[Relz] Cobl No.15

Post » Fri Dec 24, 2010 10:00 pm

which mod is it of the 3

mmm, ooo, cobl

that allow to break silver dishes down into silver nugget?

its a small thing to search for so I thought I would ask in case someone knew it already
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BaNK.RoLL
 
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Post » Fri Dec 24, 2010 7:46 pm

Do you mean Gems & Gem Dust? Don't you use OOO or FCOM? It already has that functionality. MMM has it too, but if you are using FCOM, you should not use MMM's G&G plugins.

Edit: The same applies if you are using MMM+OOO.
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daniel royle
 
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Post » Fri Dec 24, 2010 11:31 pm

Do you mean Gems & Gem Dust? Don't you use OOO or FCOM? It already has that functionality. MMM has it too, but if you are using FCOM, you should not use MMM's G&G plugins.

Edit: The same applies if you are using MMM+OOO.




no to fcom, just mmm and ooo.

its listed in hunting and crafting. just found it. need to see how to do the same thing with the gold dishes from ooo since they are supposed to be merged.
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Baylea Isaacs
 
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Post » Fri Dec 24, 2010 8:13 pm

MMM Hunting & Crafting and Gems & Gem Dust are similar ideas, but also very different. (I know how bad that sounded.) OOO already contains G&GD, but MMM's crafting module is completely separate. It is fine to use the MMM plugin while using OOO.
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Johnny
 
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Post » Fri Dec 24, 2010 9:45 pm

MMM Hunting & Crafting and Gems & Gem Dust are similar ideas, but also very different. (I know how bad that sounded.) OOO already contains G&GD, but MMM's crafting module is completely separate. It is fine to use the MMM plugin while using OOO. As far as G&GD is concerned, you may want to add this plugin: http://www.tesnexus.com/downloads/file.php?id=21102. It is compatible with OOO, OOO+MMM and FCOM. All that really matters is that you are running OOO.
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Breanna Van Dijk
 
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Post » Fri Dec 24, 2010 3:14 pm

MMM Hunting & Crafting and Gems & Gem Dust are similar ideas, but also very different. (I know how bad that sounded.) OOO already contains G&GD, but MMM's crafting module is completely separate. It is fine to use the MMM plugin while using OOO. As far as G&GD is concerned, you may want to add this plugin: http://www.tesnexus.com/downloads/file.php?id=21102. It is compatible with OOO, OOO+MMM and FCOM. All that really matters is that you are running OOO.



thanks, this might help with my sporadic crashes.

I like the hunting and crafting by MMM, it also breaks down silver dishes into silver nuggets, which is why I originally asked. I want to be able to do the same thing to the gold dishes that OOO introduces. (I think its ooo)
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djimi
 
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Post » Sat Dec 25, 2010 5:15 am

I would venture to guess that all items are not supported. You could use FormID Finder on the dish you care about to see which mod it is from, but you may just have to forget about using them...
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Chrissie Pillinger
 
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Post » Fri Dec 24, 2010 5:27 pm

I would venture to guess that all items are not supported. You could use FormID Finder on the dish you care about to see which mod it is from, but you may just have to forget about using them...



been using tes4edit to find the data, then copying pasting form names where I need em. been wroking well so far for the straightforward items where I am just adding to a list
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Tasha Clifford
 
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Post » Sat Dec 25, 2010 1:09 am

Out of curiosity, what purpose are you foreseeing for the gold nuggets?
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Mason Nevitt
 
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Post » Fri Dec 24, 2010 10:37 pm

Out of curiosity, what purpose are you foreseeing for the gold nuggets?



in hunting and crafting silver is busted down into nuggets for arrow heads OR grinding, I am wanting to do the same for gold, minus the arrowheads.
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Eve(G)
 
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Post » Fri Dec 24, 2010 9:54 pm

Out of curiosity, what purpose are you foreseeing for the gold nuggets?

Do you use Midas Magic? At least up until you start bumping into Gold Golems in MMM, gold nuggets are a highly desirable object.

Vac
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ShOrty
 
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Post » Sat Dec 25, 2010 2:36 am

Do you use Midas Magic? At least up until you start bumping into Gold Golems in MMM, gold nuggets are a highly desirable object.

Vac



I don't, its why breaking em down would come in handy
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Melissa De Thomasis
 
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Post » Fri Dec 24, 2010 3:21 pm

I don't use Midas Magic, or Geomancy or do much grinding for alchemy. That's why I was wondering.

The only purpose I could see for it offhand was melting down and selling stolen property.

Ha! Someone should make a container that converts stolen gold/silver/jewellry into cash (at a large depreciation) and call it "Cash4Gold.container"
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~Amy~
 
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Post » Sat Dec 25, 2010 1:11 am

I don't use Midas Magic, or Geomancy or do much grinding for alchemy. That's why I was wondering.

The only purpose I could see for it offhand was melting down and selling stolen property.

Ha! Someone should make a container that converts stolen gold/silver/jewellry into cash (at a large depreciation) and call it "Cash4Gold.container"



lol, but i got the answer I needed, I will got looking there to make a change or 2, let me know if anyone else is interested in it.
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Marion Geneste
 
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Post » Fri Dec 24, 2010 6:03 pm

Hello Cobl Team,

nice to find your thread!! I have looked for it just a while, and Im glad to have found it.

My question is regarding integrating COBL Diner Plate into my mod http://www.tesnexus.com/downloads/file.php?id=30790.

The Food Quest id running well, but it was requested to support Cobl Diner plate, and I would like to know more about it.
the documentation wasnt very helpful at this point, but mybe I wasnt reading the right stuff.
Could someone help me a little bit further please??
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kyle pinchen
 
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Post » Sat Dec 25, 2010 6:56 am

Hi,

I posted earlier about only using the esm because I didn't like the huge ingredient stacks, but then I reconsidered all of the other nice stuff in Cobl. :) Right now I'm using the proposal mod with the glue, SI, OOO, and MMM plugins. I'm not using the tweaks plugin with MMM as per the readme. I'm also using the latest version of Item Interchange. Everything is set up and bashed properly as far as I know.

The latest problem I've run into is that I'm finding Tarnsman's beers everywhere. Almost every chest and NPC I run across has stacks of booze. Is this a problem with Cobl or Item Interchange? Should I ask in the II Thread?

Thanks
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Killah Bee
 
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Post » Sat Dec 25, 2010 1:50 am

Hi,

I posted earlier about only using the esm because I didn't like the huge ingredient stacks, but then I reconsidered all of the other nice stuff in Cobl. :) Right now I'm using the proposal mod with the glue, SI, OOO, and MMM plugins. I'm not using the tweaks plugin with MMM as per the readme. I'm also using the latest version of Item Interchange. Everything is set up and bashed properly as far as I know.

The latest problem I've run into is that I'm finding Tarnsman's beers everywhere. Almost every chest and NPC I run across has stacks of booze. Is this a problem with Cobl or Item Interchange? Should I ask in the II Thread?

Thanks
II doesn't do much (any?) direct placement of those drinks, though it does add generic drink lists to some NPCs' inventories (but not really ones you'll find "everywhere"), but Cobl does add those drinks to the general drinks lists, so I'd suspect that's what you're seeing. Personally I like that: if you didn't have those beers you'd just be getting a bottle of vanilla beer/ale/mead instead which is generally less interesting.

When you say "stacks", what kind of numbers are we talking about?

Vac
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Carys
 
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Post » Fri Dec 24, 2010 11:01 pm

Could you post your load order please? Use Wrye Bash (right-click on "File" and choose list mods), and rap the list in spoiler tags.
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carly mcdonough
 
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Post » Fri Dec 24, 2010 5:50 pm

II doesn't do much (any?) direct placement of those drinks, though it does add generic drink lists to some NPCs' inventories (but not really ones you'll find "everywhere"), but Cobl does add those drinks to the general drinks lists, so I'd suspect that's what you're seeing. Personally I like that: if you didn't have those beers you'd just be getting a bottle of vanilla beer/ale/mead instead which is generally less interesting.

You're probably right. The problem is that there are about as many Tarnsman beers as there are vanilla drinks, so the modded stuff is overly represented in the lists. I just don't like seeing an item and thinking "Oh, that's from Cobl," or whatever mod. I'd prefer it all to be seamless.

When you say "stacks", what kind of numbers are we talking about?

Vac

Easier to read http://www.gamesas.com/index.php?/topic/1059126-relz-cobl-%2315/page__view__findpost__p__15810100.

Could you post your load order please? Use Wrye Bash (right-click on "File" and choose list mods), and rap the list in spoiler tags.

Spoiler
Active Mod Files:
00 Oblivion.esm
01 Cobl Main.esm [Version 1.73]
02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
03 Mart's Monster Mod.esm [Version 3.7b3p3]
04 Mart's Monster Mod for OOO.esm [Version 0.9.9b3]
05 Progress.esm [Version 2.2]
06 All Natural Base.esm [Version 0.9.9]
07 Unofficial Oblivion Patch.esp [Version 3.2.5]
08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
09 Oblivion Citadel Door Fix.esp
0A DLCShiveringIsles.esp
0B Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0C All Natural.esp [Version 0.9.9]
0D All Natural - SI.esp [Version 0.9.9]
0E All Natural - Natural Weather.esp [Version Final]
0F TNR ALL RACES FINAL.esp
10 TNR - ShiveringIsles.esp
11 MaleBodyReplacerV4.esp
12 EVE_StockEquipmentReplacer4FCOM.esp
13 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
14 OOO-DLT_Remover.esp [Version 1.33]
15 Mart's Monster Mod for OOO.esp [Version 0.9.9b5]
16 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3]
17 Mart's Monster Mod - Resized Races.esp [Version 3.7b1]
18 Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1]
19 Mart's Monster Mod - Less Rats.esp [Version 3.7b3]
1A Mart's Monster Mod - No Blood.esp [Version 3.7b3]
1B Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3]
1C Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp [Version 3.7b3p3]
1D Mart's Monster Mod - Shivering Isles.esp
1E Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3]
1F EVE_KhajiitFix.esp
20 Cobl Si.esp [Version 1.63]
21 Cobl Glue.esp [Version 1.73]
22 OOO 1.32-Cobl.esp [Version 1.72]
23 MMM-Cobl.esp [Version 1.73]
24 bgMagicEV.esp [Version 1.7EV]
25 bgMagicItemSigil.esp [Version 1.68EV]
26 bgMagicShaderLifeDetect.esp [Version 1.68]
27 bgMagicEVAddEnVar.esp [Version 1.68EV]
28 bgMagicAlchemy.esp [Version 1.57]
29 bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
2A bgMagicLightningbolt.esp
2B DropLitTorchOBSE.esp [Version 2.1]
2C Harvest [Flora].esp [Version 3.0.0]
2D Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
2E ChaseCameraMod.esp
2F Skip Tutorial.esp
30 PersuasionOverhaul.esp [Version 1.43]
31 PersuasionOverhaul_OOO.esp [Version 1.2]
32 PersuasionOverhaul_MMM.esp [Version 1.2]
33 ProgressSBSP.esp [Version 1.0]
34 ProgressGSD.esp [Version 2.0]
35 ProgressMBSP.esp [Version 2.0]
36 ProgressArmorer.esp [Version 1.0]
37 Streamline 3.1.esp
38 ZumbsLockpickingMod - OBSE.esp
39 Toggleable Quantity Prompt.esp [Version 3.1.1]
3A RealisticLeveling.esp
3B RBRS with Initial Burst.esp
3C OMOBS.esp [Version 1.0]
3D OMOBS_SI.esp [Version 1.0]
3E kuerteeAttributeAndSkillBasedDamageModifiers.esp
3F BetterBlocking.esp [Version 1]
40 sr_alternate_armor_formula.esp
41 Map Marker Overhaul.esp [Version 3.4]
42 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
43 Enhanced Economy.esp [Version 3.4.3]
44 kuerteeAutoSaveAndTime.esp
45 Enhanced Vegetation [125%].esp
46 WindowLightingSystem.esp
47 Kyoma's Spell Renamer.esp [Version 3.0.0]
48 BetterBlocking - Fixed.esp
49 PTNoRunningBowsSpellsHarder.esp
++ Item interchange - Extraction.esp [Version 0.78]
++ Item interchange - Placement.esp [Version 0.78]
4A Bashed Patch, 0.esp

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Nomee
 
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Post » Sat Dec 25, 2010 6:37 am

Your load order is not sorted properly. It really, really is not. Run BOSS on it. Also, deactivate all merged plugins (distinguished with green text.) They should be virtually active through the bashed patch, the way those two II plugins are. It makes a difference.
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I love YOu
 
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Post » Fri Dec 24, 2010 11:16 pm

No offense, but I'd appreciate examples of anything in particular that's wrong with my LO. I ran BOSS just to see what it would do, and all it did was reorder the plugins that have no relation to each other according to its list. I don't merge plugins, aside from II.

Edit: oh, and now Bash's LO import isn't working. Fun stuff. -_-
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James Hate
 
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Post » Sat Dec 25, 2010 8:52 am

Run BOSS and look at the changes it makes. That is one way to find out without relying completely on other people, but I will go through your load order once. No offense taken.


Before I even go through this one plugin at a time. You need to deactivate merged (virtually active through the bashed patch) plugin. I said that already...
Spoiler

Active Mod Files:
00 Oblivion.esm
01 Cobl Main.esm [Version 1.73]
02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
03 Mart's Monster Mod.esm [Version 3.7b3p3]
04 Mart's Monster Mod for OOO.esm [Version 0.9.9b3]
05 Progress.esm [Version 2.2]
06 All Natural Base.esm [Version 0.9.9]
07 Unofficial Oblivion Patch.esp [Version 3.2.5]
08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
09 Oblivion Citadel Door Fix.esp
0A DLCShiveringIsles.esp
0B Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0C All Natural.esp [Version 0.9.9]
0D All Natural - SI.esp [Version 0.9.9]
0E All Natural - Natural Weather.esp [Version Final]
0F TNR ALL RACES FINAL.esp
10 TNR - ShiveringIsles.esp
11 MaleBodyReplacerV4.esp
12 EVE_StockEquipmentReplacer4FCOM.esp
13 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
14 OOO-DLT_Remover.esp [Version 1.33]
15 Mart's Monster Mod for OOO.esp [Version 0.9.9b5]
16 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3]
17 Mart's Monster Mod - Resized Races.esp [Version 3.7b1]
18 Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1]
19 Mart's Monster Mod - Less Rats.esp [Version 3.7b3]
1A Mart's Monster Mod - No Blood.esp [Version 3.7b3]
1B Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3]
1C Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp [Version 3.7b3p3]
1D Mart's Monster Mod - Shivering Isles.esp
1E Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3]
1F EVE_KhajiitFix.esp
20 Cobl Si.esp [Version 1.63]
21 Cobl Glue.esp [Version 1.73]
22 OOO 1.32-Cobl.esp [Version 1.72]
23 MMM-Cobl.esp [Version 1.73]
24 bgMagicEV.esp [Version 1.7EV]
25 bgMagicItemSigil.esp [Version 1.68EV]
26 bgMagicShaderLifeDetect.esp [Version 1.68]
27 bgMagicEVAddEnVar.esp [Version 1.68EV]
28 bgMagicAlchemy.esp [Version 1.57]
29 bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
2A bgMagicLightningbolt.esp
2B DropLitTorchOBSE.esp [Version 2.1]
2C Harvest [Flora].esp [Version 3.0.0]
2D Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
2E ChaseCameraMod.esp
2F Skip Tutorial.esp
30 PersuasionOverhaul.esp [Version 1.43]
31 PersuasionOverhaul_OOO.esp [Version 1.2]
32 PersuasionOverhaul_MMM.esp [Version 1.2]
33 ProgressSBSP.esp [Version 1.0]
34 ProgressGSD.esp [Version 2.0]
35 ProgressMBSP.esp [Version 2.0]
36 ProgressArmorer.esp [Version 1.0]
37 Streamline 3.1.esp <-- SL should be last in this load order
38 ZumbsLockpickingMod - OBSE.esp
39 Toggleable Quantity Prompt.esp [Version 3.1.1]
3A RealisticLeveling.esp
3B RBRS with Initial Burst.esp
3C OMOBS.esp [Version 1.0] <-- This belongs right after OOO
3D OMOBS_SI.esp [Version 1.0] <-- This belongs right after OOO
3E kuerteeAttributeAndSkillBasedDamageModifiers.esp
3F BetterBlocking.esp [Version 1]
40 sr_alternate_armor_formula.esp
41 Map Marker Overhaul.esp [Version 3.4]
42 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
43 Enhanced Economy.esp [Version 3.4.3] <-- This should be near the beginning of your load order
44 kuerteeAutoSaveAndTime.esp
45 Enhanced Vegetation [125%].esp
46 WindowLightingSystem.esp <-- This should be near the beginning of your load order with the other environmental mods
47 Kyoma's Spell Renamer.esp [Version 3.0.0]
48 BetterBlocking - Fixed.esp
49 PTNoRunningBowsSpellsHarder.esp
++ Item interchange - Extraction.esp [Version 0.78]
++ Item interchange - Placement.esp [Version 0.78]
4A Bashed Patch, 0.esp


Edit: Okay, you do not know about plugin relations and apparently do not care too much. BOSS has those plugins sorted in a certain order for a reason. Do you know the reasons? It makes no sense to waste plugin slots when you could have them virtually active through Bash either...
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J.P loves
 
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Post » Fri Dec 24, 2010 9:22 pm

I've noticed that Salmo, The Baker Cobl.esp locks and adds a key to inns in Anvil and the IC with the key belonging to "Wallace Vey".

Is this an important part of the mod, or something just added? It conflicts with the new Inns Revised.


Will have to check into that.
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Lizs
 
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Post » Sat Dec 25, 2010 1:43 am

is there a listing some where of the lore ingredients and there effects somewhere for reference purposes, the website doesn't specify
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Nauty
 
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Post » Sat Dec 25, 2010 12:33 am

Where do I get the scroll to summon the luggage?

I am using the Frostcrag Spire DLC for my home and not having direct access to the Luggage is annoying...
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Campbell
 
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