[RELz] Harvest Containers v0.99.xx

Post » Wed May 25, 2011 1:10 pm

I'm getting some containers working (handprint appearing on the crates) but chests don't stay open, sacks don't fall over. Anyone have any idea what's happening?

Actually the sacks disappear. I downloaded the version recommended in this post. Is there a read me for it?

I removed cats & rats. The sacks are still vanishing. Will that effect respawning?
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Silencio
 
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Post » Wed May 25, 2011 11:12 pm

Any news about a new version??? ;)
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Allison Sizemore
 
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Post » Wed May 25, 2011 2:24 pm

Hey, I'm sure this has been asked countless of times, but will there be Shivering Isles support? I really like this mod and would like to see it's uses expanded :)
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Jah Allen
 
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Post » Wed May 25, 2011 5:30 pm

is there a way to reset the sacks back into the positions they were in vanilla, I am using the OOO mod package and the sneak method isn't working.
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Markie Mark
 
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Post » Wed May 25, 2011 10:53 pm

I've actually been having a few bugs with this mod but, I haven't reported them because I don't think it is being supported any longer.

1. The lids (ayleid caskets) do not slide off correctly. Most of the time they disappear completely.

2. Sometimes it will not open the chest inventory and my character gets stuck waiting for the menu screen to appear (which never happens).

3. Another bug i've seen is where the inside of the chest (brownish color) appears on my whole screen.
This almost resembles the Nvidia type problem where my entire screen would turn black but, instead it is the color of the container.
It seems to happen when I stand very close or at an odd position when opening a longer type ayleid container.

I confirm those bugs... Is this mod abandoned ?? :(
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TOYA toys
 
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Post » Wed May 25, 2011 3:57 pm

I confirm those bugs... Is this mod abandoned ?? :(


I also had these bugs using the mod with Fran.
OOO integrates this mod and I had no such problems since.

So is this mod abandoned?
At the moment it seems you need to use OOO.

Greetz! Darina
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louise tagg
 
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Post » Wed May 25, 2011 1:58 pm

So is this mod abandoned?

I hope not!! As Dejaside said not a long time ago:

Interiors for containers...

It has been discussed at length...
It's not something we plan to add before the v1.0 release.

And I dont think at any level we have discussed interactive interiors.
If we were to provide shelves, to the interiors of cabinets as you seem to suggest...
They'd be non-interactive "eye candy"...

The only goal of such interiors, being...
The bridge between empty space and decorative space.

Frankly, providing interiors that were "just not empty"...
Re-use/Interactive-use of shelves inside the cabinet, has never been considered.

Much of what I anticipate is a solution to clipping issues,
When a Barrel/Chest/Container opens and it is by vanilla design already intersecting numerous other planes,
by developer design, we can/may/might have a reasonable interior, that would hide such infractions.

Tho, in good conscience, I can never tell you the interiors of the Harvest[Containers]
Will ever be more than eye candy
-Dejunai
The viable release has always been available at the prominent sites...
The fixes were posted for early adopters and those that found they had issues..

The new release ( coming soon ) will include all updates and very few new features.
But it will move us closer to our end product...

The end product is every container having some "Harvest" effect on it.Currently, Only 65,000 containers are affected...
And we cant say ALL CONTAINERS... cause there were still about eleven unaffected.
We are spending all efforts to build to the ALL CONTAINERS.

-Dejunai

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Brittany Abner
 
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Post » Wed May 25, 2011 7:06 pm

Sounds great!

Alas, it was in Janurary. Updates?

Greetz! Darina
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tannis
 
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Post » Thu May 26, 2011 3:01 am

Sounds great!

Alas, it was in Janurary. Updates?

Greetz! Darina

This was from the v0.95.xx version...

I heard somewhere that a future version of Harvest Containers would make bodies of enemies you killed appeared search?!! Animals would appear cut-open (i mean how else can you get the bones or the heart?) but what about NPCs you searched?? I mean,it's a bit cruel!!
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Darren Chandler
 
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Post » Wed May 25, 2011 10:46 pm

This was from the v0.95.xx version...

I heard somewhere that a future version of Harvest Containers would make bodies of enemies you killed appeared search?!! Animals would appear cut-open (i mean how else can you get the bones or the heart?) but what about NPCs you searched?? I mean,it's a bit cruel!!


Wow, cut open animal would be really nice!
It seems the mod isn't worked on atm!?! But I saw mmmpld on the forums not long ago. Maybe he/she can shed some light onto this?

Greetz! Darina

PS: To search dead NPC's "thoroughly" I always bring my "gloves"! :evil2:
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Juan Cerda
 
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Post » Wed May 25, 2011 7:37 pm

The latest update fixed the problem for me Stamdd.
There's a link under the post you quoted from me.
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CYCO JO-NATE
 
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Post » Wed May 25, 2011 10:24 pm

I still experience game breaking bugs with "DEJ Harvest - Containers [Combo] v0.99.08.esp" (V0.99.08b).

The most recent is trying to enter the Copius Coinpurse in the IC Market district. I get the loading screen and it finishes loading, but when the loading screen disappears and the room should appear, it just remains black forever. I can't bring up the console or inventory. The sounds are all playing, but no controls work, just a black screen.

I had this problem when animations were first added to upper class furniture. I think it has something to do with the animations not playing properly and locking up the game. I started from a clean save, but some interiors with upperclass furniture still cause this, like shops and castles.
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kirsty joanne hines
 
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Post » Wed May 25, 2011 9:48 pm

Does anybody know where to get the v99.08 Beta and the Fran compatibility patch?
Can't find working links in the thread and couldn't find anything on PES or TES Nexus.

Thanks! Darina
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Kate Schofield
 
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Post » Wed May 25, 2011 5:00 pm

Is there a way to make this mod playable with cats and rats? Do I have to load it after cats and rats or before? I had both loaded before but I had so many errors that I just decided to do a new install of everything.
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Lawrence Armijo
 
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Post » Wed May 25, 2011 11:28 pm

Is there a way to make this mod playable with cats and rats? Do I have to load it after cats and rats or before? I had both loaded before but I had so many errors that I just decided to do a new install of everything.

As far as I can tell, this is perfectly playable with C&R-- at least, it is with the http://www.gamesas.com/bgsforums/index.php?showtopic=764521&pid=11207941 (which was really to create compatibility with the guard behaviour that had been updated by several mods, including MMM itself, rather than to deal with any issues with H[C]... since there weren't any issues with H[C]).

I have zCats&Rats.esp loading after Harvest [Containers] Combo.esp, and haven't noticed any major problems; there are some containers that don't animate, and maybe that's because the animation was taken away when C&R replaced the crate with a non-animated one to spawn the rats, but maybe it was because those types of crates just have no animation even in standalone H[C].

Can't say I've been disturbed by it, and there's cats and rats all over, so it's good enough for me.
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Cesar Gomez
 
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Post » Thu May 26, 2011 6:05 am

Thanks for the reply...I figured since they both changed the crates and boxes that it might mess something up. I guess it was probably another mod or two that caused the problems.
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Lalla Vu
 
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Post » Thu May 26, 2011 4:38 am

## Recommend updating to the latest H[C] (v0.99.09) and using patches from latest AoSL ##

Art of Speedy Looting Compatibility for Harvest [Containers] v0.99.08
Waruddar has http://www.gamesas.com/bgsforums/index.php?showtopic=816812, and while it has compatibility patches for H[C] built in, due to the unfortunate mis-naming of the latest esps they point to the wrong files if you are using v0.99.08.

Simply put: if you're using the H[C] files from this thread, and are using AoSL then you'll need to use these patches rather than the ones included with AoSL.

DOWNLOAD
http://www.sendspace.com/file/ihlpmj
http://www.megaupload.com/?d=WHAGMJK6


The situation will be rectified with an official update to the primary download sites shortly.
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naome duncan
 
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Post » Thu May 26, 2011 6:27 am

I recently DLd the mod from TESNexus thinking that it was an updated version but I ended up with the one that had all of those post patch problems. I had to come here in order to get the fixed version. You might want to consider updating that file.
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Elina
 
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Post » Thu May 26, 2011 2:07 am

I recently DLd the mod from TESNexus thinking that it was an updated version but I ended up with the one that had all of those post patch problems. I had to come here in order to get the fixed version. You might want to consider updating that file.

Done; don't go thinking it's all thanks to you, it was on my list of things to do :frog:
Harvest [Flora] has been updated also to fix the Harrada bug.
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James Wilson
 
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Post » Wed May 25, 2011 7:52 pm

Harvest [Flora] has been updated also to fix the Harrada bug.


Which was? I never noticed anything odd about Harrada.
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Kat Stewart
 
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Post » Thu May 26, 2011 3:21 am

Crashing when loading oblivion gates, it didn't happen to everyone.
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keri seymour
 
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Post » Wed May 25, 2011 8:16 pm

Done; don't go thinking it's all thanks to you, it was on my list of things to do :frog:
Harvest [Flora] has been updated also to fix the Harrada bug.
Updates??? Rock.
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Louise Andrew
 
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Post » Wed May 25, 2011 8:19 pm

Thanks very much for the update, mmmpld!
This mod is a must and should have been in vanilla!

Greetz! Darina
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Erich Lendermon
 
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Post » Thu May 26, 2011 4:07 am

Thanks for the update. I love you guys! I just can't play without either of the Harvest mods.
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Avril Louise
 
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Post » Wed May 25, 2011 11:14 pm

Waiting for 1.00

Looks really cool
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glot
 
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