[RELz] CLS CraftyBits OBSE 060 Beta

Post » Fri May 27, 2011 9:27 pm

This mod is amazing and I was just wondering when the latest update would be released.


Thanks. I can't say exactly when the latest will be released, but I can say for certain that it will be soon... in the geological sense of time. :D

More seriously... 0.7 has a more active team than any other release so far progress is actually moving fairly even with me being hammered by work most of the time. I'm also largely unavailable most of March so I doubt we'll see a .7 release before April. April is possible, though. We'll see. There are several bugs that are quite sneaky.

Aloha,
C
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 8:16 pm

So, how's progress on this?
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Robert Devlin
 
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Post » Sat May 28, 2011 10:10 am

CLShade has been buried under his RL workload lately, but has recently started to poke around the mod again. Meanwhile, testing of 070 continues and the team is currently working on bugfixes and tossing around some proposed new features. You can follow the mods progress better on the official CB forums http://thewormhole.nfshost.com/forum/index.php?board=162.0.
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W E I R D
 
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Post » Sat May 28, 2011 5:17 am

Thanks man.
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roxanna matoorah
 
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Post » Sat May 28, 2011 6:06 am

Hey, sorry if this is seen as a bump, but I just want to ask anyone with some sort of modding knowledge..

I'm thinking of modifying Craftybits so that I can smith weapons/armour from Armamentarium (for personal use since it'll probably be just a cheap rigging due to my limited modding knowledge and therefore be riddled with bugs).

Would I need to modify the esp? Or could I make a seperate mod using the esm as a master and still be able to implement it. I ask only because I'm scared of blowing up the esp by modifying it directly so don't want to do it unless necessary.
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Chris Duncan
 
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Post » Fri May 27, 2011 7:25 pm

Eroskivv,

I would suggest heading to the official site and speaking there.
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katsomaya Sanchez
 
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Post » Fri May 27, 2011 9:44 pm

Wooha! Its been a while.

Progress on 0.7:

I think we've finally nailed cooking with just about any fire. You can make something like 75 different kinds of arrows (I can't remember the exact count) by using different woods and different types of stone. Small scale construction is fairly healthy - no buildings yet, but we're getting the process down and Setsuna515 has put together some nice semi-permanent camp construction stuff for you. Lots of wrinkles (though not all) have been ironed out - including fixing the CB Key selection system, and customized key selection for playing the lute, and a bunch of other stuff I can't bring to mind at the moment. The warehouse is dead, long live the Guild Hall: it has only a skeleton crew for NPC presence but its WAY better than the warehouse for testing

Lessee, Inn keepers all over Cyrodiil act as small time suppliers for the crafty. Wood harvesting has changed so you can select whether you are cutting firewood or looking for arrow shafts. Different trees give you different woods - which currently make different qualities of bows and arrows. You can build fences and gates. You can throw logs (and any other object named "wood" on the fire and it'll be used as fuel for the fire. Oh, the old campfire with the jerky hooks is history: now you make a campfire by CB keying some firewood. No need for the invisible cooking triggers anymore: just plop your cook pot, cooking plate, frying pan near almost any fire and it'll work. Just drop your potato near the fire and it'll bake. Items from other mods that should work with CB recipes now often do. More items have been added to the +[CB Options] menu for customizing how the mod works. Documentation is getting serious attention.

Its looking good. No estimates when 0.7 will be released but its getting there.
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BaNK.RoLL
 
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Post » Fri May 27, 2011 7:50 pm

This is good to hear. I have been waiting for this for a while, and the new arrow count has me very excited.
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Brad Johnson
 
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Post » Fri May 27, 2011 9:34 pm

2 steps forward and 1 step back:


0.7 continues to look good. I made the "mistake" of playing the mod, though, and am running in to the various annoyances that you just never get to when testing to see if a bit of scripting works the way you intend it to or not. Most are easy enough to fix but it all takes time.

So in short- 0.7 slowly creeps towards release, and when it finally is released it should be a far more valuable and stable mod then it has been. The team is just getting really good at working with the mod. I'm not saying it will have NO bugs, but it won't have the bevy of show stoppers that plague 0.6.x.

Major advancements include finally being able to cook cobl foods (without the need for a glue mod- I love OBSE), a basic assortment of craftable containers and furniture, some new skills that are integrated with Kyoma's X-Skills mod (if its loaded). I'm even playing with the idea of overhauling smithing to bring it up to date with the rest of the just-swing-at-it way of doing things... and allowing for yet more possibility to craft items from other mods in the process. Lessee... we've added "Weapon and Armor Care": simple ways to quickly repair your items by taking care of them- oiling and restringing bows, sharpening blades, sewing and oiling leathers and furs, oiling metal armors - that kind of thing. The idea being that you can keep your gear in good working order by taking care of it- and not need to use the funky repair hammer interface. Repairing things with your Smithing Hammer works a bit better, as well.

The best part is that all most of the above functionality has not only been added but its been tested, rebalanced and documented far more than ever. The team really rocks. :)

Aloha,
C
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SUck MYdIck
 
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Post » Sat May 28, 2011 2:23 am

OOOoooh, Cant wait!
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Jennifer May
 
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Post » Sat May 28, 2011 1:26 am

Man, that's great!
It seams CB is more alive than ever!
I'll be patiently awaiting the next release,
good luck to you guys!
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Paula Rose
 
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Post » Fri May 27, 2011 6:12 pm

Thanks for the update about 0.7, CLShade. It sounds really good. :D
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Antonio Gigliotta
 
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Post » Sat May 28, 2011 5:10 am

Welcome back CLS!

Eh, to the mod that is.
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Channing
 
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Post » Sat May 28, 2011 12:29 am

Wow can't wait for 0.7!
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^_^
 
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Post » Sat May 28, 2011 4:37 am

Just a friendly bump to see how things are going!

I'm even playing with the idea of overhauling smithing to bring it up to date with the rest of the just-swing-at-it way of doing things... and allowing for yet more possibility to craft items from other mods in the process


This is amazing! Got my vote for this idea!
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Jessica Colville
 
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Post » Sat May 28, 2011 12:23 am

in the read me to the latest version it said the following. You will also receive some portable camping gear on activating the mod. This includes a cooking fire that has a grill (cooking trigger), 2 jerky hooks and a firebox log for adding smoking wood

You will also receive some portable camping gear on activating the mod.( does this mean on your char when you start or available for purchase ) ?

also it says when i skin something i should end up with a skined version of what it was i was skinning. i skined a rat and got items in my inventory from it. but no skinned version.

am i suppose to have this esp as the last one in my load order. normaly its bash patched in that but this is suppose to load even after that correct? becuase boss still wants to place this quite a ways from the bottem
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Eliza Potter
 
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Post » Fri May 27, 2011 7:36 pm

in the read me to the latest version it said the following. You will also receive some portable camping gear on activating the mod. This includes a cooking fire that has a grill (cooking trigger), 2 jerky hooks and a firebox log for adding smoking wood

You will also receive some portable camping gear on activating the mod.( does this mean on your char when you start or available for purchase ) ?

also it says when i skin something i should end up with a skined version of what it was i was skinning. i skined a rat and got items in my inventory from it. but no skinned version.

am i suppose to have this esp as the last one in my load order. normaly its bash patched in that but this is suppose to load even after that correct? becuase boss still wants to place this quite a ways from the bottem


That's an autdated part of the readme.
In previous versions of CraftyBits, the player would receive a starters packages of Crafty goods, now, you'll have to either scavenge it together(all is purchasable at Jensine's and spread over other general merchants as well).
Uhm, Let me look up how to get a packages in 6.0...

Right, open the console and type:
StartQuest CLSGetGear
Chose what you would like, done.:)
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Izzy Coleman
 
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Post » Sat May 28, 2011 6:24 am

oh thank you btw i wasnt complaining becuase it was no longer there. this is the first time ive played it and i wanted to make sure that i wasnt having a conflict causing it not to show up. im content with purchasing the goods.

hope someone now can tell me about the skinning issue and the load order part of my question now, then ill be set to finish testing
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Latisha Fry
 
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Post » Sat May 28, 2011 7:16 am

oh thank you btw i wasnt complaining becuase it was no longer there. this is the first time ive played it and i wanted to make sure that i wasnt having a conflict causing it not to show up. im content with purchasing the goods.

hope someone now can tell me about the skinning issue and the load order part of my question now, then ill be set to finish testing

Oh, I'm sorry, I managed not to read that part.

I'm assuming you're skinning rats in the start dungeon or in the imperial sewers?
These creatures behave differently from the others in the game and therefor don't show their skinned corpse when dealt with.
If you're experiencing this with other creatures, tan I wouldn't know what is bothering.
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Louise
 
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Post » Fri May 27, 2011 9:42 pm

is it/will it be compatible with fcom armors ??
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Lori Joe
 
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Post » Sat May 28, 2011 2:10 am

is it/will it be compatible with fcom armors ??

Well, most armors you can make yourself are vanilla ones(Iron,Steel to Mithril/Glass/Ebony) so those are just as well edited by OOO as vanilla ones.
There are a couple of new armors like bonemold and rat fur, but these are pretty weak and well balanced.
Am I missing something?

In any case, I believe CLS-Shade uses OOO himself, and so strives for compatibility.:)
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 3:28 am

hoorray for Craftybits and thank you CLS for your excellent mods :)
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Jaylene Brower
 
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Post » Sat May 28, 2011 9:25 am

well i can not seem to get the CB key to work ive tried setting it a few different keys i get the message saying key is set . but when i go to use it nothing. i had it working when i first installed it. however since then i have uninstalled decorator assistant and installed redecoratoin. and when ever i add or remove a mod. i always start a new game for testing. i was able however to get the spell working.

however i can not get any part of the camp fire to work. a piece of wood wont convert for me and the camp fire sold in the store i can not open it to add wood and light it and when i pick it up it turns into wood. which puts me back at the problem of i cant convert that to a campfire . so im stuck so far on that. otherwise im still trying to see if everything else is functioning
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Gwen
 
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Post » Sat May 28, 2011 2:50 am

Another christmas present: Kyrielle has uploaded http://www.tesnexus.com/downloads/file.php?id=28924 on Nexus! :celebrate:
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chirsty aggas
 
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Post » Sat May 28, 2011 8:12 am

is that the long awaited release everyone was waiting for ? :D
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Chrissie Pillinger
 
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