[RELz] CLS CraftyBits OBSE 060 Beta

Post » Fri May 27, 2011 7:14 pm

Wow, much has happened since I vanished into wasting time making a living. :D

Sorry for the absence- still up to my ears in work over here.

Flakinator: good idea. I haven't thought it through, so no promises, but I don't think it would be too difficult. Seems like some clever equation using the time variable would work.

Right, back to video editing...

Aloha,
CLS


Or to make it even easier when you are setting the buttons it can also ask you what your time scale is set to and you select it from a menu. Then the game can adjust the cooking times accordingly. That is just if you find the equations too much of a pain to do.

Thanks for considering this though. The default time scale is too fast for me since I use the Real Sleep, Hunger, and Thirst mods.
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Nicole Mark
 
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Post » Sat May 28, 2011 6:42 am

Hi, love the mod. Had a little trouble with 0.60 with the craftybits key but got it sorted out when I read on Wormhole site to ensure I had a non weapon object targeted. However I have two problems I just cant get around, one of them kinda serious for my Hunter.

I cannot seem to cook hide glue. I have a cookpot, I have tried both campfire and cooking area but neither takes. I have the "skinned pelts" (I even tried Default pelts once) in the cookpot but it doesnt take on the fire or plate. Plenty of wood in fire and heres the kicker, if I put in animal fat (for Tallow) it works no problem.

A minor problem is I cant seem to make functiuonal a hardwood or softwood stave into a quarterstaff with function key or spell.

I assume on both of these Im simply missing something obvious. Could someone with a few seconds break them down just to make sure its a human error and not a problem with the mod?

Thanks!
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Jade
 
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Post » Sat May 28, 2011 1:58 am

You are not being ignored, Ouamd. Both of those could be serious issues. I've not tried to make hide glue yet nor have I attempted to turn a stave into a quarterstaff. I hope that an answer can be found for these issues.
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Cayal
 
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Post » Fri May 27, 2011 9:13 pm

Just to clarify something, when cutting a wooden stave, is it supposed to light up as if being skinned? And how many chops should it take to cut into firewood?
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SWagg KId
 
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Post » Sat May 28, 2011 12:15 am

Yes, the shaders indicate that you are making a hit. the hard staves take more hits to chop but also give you more wood in the end. I believe the number of chops varies with your skill.
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Shirley BEltran
 
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Post » Fri May 27, 2011 5:52 pm

a tip for skinning which I figured out.

Due to the way the script is set up, which seems to be when a key is pressed down and the shader is correct, the animal skins.


since it is done this way you may hold down your attack key above the carcas.


Although, Ive found a problem with the same skinning knives.. I cant seem to make my bone arrowheads anymore since I got .60, its not truly a big deal as I have been using MMM's fletching opposed to the long process of CB which makes me stingy on arrows.. xD


would making addons for Cb be a bad idea for me to do? or would I need to gain permission before attempting such things.
Main reason for asking this is that there are a few features I would like to see and Ive noticed your time restraints are far beyond taking requests from an unknown with a smoking monkey for an avatar. :)
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Sierra Ritsuka
 
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Post » Sat May 28, 2011 2:33 am

hop over to the wormhole and join the craftybits team.
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LittleMiss
 
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Post » Sat May 28, 2011 9:08 am

I have a few more ideas for the mod that might add to the fun of it. Nothing that I would consider a big change though.

1. Is there a way to make the items buyable? Then I can buy the thing (brewing, smokehouse, etc.), place it into my house (custom home), and then do the creating that way. My custom house does not have a fireplace in it so no default cooking area.
2. I was also thinking when it comes to the planting aspect I really like how the Gardening mod that is out there does it. Might be worth checking out.
3. If the warehouse is something that remains would it be possible to have a portal to the warehouse? Again since I use a special house would it be possible to have a portal that I can place on the ground somewhere that will just transport me to it instead of having to make my way to it and then enter it?
4. I also think that for some of the crafting of things it might be nice to work with MMM on it. I like how the arrows and armor creation works. I really like with Craftybits though that I can make normal clothing too.
5. A final thing when it comes to cooking. I use a mod called more vegetables. Is it possible to have two versions of crafty bits when it comes to cooking or some way for it to recognize this mod so that more recipes can be created? I was also thinking of a cook book or something so that for people like me with tons of ingredients we can experiment and when we discover a new recipe it asks if we want to put it into the book. Then we can collect them all and just refer to the book for the ingredients and cooking instructions. Not sure if this is really possible though.

These are just a few ideas I had yesterday that I had to write down so that I would not forget them.
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Michelle Serenity Boss
 
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Post » Sat May 28, 2011 4:44 am

I'm having trouble with the CB Key. After updating to the newest version, I started a new game (a real new game, not one starting at the exit to the sewers), and everything worked fine (except for the bugs a few people mentioned before, with not being able to make hide glue or bone arrowheads).

Then, today, I downloaded an alternative start mod where you start in a ship. I started another new game to try this out. Now I can't get the CB Key to work. When I choose the key (I chose B ), it says that I chose B, but when I hit B it doesn't actually do anything. I tried changing a cutting board to a crafting board, and nothing happened. I had to add a crafting board to my inventory to be able to use it.

Did the alternative start mod have anything to do with this? I never had one before, so I'm not sure. Does this mod require the player to start in jail? I don't think it would, but I could be wrong. I'll see if starting another new game changes anything.

EDIT: Nope, I started another new game and the CB Key still doesn't work, though I realized I had forgotten about the make functional spell. I guess I will just use that then.

Note: I have also tried using other keys for the CB Key, but it didn't make a difference. I used B on my old game and it worked fine.
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Quick draw II
 
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Post » Sat May 28, 2011 5:30 am

I'm having trouble with the CB Key. After updating to the newest version, I started a new game (a real new game, not one starting at the exit to the sewers), and everything worked fine (except for the bugs a few people mentioned before, with not being able to make hide glue or bone arrowheads).

Then, today, I downloaded an alternative start mod where you start in a ship. I started another new game to try this out. Now I can't get the CB Key to work. When I choose the key (I chose B), it says that I chose B, but when I hit B it doesn't actually do anything. I tried changing a cutting board to a crafting board, and nothing happened. I had to add a crafting board to my inventory to be able to use it.

Did the alternative start mod have anything to do with this? I never had one before, so I'm not sure. Does this mod require the player to start in jail? I don't think it would, but I could be wrong. I'll see if starting another new game changes anything.

EDIT: Nope, I started another new game and the CB Key still doesn't work, though I realized I had forgotten about the make functional spell. I guess I will just use that then.

Note: I have also tried using other keys for the CB Key, but it didn't make a difference. I used B on my old game and it worked fine.


If you want to use the B key for your CB key you need to select another key and switch it back. Make sure you are not looking at a tree or weapon.
I don't know if the alternate start messes with this or not


1. Is there a way to make the items buyable? Then I can buy the thing (brewing, smokehouse, etc.), place it into my house (custom home), and then do the creating that way. My custom house does not have a fireplace in it so no default cooking area.
2. I was also thinking when it comes to the planting aspect I really like how the Gardening mod that is out there does it. Might be worth checking out.
3. If the warehouse is something that remains would it be possible to have a portal to the warehouse? Again since I use a special house would it be possible to have a portal that I can place on the ground somewhere that will just transport me to it instead of having to make my way to it and then enter it?
4. I also think that for some of the crafting of things it might be nice to work with MMM on it. I like how the arrows and armor creation works. I really like with Craftybits though that I can make normal clothing too.
5. A final thing when it comes to cooking. I use a mod called more vegetables. Is it possible to have two versions of crafty bits when it comes to cooking or some way for it to recognize this mod so that more recipes can be created? I was also thinking of a cook book or something so that for people like me with tons of ingredients we can experiment and when we discover a new recipe it asks if we want to put it into the book. Then we can collect them all and just refer to the book for the ingredients and cooking instructions. Not sure if this is really possible though.


Some items will be for sale in later versions. The warehouse will be going poof... replaced with a guildhall. (the guild hall is already being alpha tested at the Wormhole so if anyone wants to help test it that's where it is.

The MMM method just won't ever be how CraftyBits works. However, most of the MMM crafting should still work because the scripts for CB are attached to the tools unique to CraftyBits. If you suddenly have something stop working for MMM try changing your load order.
Several of us are pushing for more foods, and the use of other mods like More Veggies. Ideally for CB More Vegetables would become part of COBL, but we can't force COBL to include it. The other way to go would be to link it up through Item Interchange. In either case an addon will have to be made for it. But like you, I think it would be very cool to have some new things to cook.
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Crystal Clarke
 
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Post » Sat May 28, 2011 2:37 am

I started another game with the CB Key set to G, that didn't work. I changed it to B, and it still didn't work. I'll just use the make functional spell for now.
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casey macmillan
 
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Post » Fri May 27, 2011 7:31 pm

I have that sometimes. What works for me is to change it to the z-key (the grab key) and then back to g.
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Davorah Katz
 
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Post » Sat May 28, 2011 8:42 am

All I can say is the current line of sight is important. You must not be looking at anything that targets on any of the other scripts. Try unequipping your weapon if you have one active. Find a spot with nothing you can Z key to look at. Make sure there is nothing being targeted (the scripts will recognize trees now, so being indoors may help).

I usually set my key for K and my spear key for J and every game (new character, rather) must swap them for M and N before switching them back to get them to work.

Problems like this are why the spell is still there however. I assume that the other CB options do work, and that you are able to use your spear key.
The only other option I can offer is to make a clean save (which means you would lose any crafty stuff you've already made/converted) and see if that resets the script for the CB key correctly.
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Josh Dagreat
 
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Post » Sat May 28, 2011 8:18 am

If you want to use the B key for your CB key you need to select another key and switch it back. Make sure you are not looking at a tree or weapon.
I don't know if the alternate start messes with this or not
Some items will be for sale in later versions. The warehouse will be going poof... replaced with a guildhall. (the guild hall is already being alpha tested at the Wormhole so if anyone wants to help test it that's where it is.

The MMM method just won't ever be how CraftyBits works. However, most of the MMM crafting should still work because the scripts for CB are attached to the tools unique to CraftyBits. If you suddenly have something stop working for MMM try changing your load order.
Several of us are pushing for more foods, and the use of other mods like More Veggies. Ideally for CB More Vegetables would become part of COBL, but we can't force COBL to include it. The other way to go would be to link it up through Item Interchange. In either case an addon will have to be made for it. But like you, I think it would be very cool to have some new things to cook.


Glad to hear that. I have so many ingredients at this point it is crazy and I have no idea what to do with them. My alchemy skill is at about 120+ and I have tons of potions and money so I am good. I guess I am a collector. I would also really love for the gardening to handle more items as well. Possibly even make it so that we can take the wood along with a repair hammer and build our own garden area as well. That way inside or outside we could grow things. Might be a nice addition. Actually as I am saying it is there a way to build things in the game like that? Maybe have the ability to build your own house or something crazy like that.
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lucy chadwick
 
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Post » Sat May 28, 2011 2:09 am

Good very good.

Are this mod in anything related with incredible morrowind crafting mod? I was waiting for somthing like the morrowind mod. I will test this one.
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Daramis McGee
 
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Post » Sat May 28, 2011 6:22 am

Player-built homes (and other structures) have been discussed a bit.
They have some as-yet unresolved issues...
1) Placing the exterior shells "where ever you want" in the world can be buggy.
2) Basic interiors need to be pre-made for each building; so the number and types of buildings would be finite.
3) CraftyBits is huge, and other issues got in line first. :nuts:

We like the idea, but it doesn't seem practical... yet. :shrug:
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Tiffany Holmes
 
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Post » Fri May 27, 2011 7:28 pm

Ok I got the CB Key to work. I just changed it to different keys a few times and finally put it back to B and it worked. Thanks for the help. :)
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chloe hampson
 
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Post » Sat May 28, 2011 2:14 am

Player-built homes (and other structures) have been discussed a bit.
They have some as-yet unresolved issues...
1) Placing the exterior shells "where ever you want" in the world can be buggy.
2) Basic interiors need to be pre-made for each building; so the number and types of buildings would be finite.
3) CraftyBits is huge, and other issues got in line first. :nuts:

We like the idea, but it doesn't seem practical... yet. :shrug:


Not a problem. I guess there is no way to make it modular then all of the pieces and then you place doors/doorways/stairs where needed that connect to the rooms? It might work very well in conjunction with the Imperial Furniture Store mod (name might be wrong). Personally I have no issue with a finite amount of possible houses. It might even be fun to have castles, etc. as well available. I just like the idea of being able to place a dwelling wherever you want. It would be especially fitting for a hunter/ranger character that would probably have acquired the building skills from spending all of the time in the woods.
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Karine laverre
 
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Post » Sat May 28, 2011 1:10 am

That furniture mod would be a good way to fill empty rooms.
It would be nice if you could design your own floor plan with modular pieces.
It might be possible, but CLShade and I have not figured out how it would work.
(Don't expect it to show up in CraftyBits any time soon.)
CL has done some interesting and useful things with ships, so maybe eventually...

Yep - I've run through the wilderness out there, hunting or just exploring.
Once in a while I'd stop, look around, and think it was a perfect spot for a cabin.
Or castle. Or village. Or tower. Or farm / inn.

We also kicked around the idea of a garden - maybe a grid of plantable spots.
One version (very hypothetical) might be harvested periodically by an NPC who stores the ingredients in a container.
NPCs With Jobs has done some rather interesting and unique work. Some of it might even be playable by now...
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Emily Martell
 
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Post » Sat May 28, 2011 8:23 am

Smithing Fix 0.6.1 up at http://www.tesnexus.com/downloads/file.php?id=13085.

Smithing, ever the thorn in my side, has been patched. Details below. Sorry, but this patch only affects smithing. :( I haven't had time to look at anything else.

Aloha,
CLS

---------------------------------------------------
CLS craftybits OBSE 0.6.1

0.6.1 ? smithing fix

Ah, smithing. The bane of my modding career. :)

Once again there was a critical flaw in smithing with the release of 0.6.0. The flaw centered around the anvil. It was the job of the anvil to recognize the hot metal and set a quest variable that allowed the hammering phase of smithing to continue. For some reason the anvil stopped working properly.

My simple solution at this time is to cut the anvil out of the process. You can now hammer on your hot metal anywhere, though you'll still need equipped tongs to move it. You ~can~ still hammer on it on the anvil but you no longer need to.

NOTE: remember that you still need to ACTIVATE the hot metal instead of swining your hammer at it like you are attacking. While almost everything else in the mod can be done by attacking with your tools, smithing still uses the older ACTIVATION.

INSTALLATION
------------

Backup your current CLS-craftybits-OBSE.esp file if you have not done so already. Replace it with the .esp in this archive.
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Ray
 
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Post » Fri May 27, 2011 10:23 pm

Have I mentioned how much I love modding recently?! :banghead:

Successfully making a new item (since you can now with the smithing fix) breaks a number of other things. Just about everything that requires a tool (skinning, wood chopping and carving), actually, since all the tools are now detected via a single quest. That quest seems to get roached by smithing. I have no idea why, but I'm looking into it.

The fix for now is to save and reload the game.

Aloha,
CLS
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Angela Woods
 
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Post » Sat May 28, 2011 3:59 am

Have I mentioned how much I love modding recently?! :banghead:

Successfully making a new item (since you can now with the smithing fix) breaks a number of other things. Just about everything that requires a tool (skinning, wood chopping and carving), actually, since all the tools are now detected via a single quest. That quest seems to get roached by smithing. I have no idea why, but I'm looking into it.

The fix for now is to save and reload the game.

Aloha,
CLS


Makes me glad to know that I never tried modding. I have to say I have found that the ability to make a campfire anywhere with this mod is great! I am in an Alyeid home and I noticed that there are no fireplaces or fires almost anywhere in the place. I have used the campfires to give a more realistic feel for me. I mean without the fires the place would be darn cold.

Also I do have a few mod questions.

1. When I am chopping wood from a tree and then cutting up staves. Does my blunt skill have any effect on how many staves I get or how much wood each stave produces? It might be a nice thing if it does do that if not currently doing so.
2. Gardening.... Is there a way to make it know when you are planting in dirt and not rock/stone? I am asking because the house I am in now I have added a garden/planting area inside. The gardening mod I have, with gardening gloves, works just fine. Yours however knows that I am inside and will not work. I was hoping to plant a tree inside to help with getting wood but I am not able to do that. If it is not possible then it is not possible. Also if that is the case maybe there is a setting that could be done to turn on or off planting anywhere and only planting outside.

I love this mod and keep up the great work.
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luke trodden
 
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Post » Fri May 27, 2011 11:39 pm

Yes it does have an impact.

And if you would like optimized meshes for this mod they are now added to the download page at tesnexus.
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Louise Lowe
 
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Post » Sat May 28, 2011 1:32 am

Flakeinator, as dewshine mentioned blunt skill does affect wood chopping. You also get better at blunt the more you chop wood. Skinning does the same with blade skill. Finding or making arrows and making bows also increases your marksman skill. Cooking and tailoring don't check or increment any skill (yet) but just about everything else does.

Barding doesn't check your speechcraft skill, but your skill limits the amount of donations you receive. You also have to have a speechcraft of 50 or better before playing well will increase your fame. Playing well and receiving donations does increase your speechcraft.

Part of the goal of the mod is to provide non-violent ways to use skills for roleplaying and still have it be a somewhat interesting experience. Not to make the game *totally* non-violent, but to add activities and skills that provide roleplayig opportunities.

New OBSE commands *may* make it possible to prevent planting things on rock. Its is one of the (many) things on the list to improve in the gardening section of the mod.

Glad you're enjoying the mod!
Aloha,
CLS
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{Richies Mommy}
 
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Post » Sat May 28, 2011 12:47 am

Flakeinator, as dewshine mentioned blunt skill does affect wood chopping. You also get better at blunt the more you chop wood. Skinning does the same with blade skill. Finding or making arrows and making bows also increases your marksman skill. Cooking and tailoring don't check or increment any skill (yet) but just about everything else does.

Barding doesn't check your speechcraft skill, but your skill limits the amount of donations you receive. You also have to have a speechcraft of 50 or better before playing well will increase your fame. Playing well and receiving donations does increase your speechcraft.

Part of the goal of the mod is to provide non-violent ways to use skills for roleplaying and still have it be a somewhat interesting experience. Not to make the game *totally* non-violent, but to add activities and skills that provide roleplayig opportunities.

New OBSE commands *may* make it possible to prevent planting things on rock. Its is one of the (many) things on the list to improve in the gardening section of the mod.

Glad you're enjoying the mod!
Aloha,
CLS



Would it be possible to make fireplaces in the game for custom houses that have cooking locations like the vanilla oblivion houses or is that too difficult?
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Bethany Short
 
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