[Relz] - Immersive Mining

Post » Tue May 17, 2011 12:21 pm

Immersive Mining

Download at -

http://www.invision.tesalliance.org/forums/index.php?/files/file/413-immersive-mining/?quot;%5DTESAlliance
http://www.tesnexus.com/downloads/file.php?id=30682

View a demonstration video of the mod in action http://www.youtube.com/watch?v=YZlgiIbRiUM

Name: Immersive Mining
Version: 1.0
Date: 3/24/2010
Category: Miscellaneous
Author: Cydonian_Knight

=================
Requirements:
=================

Oblivion 1.2.416
Oblivion Script Extender - always use the latest version
Homepage: http://obse.silverlock.org

=================
Description:
=================

This mod adds a pickaxe to the game that you can use to simulate actually mining for gold or silver. While exploring mines and in particular while playing mods that added friendly mines to the world, I hated the fact that gold or silver veins were really just containers that you could take gold or silver out of. Not very immersive or fun at all. And so I made this small mod, which puts a pickaxe, which is actually an equippable weapon, into the game to simulate more realistic mining.

Remember, this mod requires OBSE!!!

=================
Details:
=================

I have added pickaxes to various venders around Cyrodiil, one in each city. You can buy a pickaxe at the following shops.

Imperial City - Three Brother's Trade Goods
Chorrol - Fire and Steel
Leyawiin - Best Goods and Guarantees
Bravil - The Fair Deal
Skingrad - Colovian Traders
Cheydinhal - Borba's Goods and Stores
Anvil - Lelle's Quality Merchandise
Bruma - Novaroma


To mine using the pickaxe, attack either a gold vein, or a silver vein with the pickaxe. There is then a chance that a gold or silver nugget, depending on which type of vein you mined, will be added to your inventory. This chance is dependent on your character's strength and luck attributes. So, for a character with 10 strength and 10 luck, it will be very difficult to mine. But for a character with 100 strength and 100 Luck, you will be raking in the gold ;)

You can mine up to 10 nuggets of either silver or gold each day. After that, you must wait until the next day in order to mine some more.

=================
Installation
=================

1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

=================
Un-Installation:
=================

1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

=================
Incompatibility:
=================

This mod should be compatible with all other mods.

=================
Known Issues:
=================

None known.

=================
History:
=================

3/24/2010 - v 1.0 - Initial Release

=================
Contact:
=================

You can find me on the Official Forums, The Engineering Guild, and TESAlliance as Cydonian_Knight. On TESNexus, I am just Cydonian Knight. You can contact me at any of these places.

=================
Credits:
=================

- Thanks to Bethesda for creating Oblivion.
- Thanks to the Tamriel Rebuilt Team for allowing me to use their pickaxe model.
- Thanks to shadeMe for lots of scripting help.
- Thanks to InsanitySorrow for his ReadMe Generator this file is based on.

=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set
TES4Gecko
TES4Files


=================
Licensing/Legal:
=================

You must contact me and obtain my permission before re-packaging any part of this mod.

User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Tue May 17, 2011 10:17 am

Hmm, just what I wanted gonna give this a look. Sounds good in text, gonna try it now and see how it fares in game! Also I think this is the "Demonstration Video" you meant to link as it is in your TESNEXUS readme :P http://www.youtube.com/watch?v=YZlgiIbRiUM
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Kerri Lee
 
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Post » Tue May 17, 2011 2:51 am

Thanks KylerSB, let me know what you think :). And I think I fixed the formatting of the OP now, that was really weird...it was set up fine while editing the post but it changed format and deleted some stuff when I actually hit submit!
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Lakyn Ellery
 
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Post » Tue May 17, 2011 12:27 pm

Instant Download...but I think you should change it so that the nuggets don't come out the same value every time. Instead, they could be the max value that you talked about down to maybe 25% of the max value. Variety = realism = the spice of life!
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christelle047
 
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Post » Tue May 17, 2011 3:07 am

Instant Download...but I think you should change it so that the nuggets don't come out the same value every time. Instead, they could be the max value that you talked about down to maybe 25% of the max value. Variety = realism = the spice of life!


Thanks richardrocket :). Hmm perhaps, but the only problem with that is that I would need to create a bunch of new gold nuggets, giving them all different values. These new ones wouldn't be recognized by any mods that deal with the vanilla gold nuggets, such as mining mods or Midas Magic. But it's something to look in to...
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Eve(G)
 
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Post » Tue May 17, 2011 1:57 pm

Keep at it...I know you can do it! Also, I meant to say a random percent from 100% down to 25% of value...if that is possible. But maybe make it a range where you get most of them above 50% of value...or something like that.
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Tiff Clark
 
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Post » Tue May 17, 2011 9:00 am

Not really possible within the constraints of the engine, Rich. See in the TES engine everything has a record are these records can't be modified on the fly. So you can't say make AA1Skingradhome which points to mesh AA1SkingradH1mesh point to AA2SkingradH2mesh inside the game. You instead have to disable AA1Skingradhome and enable AA2Skingradhome which is sitting under your home just not active yet. You can't make it so that, without adding another object, gold nuggets have a value of 60 rather than a value of 70. And adding in another object would not be referenced by scripts which rely on them IE Midas Magic. Therefore would not work in the mod itself.

It may be possible with OBSE though you can do some pretty queer stuff with it.
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Ladymorphine
 
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Post » Tue May 17, 2011 10:39 am

Dakorma has it exactly right. I can only assign one gold value to a gold nugget without creating multiple versions of gold nuggets, which I don't want to do for now. I'm not sure if it's even possible, even with OBSE. Oh well, hope it's still an enjoyable mod :)
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Johanna Van Drunick
 
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Post » Mon May 16, 2011 11:38 pm

I'm curious, why the limit of ten? And does that limit apply to both silver and gold at once, or a limit of 10 gold and 10 silver?
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xx_Jess_xx
 
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Post » Tue May 17, 2011 3:01 pm

If I may offer a suggestion.. it would be much cooler if the nugget "popped" out of the vein when you hit it, instead of appearing in your inventory.
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Dylan Markese
 
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Post » Tue May 17, 2011 4:12 am

I'm curious, why the limit of ten? And does that limit apply to both silver and gold at once, or a limit of 10 gold and 10 silver?


I put the limit just to prevent abuse, so you can't get 500 gold nuggets in a day. Since you're guaranteed to get a gold nugget eventually this way, I figured it needed a little balance. And it's 10 of either gold or silver combined.

If I may offer a suggestion.. it would be much cooler if the nugget "popped" out of the vein when you hit it, instead of appearing in your inventory.


Any suggestions on how to do this? It's rather beyond my scripting knowledge to implement something like this.....
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Frank Firefly
 
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Post » Tue May 17, 2011 6:15 am

I put the limit just to prevent abuse, so you can't get 500 gold nuggets in a day. Since you're guaranteed to get a gold nugget eventually this way, I figured it needed a little balance. And it's 10 of either gold or silver combined.

Any suggestions on how to do this? It's rather beyond my scripting knowledge to implement something like this.....


Not certain if this is feasible and it would be a bit of a change, but perhaps when the script determines a successful mining event the underlying container could be opened.

This would accomplish several things:
1. The nugget wouldn't just appear in your inventory.
2. This is a better constraint to prevent abuse and it would also encourage/reward searching for additional ore sources.
3. A successful mining event would yield variable reward (one, two, .. nuggets) depending on what is in the ore container.
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Stephy Beck
 
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Post » Tue May 17, 2011 1:52 am

This is sweet, I'm downloading this right away.

Re: Random nugget value - could you make a random number of nuggets come out each time? Like one successful smack gets you 3 nuggets, maybe you fail completely on another, etc.

Either way, this is an awesome little mod. Thanks!
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RObert loVes MOmmy
 
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Post » Tue May 17, 2011 1:29 pm

Not certain if this is feasible and it would be a bit of a change, but perhaps when the script determines a successful mining event the underlying container could be opened.

This would accomplish several things:
1. The nugget wouldn't just appear in your inventory.
2. This is a better constraint to prevent abuse and it would also encourage/reward searching for additional ore sources.
3. A successful mining event would yield variable reward (one, two, .. nuggets) depending on what is in the ore container.


This could be viable, but one of the reasons I made this plug in was because of my annoyance with veins being containers. Personally, I think it's more immersive if the nugget just appears in your inventory rather than still picking it up out of a container. But I do wish I could implement a reason to have to search for new veins, right now you can do all your mining at one vein. If anyone has any other suggestions, I would love to hear them.

This is sweet, I'm downloading this right away.

Re: Random nugget value - could you make a random number of nuggets come out each time? Like one successful smack gets you 3 nuggets, maybe you fail completely on another, etc.

Either way, this is an awesome little mod. Thanks!


Thanks, hope you like it :). And I could do that, but it's already kind of implemented in a way. Since there's a random chance of getting a nugget at each swing, sometimes you might get 3 nuggets in a row. Other times, it might take 15 swings to get a nugget. So that's how the randomness is implemented right now, which I prefer over giving you 3 nuggets in one swing.
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sam smith
 
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Post » Tue May 17, 2011 5:08 am

3 nuggets in one swing.

Ouch
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Beast Attire
 
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Post » Mon May 16, 2011 11:14 pm

If you go on the Fallout 3 Modding forums and find "A bloody Harvest" by Skykappa, he's implemented mining in which you strike a rock and the ore falls from the rock. I'm not sure if it would work in Oblivion, but the engines are pretty similar, it's worth a look.
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Tiffany Holmes
 
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Post » Tue May 17, 2011 9:50 am

If you go on the Fallout 3 Modding forums and find "A bloody Harvest" by Skykappa, he's implemented mining in which you strike a rock and the ore falls from the rock. I'm not sure if it would work in Oblivion, but the engines are pretty similar, it's worth a look.


Thanks for that tip! I looked at the mod and it's very impressive what he's been able to do. It looks like it's still a WIP, but maybe I'll contact Skykappa and ask how he did the mining part, and if it would be possible in Oblivion.

Thanks again!
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Kat Ives
 
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Post » Tue May 17, 2011 9:20 am

But I do wish I could implement a reason to have to search for new veins, right now you can do all your mining at one vein. If anyone has any other suggestions, I would love to hear them.



Cool mod concept.

I haven't delved into scripting for Oblivion, but I have done scripting for other games (including for what I'd call "hobby pay").

I would assume, however, Oblivion supports setting a timestamp variable linked to the container/vein's refID...which your script could check when a mining attempt is made...

Heck....could also make it so a really lucky miner would be able to coax more than one successful attempt out of the vein in a short time period before it is exhausted...

Just babbling, really, because I haven't so much as read a tut on Oblivion scripting at this point. :wink_smile:

Perhaps inquire in the CS sub forum for advice as to methodology?

Good luck with this mod!

Regards,

Hem
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Nicholas
 
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Post » Tue May 17, 2011 11:48 am

You could have it where you hit the vein with the pick axe and when you are successful you can click on the vein and the ore would be transfered to your inventory. The Harvest mod already makes it so you don't get a container screen for harvesting and things that are harvested are put into your inventory. You could have using the pick axe give you access to click on the vein when you are sucessful.
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Bek Rideout
 
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Post » Tue May 17, 2011 6:17 am

Bump for a great mod to get even greater!
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yessenia hermosillo
 
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Post » Tue May 17, 2011 6:52 am

Wow so I went over to the Fallout 3 forums to contact Skykappa about possibly seeing his mining script, but found that he posted the following yesterday.

** cancelled for now**

Due to real life time constriants and unexpected illness of a loved one. I may or may not be resuming this project. I`m sorry to all, but I wont be releasing any of this project to anyone for any reason.
I may not be around for a while, so I`ll say goodbye for now and thank you to all my wonderful friends here for support and assistance its been a fun year.
Because I dont have time to support any of my mods, I`ve removed them from the Nexus. Again, I`m sorry to all, but I wont be releasing them to anyone for any reason.

Take care

Skykappa


So I guess that rules out any chance of seeing how he did the mining in his mod. He even removed all of his videos from YouTube. I'm sad he had to leave, he was really doing some incredible work. Back to the drawing board....


I would assume, however, Oblivion supports setting a timestamp variable linked to the container/vein's refID...which your script could check when a mining attempt is made...

Heck....could also make it so a really lucky miner would be able to coax more than one successful attempt out of the vein in a short time period before it is exhausted...


Thanks for the interest and suggestions Hem :). I'd have to wrap my head around how to do this though, as I'm not sure how to go about effectively make a vein "exhausted" and then "unexhausted" a few days later.

You could have it where you hit the vein with the pick axe and when you are successful you can click on the vein and the ore would be transfered to your inventory. The Harvest mod already makes it so you don't get a container screen for harvesting and things that are harvested are put into your inventory. You could have using the pick axe give you access to click on the vein when you are sucessful.


This isn't really possible without editing the veins, which I don't want to do. And I'm trying to avoid clicking on the vein as a container entirely. But thanks for the suggestion.


To all - I don't have a ton of time to work on this right now, but I'll try to work with some ideas I have when I get the chance. You'd think spring break would = more free time available, but the opposite is the case :P
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Spencey!
 
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Post » Tue May 17, 2011 2:36 am

Any suggestions on how to do this? It's rather beyond my scripting knowledge to implement something like this.....


Does Oblivion have a 'Drop' command? I know FO3 does. When you would get the nugget, just add one, and then drop one.
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Dean Ashcroft
 
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Post » Tue May 17, 2011 7:32 am

Does Oblivion have a 'Drop' command? I know FO3 does. When you would get the nugget, just add one, and then drop one.


Hmm, not that I know of. Did a quick search through the OBSE docs too and didn't see anything like that. What exactly does this command do in FO3?
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Jake Easom
 
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Post » Tue May 17, 2011 10:45 am

I have a feeling this mod would be good to accompany users of Midas Magic: Spells of Aurum (and don't cheat, but quest to get each spell legitimately)

It has always been one of my frustrations in midas to get aurum! I never seem to have much of it...so it gets very annoying having to try and find it.
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Carlos Vazquez
 
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Post » Tue May 17, 2011 9:38 am

I have a feeling this mod would be good to accompany users of Midas Magic: Spells of Aurum (and don't cheat, but quest to get each spell legitimately)

It has always been one of my frustrations in midas to get aurum! I never seem to have much of it...so it gets very annoying having to try and find it.


Yup, it definitely helps a ton with Midas Magic. As a dedicated Midas fan, that's one of the reasons I made it :)
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Trista Jim
 
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