find nothing of use.esp5F  MRP - You successfully harvest.esp60  [GFX]_Initial_Glow-all.esp61  bgMagicEVShader.esp  [Version 1.6EV]62  bgMagicLightningbolt.esp63  Map Markers for Explorers & Adventurers.esp64  CleanQuit.esp65  Aundae.esp  [Version 1.3]66  ReneersContainerMod.esp67  Bashed Patch, 0.esp68  Streamline 3.0.esp69  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp6A  DeadlyReflex 5 - Combat Moves.esp6B  Duke Patricks Script Effect Silencer Gold Edition.esp6C  CLS-Craftybits.esp


(and to Flakeinator: don?t you need to use the craftybits key on a log to make it into a campfire?)
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JUan Martinez
 
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Post » Sat May 28, 2011 4:44 am

LupaLunea, does the Make Functional spell still work?

Can you reset you key to another selection then set it back and test it again?

The reason the make functional spell is still there is because the CB key is not yet 100% fool proof. I'll pass on to CLShade that he needs to look over the script for it again.
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Esther Fernandez
 
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Post » Sat May 28, 2011 4:32 am

LupaLunea, does the Make Functional spell still work?

Can you reset you key to another selection then set it back and test it again?

The reason the make functional spell is still there is because the CB key is not yet 100% fool proof. I'll pass on to CLShade that he needs to look over the script for it again.


When I put the skinning knife (it showed up in the misc section) in the purple circle, it created a unmovable, untouchable duplicate in the air and another skinning knife was added to my misc section. The craftybits key didn?t do anything on that one, but I also couldn?t use it.
I also tried the key on logs, that works. But it also freezes when I try to make a covered pot functional.
And yes, I also tried resetting the key. See, my hand moves. Then a message ?skinning knife added? appears and the game freezes when my hand is still stretched out.
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carley moss
 
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Post » Sat May 28, 2011 1:42 am

I have a problem: the game freezes when I use the craftybits key on something (right now a skinning knife).
I already toyed around with the load order a bit, but even with craftybits loading as the very last, it freezes.
Here is my load order, I hope this can be fixed:

Active Mod Files:00  Oblivion.esm01  CLS-Craftybits.esm02  CM Partners.esm03  EnhancedWeather.esm  [Version 1.2.4]04  Cobl Main.esm  [Version 1.52]05  Kvatch Rebuilt.esm06  Better Cities Resources.esm07  HorseCombatMaster.esm08  TNR - ShiveringIsles.esp09  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  LoadingScreens.esp0D  Natural_Habitat_by_Max_Tael.esp0E  Enhanced Water v2.0 ND.esp0F  weather inside [silent seasons] v1.2.esp10  EnhancedWeather.esp  [Version 1.2.1]11  EnhancedWeather - SI.esp  [Version 1.1.7]12  EnhancedWeather - Darker Nights, 80.esp  [Version 1.2]13  WindowLightingSystem.esp14  AliveWaters.esp15  Book Jackets Oblivion.esp16  Book Jackets DLC.esp17  Living Economy.esp18  Cutthroat Merchants.esp19  Choices and Consequences.esp1A  Ayelid Wells.esp1B  MaleBodyReplacerV4.esp1C  Armor of Gaia.esp1D  Rogue Sun's Blood Lust Dress.esp1E  RTFemaleReplacerV12.esp1F  SentientWeapon.esp  [Version 3]20  RealSwords - Argonian HI-NPC.esp21  RealSwords - Bosmer HI-NPC.esp22  RealSwords - Breton HI-NPC.esp23  RealSwords - Khajiit HI-NPC v1.3.esp24  RealSwords - Orc HI_NPC v1.0.esp25  RealSwords - Redguard HI-NPC.esp26  LeatherHunterArmour.esp27  Slof's Beefcake Armors.esp28  ExnemEyeCandy_RTFem.esp29  NamirasEmbraceArmour.esp2A  Slof's Horses Base.esp2B  Cobl Glue.esp  [Version 1.50]2C  Cobl Si.esp  [Version 1.32]2D  Cobl Tweaks.esp  [Version 1.44]2E  TIE.esp2F  StopDarkBrotherhood.esp30  The Lost Spires.esp31  RTT.esp32  Blood&Mud.esp33  MannimarcoComplete.esp34  Better Cities Full - B&M Edition.esp35  Better Imperial City.esp36  Better Cities - TIE Restricted Area.esp37  Better Cities - Ruined Tail's Tale.esp38  Kvatch Rebuilt.esp39  Natural_Vegetation_by_Max_Tael.esp3A  Harvest [Flora].esp  [Version 3.0.0]3B  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3C  Bag of Holding.esp  [Version 1.5.0]3D  Duke Patricks Dont Be A Soch.esp  [Version 2.2]3E  Kyoma's Journal Mod.esp  [Version 3.0.0]3F  ReneersGoldMod.esp40  ReneersTrainingMod.esp41  Salmo the Baker, Cobl.esp  [Version 3.07]42  Wrye Shivering.esp  [Version 08]43  Quest Award Leveller.esp44  M.O.E. - Main Quest Delayer.esp  [Version 3]45  RealisticForceMedium.esp46  RealisticMagicForceMedium.esp47  SkycaptainsBloodTime.esp48  GalerionUnarmoredAcrobatics.esp49  Addendum - Vampires.esp4A  MidasSpells.esp4B  Cobl Races.esp  [Version 1.52]4C  Cobl Races - Balanced.esp  [Version 1.52]4D  bgMagicEV.esp  [Version 1.6EV]4E  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.55EV]4F  bgMagicItemSigil.esp  [Version 1.6EV]50  bgMagicEVStartspells.esp  [Version 1.55EV]51  bgMagicBonus.esp  [Version 1.55EV]52  bgMagicEVPaperChase.esp  [Version 1.55EV]53  bgMagicAlchemy.esp  [Version 1.57]54  DD_ProximitySneakPenalty.esp55  RenGuardOverhaul.esp56  RenGuardOverhaulShiveringIsles.esp57  DD_NPCArrest.esp58  Denock Arrows.esp59  Enhanced_Hand_to_hand-2329.esp5A  RealisticLeveling.esp5B  Level_Rates_Modified_x3.esp5C  MRP - Loading area.esp5D  MRP - Not enough charge.esp5E  MRP - You find nothing of use.esp5F  MRP - You successfully harvest.esp60  [GFX]_Initial_Glow-all.esp61  bgMagicEVShader.esp  [Version 1.6EV]62  bgMagicLightningbolt.esp63  Map Markers for Explorers & Adventurers.esp64  CleanQuit.esp65  Aundae.esp  [Version 1.3]66  ReneersContainerMod.esp67  Bashed Patch, 0.esp68  Streamline 3.0.esp69  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp6A  DeadlyReflex 5 - Combat Moves.esp6B  Duke Patricks Script Effect Silencer Gold Edition.esp6C  CLS-Craftybits.esp


(and to Flakeinator: don?t you need to use the craftybits key on a log to make it into a campfire?)



You might be right. My trouble is that the CB key really does not work much of the time. And I tried to use the Make Functional spell but it does not work that way.

DEWSHINE:

The fires that we can build. Does it use the Fire or Flame sound? I am asking because I use the mod Duke Patrick's drinking mod and there is an item that allows you to boil water to purify it but it only works on fires that have the right sound(s).
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Averielle Garcia
 
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Post » Fri May 27, 2011 7:43 pm

Um... That is a good question. I know it uses the flame node, but if it has the sound attached or not? that I don't know. I'm also using that water mod and thus far I've gotten so much water off the bandits that I've not had need to purify any.

I'll take a look at it and see if the sound is attached to CB campfire though.
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Kelly Upshall
 
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Post » Fri May 27, 2011 6:22 pm

Um... That is a good question. I know it uses the flame node, but if it has the sound attached or not? that I don't know. I'm also using that water mod and thus far I've gotten so much water off the bandits that I've not had need to purify any.

I'll take a look at it and see if the sound is attached to CB campfire though.



I do agree that I have found tons of water as well and there is really no need to purify anything but it would be cool if I could do it. Also would be a sweet addition if you are a Ranger type character. I am not but it would be cool for all of the rangers out there.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 9:10 pm

Yes, I'm still alive. :) So is the mod.

Status Update
I'm poking at the mod between the cracks of a serious RL workload at the moment. Major deadlines before the end of the year then... some free time!! I also have a new PC on the way partly dedicated to modding. My current gaming machine is quite old and unsatisfying. Looking forward to actually being able to SEE the stuff in the game without having to ignore the woefully underpowered video card's clear influence.

The Craftybits Key & Make Functional
I have no idea why, yet, but the CB Key can ONLY be set while looking at something that can be converted. Very screwy and I'm looking into fixing that. It'll SAY you've selected a key but the key won't work. You also can't reset the CBkey to the same key: please follow these steps to make sure your CB Key works properly- you only have to do it once.

1) First, use the CB Option item reset your key to something you DON't want. This clears the way to properly selecting the key you do want.
2) Look at something you can convert. (Not daggers or axes- they no longer need to be converted!) I use a wooden pole or some raw arrowshafts harvest from a tree since they are fairly easy to get at the beginning of the game.
3) While looking at the convertable item, open your CB Options and select Reset CB Key.
4) Select your correct key while still looking at the convertable item.

That should do it. At least it does it for me.

What I'm Doing About That
Obviously that's not how I intended the CB Key to work. Setting the key in the first place should work and resetting it should work without having to look at something specific. Its probably something simple in the script but I haven't found it yet. When I do I'll polish what updates I have and get a patch up.

I'm also changing the startup sequence. Instead of having to select your CB Key and Spear Key right up front... I'm just setting them to defaults (CB= K and Spear = V) and you can change them via the options menu. That unclutters the usual barrage of messagebox's when starting a new game.

Make Functional is not complete at the moment. With the introduction of many new materials, the ability to harvest wood without special tools and several other changes on how the mod works, the CB Key is the primary tool and Make Functional has not been fully updated. While this may change with a future update, I'd rather focus my limited time on making sure the CB Key works than duplicating its functionality in case it doesn't. My intention is to can the Make Functional spell as soon as the CB Key works as it should every time. Many of the current issues with the CB Key can be addressed by the reset work around above- and a few other issues have already been solved and waited for a releasable update.

Other Things in the Hopper
- Bug fixes. As always.

- The CB Team is currently testing a possible fix for planting. I think I found what was causing the instability with it and have implemented a solution that worked with the small amount of testing I had time to do. I'm not sure if the fix *really* works in all situations, but at least I can report that some progress is being made there.

- The guild facility is also getting some love. I've started adding the crew of NPC's and making a safe place for the you to live there if you want- a bed to rent cheaply and safe storage. I have 3 priorities here:
1) To replace the warehouse.
2) To ship the first guild with enough detail that its realistic enough to use without feeling like you're in a ghost town and
3) There is enough underpinnings in place that the guild.esp can be upgraded without endangering savegames.

- A craftybits Alt Start option. Based on ElPolloAzul's "Player Starts Elsewhere" proof of concept and (hopefully) bugfixed with a bit of research into how to do Alt Starts properly... you'll start at the Guild Hall. Your cousin just left after a hurried visit and shoved a package into your hands just as he was getting on the ship. He seemed oddly anxious. Reading the letter with the package lets you know why: he's just escaped from prison and witnessed the assassination of the Emperor! For some reason he got the Amulet of Kings and instructions where to take it but is leaving Cyrodiil instead. And plopping this problem in your lap without even telling you about it first!

Reading the letter doesn't give you the amulet. Dropping the letter and activating it does and starts the main quest. That way you can choose whether or not to start the MQ and carry around the Amulet. I'm not sure, yet, what affect leaving the MQ half started will have on the rest of the game, though. I may change it so that the MQ is started when you read the letter but you still have to drop and activate to get the Amulet. I just want the option of not carrying around the @&^! amulet if I'm not doing the MQ right away.

Why an alt start for craftybits? First, I'm selfish. I do a LOT of testing while working on the mod and this makes it MUCH easier. I start right at the best testing facility I could imagine and getting up and running is quick and easy. Second, this is the beginning of several other crafting and crafting guild related quest plans. While the quests themselves will probably have to wait on V1 of the mod, the NPC's and facilities at the guild need to be available soon- probably V.7- mostly to replace the warehouse with an immersive, reasonable in-game facility.

Happy Holidays!
CLS
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rebecca moody
 
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Post » Fri May 27, 2011 7:15 pm

Forget it. Fixed. You are an awesome modder, and I love your work. Thank you VERY much!
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Roanne Bardsley
 
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Post » Sat May 28, 2011 4:45 am

Now I have a new problem ...

It seems, when loading your mod, when I enter the Market District in the Imperial City my game goes to windowed black screen and I can't do anything. Shortly after I get an error message and it has to close. I removed the mod, and I could easily enter the district. I enabled the mod, and once again. Crash! Please help, I use this mod for all my hunting needs :D
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Krystina Proietti
 
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Post » Sat May 28, 2011 12:10 am

smb510: :ooo: :blink: :cold:

Um. Crikey. I'll see if there is some reason that's happening. Mine doesn't do that. While I poke around and see if its something obvious, would you mind posting your load order?


Update:


Progress. I've a clean new system for bow repair and improvement. No board required and works with *any* bow. Also got hide glue fixed and, thus, all the crafts that depend on it. In theory it'll use any pelt from any mod but I haven't tested it fully, yet.

Arrow making (with glue and arrowheads on the crafting board) now gives you a stack of 10 arrows on the board like the rest of the crafts, instead of putting 10 arrows into your inventory.

Its good to be back into the nuts and bolts of it - up and running (for the most part) on a new gaming/modding machine. :)

Happy New Year!
C
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Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Fri May 27, 2011 9:37 pm

As far as I can tell, craftybits does not directly edit any of the ICMarketDistrict exterior cells. It does add merchant containers to several of the shops but I don't (yet) know of any reason why just walking into the Market District would cause a crash. I'll keep an eye out for what else might be causing the crash.
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Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Sat May 28, 2011 4:57 am

It might have well been a load order problem. At the moment it seems to have stopped, but I'll tell you if anything else happens. Great Mod! :celebration:
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James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Sat May 28, 2011 4:56 am

Progress Report

Oddly enough, I have a few days free around the holidays here so I rolled up the sleeves and dove in. I started with something new to get back into it and have fun... but I'm getting to the bugs, as well. No uploaded updates, yet, except for the CB Team but here's what I've been up to.

The Crafting Guild
Its (way past) time to kiss the warehouse goodbye and to do that we have to finish the guild facility, its crew of NPC's and a few other little details. So that's in process. The facilty interiors and exteriors are around 90% finished. Just some decorating to do, really. Started adding and scheduling the NPC... and ran into some fun Vista related bugs: I can't edit AI for some reason. Still trying to figure that out.

Anyway, I've been using it as my testing space and I love it. Kudos to the CB Team who pulled it together. :)

Bow Crafts
Repairing a bow with a hammer?! Um, Ok. Well, now there are other options and repairing a bow no longer requires the crafting board. Flaxseed oil will help repair ANY bow- of it is not so damaged that its beyond your skill to repair. You can also quickly freshen up the bow's stats by restringing using sinew. Any bow can now be laminated with sinew or harrada fiber, multiple times if your marksman skill is high enough.

All bow crafts check and increment your marksman skill and in most cases the higher your skill level the less your skills increase. You won't become a master marksman by sitting around rubbing flaxseed oil into your bows but at lower levels taking good care of your equipment pays off.

If you don't like that lower skilled marksman can't repair bows once they become too badly damaged, you can turn that requirement off via the CB options. And repair hammers still work if you want to use them. CB provides roleplaying options but doesn't intend to be the realism police.

Hide Glue
Works as advertised. It was broken in V6 as I tried to include any pelt from any mod. It works properly now and has worked with every pelt I've tried so far in my FCOM game. Its critical to arrow making and bow laminating and needed for other plans, as well.

Gardening
I have a fix in testing for gardening. So far the tests are thumbs up for new games and thumbs down for saved games where you've already done some gardening with the mod. There may be no help for that, but we also aren't sure what is causing the trouble. More testing is needed to figure out if old saves with lots of gardening in it can be saved and how. It only seems to have a problem with plants that are stuck- not full grown, not growing, and still have the dirt piles long after they should have finished growing.

Despite that, I am fairly sure I figured out why gardening was sometimes getting hung up. I'm happy about that. :)

Inn Services
V6 introduced Inn Keepers as crafting materials suppliers and merchants for hunters to sell to. I cunningly used OBSE universally compatible scripting to add Misc Items services to the Inn Keepers around Cyrodiil... but didn't realize that those changes don't persist with savegames. So now it renews itself each time the game is restarted. Problem solved.

Anyway, that's what I've been up to modding-wise. There probably won't be an update any time soon- maybe by the end of january- but progess is being made.

Happy New Year!
-CLS
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:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Sat May 28, 2011 5:26 am

I know I had to mash the apples together, but that didn't work. Redownloaded, fine.
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Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Sat May 28, 2011 5:53 am

This mod is amazing and I was just wondering when the latest update would be released.
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Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

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