[RELz] OOO Harvest Containers Filter patch for mods

Post » Sun Sep 05, 2010 4:31 pm

May as well toss my hat in for +1 non-OOO.
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Auguste Bartholdi
 
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Post » Sun Sep 05, 2010 2:10 pm

May as well toss my hat in for +1 non-OOO.

And another +1 for a non-OOO version from me. :D
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Lori Joe
 
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Post » Sun Sep 05, 2010 2:57 pm

I've looked at Harvest Containers and I see that HC and OOO uses the excact same file paths and file names for the meshes and textures, so I guess I'll make a non-OOO version, since all I'll have to do is replace the OOO scripts with the HC ones.
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Roy Harris
 
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Post » Sun Sep 05, 2010 9:57 am

I've looked at Harvest Containers and I see that HC and OOO uses the excact same file paths and file names for the meshes and textures, so I guess I'll make a non-OOO version, since all I'll have to do is replace the OOO scripts with the HC ones.

Excellent!

By the way; The filter - that's quite a list! :celebration:
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Kelly Tomlinson
 
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Post » Sun Sep 05, 2010 3:20 pm

thank you for making this mod, instant download.
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Josephine Gowing
 
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Post » Sun Sep 05, 2010 5:42 am

Updated!

v1.02
- Added some SI containers. Some SI Harvest Containers use custom graphics with no corresponding OOO script and a lot of SI containers gets scripts attached by ZUZIO (ZUAmberMadnessOverhaul.esp), so I didn't touch those.
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megan gleeson
 
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Post » Sun Sep 05, 2010 1:44 pm

Updated!

v1.03
- While making the non-OOO version I went through all containers again and fixed some more with wrong/no scripts.
Should be the final version unless I add more mods to the filter.
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Louise Dennis
 
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Post » Sun Sep 05, 2010 2:05 pm

http://tesnexus.com/downloads/file.php?id=35155

Should I make a second release thread? Or ask a mod to change the subject line?
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Kelvin
 
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Post » Sun Sep 05, 2010 6:11 am

Petrus - this looks cool, and thanks for putting this up. :goodjob:

I guess I should ask this (it might not be related at all), but anyway - how does this play with:

OOO_No Lock Bash
and
Lock Bash Omega?

I was using the above 2 mods, but decided to return to regular OOO as OOO_NO Lock Bash also removes traps, which I wanted to be in place....
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jeremey wisor
 
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Post » Sun Sep 05, 2010 2:18 pm

Well, I Thank You for the Update as well... :twirl:
Now, do you think you could add Harvest Flora?? :P
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willow
 
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Post » Sun Sep 05, 2010 4:33 am

Petrus - this looks cool, and thanks for putting this up. :goodjob:

I guess I should ask this (it might not be related at all), but anyway - how does this play with:

OOO_No Lock Bash
and
Lock Bash Omega?

I was using the above 2 mods, but decided to return to regular OOO as OOO_NO Lock Bash also removes traps, which I wanted to be in place....


tejon said:
08:48, 5 August 2009
This is compatible with pretty much everything. The only concern right now is with OOO's traps, which don't trigger when you bash a lock this way; I'm looking into either a work-around at my end, or a compatibility patch.


As for OOO_No Lock Bash it will probably work if loaded after the filter, but it will only affect vanilla and OOO chests and you'll lose the harvest container effects for them. One of the points about this filter mod is to make the heavily modded game world more consistent, which you will lose if using OOO_No Lock Bash.
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TWITTER.COM
 
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Post » Sun Sep 05, 2010 6:17 pm

For ABR:

01002E19 - aaaDBChestVendorStevran
01003A46 - aaaDBSFelyxVendorChest
010055C5 - aaaDBSFrancChest

These 3 containers should be removed from the filter. They are vendor chests which are not visible to the player, and two of them are getting fixes in the next version of ABR to move unique items to a new pair of chests.

Both of the chests modified in Feldscar are also vendor chests never seen by the player.

The chest modified in Vergayun is also an unseen vendor chest.

Same with the two altered in Faregyl, they're vendor chests.
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JERMAINE VIDAURRI
 
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Post » Sun Sep 05, 2010 9:26 pm

For ABR:

01002E19 - aaaDBChestVendorStevran
01003A46 - aaaDBSFelyxVendorChest
010055C5 - aaaDBSFrancChest

These 3 containers should be removed from the filter. They are vendor chests which are not visible to the player, and two of them are getting fixes in the next version of ABR to move unique items to a new pair of chests.

Both of the chests modified in Feldscar are also vendor chests never seen by the player.

The chest modified in Vergayun is also an unseen vendor chest.

Same with the two altered in Faregyl, they're vendor chests.


I had a feeling many of the vendor chests were inaccesible to the player. But since they are inaccesible it shouldn't really matter one way or the other. But I will remove them from the filter for the next update.
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Beat freak
 
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Post » Sun Sep 05, 2010 10:00 pm

It probably doesn't matter a great deal, but in the case of ABR, it did, because I had to transplant some unique items that I realized were in respawning chests, much like the one from the UOP. Speaking of which, the filter patch causes the fixed DB chest in the UOP to keep the unique items that should be getting removed.
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Bellismydesi
 
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Post » Sun Sep 05, 2010 7:17 pm

It probably doesn't matter a great deal, but in the case of ABR, it did, because I had to transplant some unique items that I realized were in respawning chests, much like the one from the UOP. Speaking of which, the filter patch causes the fixed DB chest in the UOP to keep the unique items that should be getting removed.


Hmm...unless I've made mistakes the chests that are originally set to be non-respawning should also use the non-respawn scripts in the filter. In my own version I changed several chests with unique items from respawn to non-respawn, but decided not to change the flags, or use the NR-scripts for the released version.
Do you have a name or ID for the UOP chest? The filter shouldn't touch any non-SI vanilla containers.
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{Richies Mommy}
 
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Post » Sun Sep 05, 2010 9:21 pm

Nice work, but I always deactivated HC when I was using OOO.
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I love YOu
 
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Post » Sun Sep 05, 2010 10:51 am

Nice work, but I always deactivated HC when I was using OOO.


Afraid of som traps, are we? :P
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neil slattery
 
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Post » Sun Sep 05, 2010 12:14 pm

It's not the flag that's the issue, it's the contents. The one in the UOPS (0004F944) had 4 unique items removed and transplanted to a new chest. In this particular case, like with ABR, that's a vendor chest and won't be visible to the player. So it really doesn't need to be in the filter.
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Lalla Vu
 
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Post » Sun Sep 05, 2010 8:28 am

It's not the flag that's the issue, it's the contents. The one in the UOPS (0004F944) had 4 unique items removed and transplanted to a new chest. In this particular case, like with ABR, that's a vendor chest and won't be visible to the player. So it really doesn't need to be in the filter.


You mean UOPDarkSellChest2 "Chest" [CONT:12000800]?
I've removed it (and the other containers you mentioned) from the filters, but I still don't understand how making into a harvest container will affect its contents?
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Cameron Wood
 
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Post » Sun Sep 05, 2010 7:17 am

Afraid of som traps, are we? :P

The animations of HC annoyed me and I'm too lazy to crouch/close everytime any home Cabinet I have already opened.
Also there is bug of HC in OOO related to a container in the "First Edition", near the entrance of the basemant. If you try to open this container Oblivion freeze. I pointed this bug to dev_akm last year but I don't know if he managed to fix it in his last updates (this bug happens even if OOO is the only mod installed in the system).
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David Chambers
 
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Post » Sun Sep 05, 2010 8:09 am

Also there is bug of HC in OOO related to a container in the "First Edition", near the entrance of the basemant. If you try to open this container Oblivion freeze. I pointed this bug to dev_akm last year but I don't know if he managed to fix it in his last updates (this bug happens even if OOO is the only mod installed in the system).


I'll test this myself and if I experience the same bug I can try to either fix it by using a different script or revert it to vanilla.
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Mel E
 
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Post » Sun Sep 05, 2010 6:58 pm

That looks intriguing. I stumbled on your filter mod only now. I have a FCOM + Cobl installation. I think I should use the "for OOO" version of your filter?

And sorry if this may not belong here, but I give it a shot: Playing FCOM (and Cobl) without your filter, am I bound to come across chests sooner or later that do not have the harvest animations? By reading your file description, I would think so, as you mention MMM which of course is a core mod for FCOM. But then again I could imagine that Team FCOM looked after this already in the past, independently of your mod?
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k a t e
 
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Post » Sun Sep 05, 2010 10:23 pm

How on earth did I miss this!!! Instant download and install me thinks! :tops:
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nath
 
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Post » Sun Sep 05, 2010 9:43 am

Also there is bug of HC in OOO related to a container in the "First Edition", near the entrance of the basemant. If you try to open this container Oblivion freeze. I pointed this bug to dev_akm last year but I don't know if he managed to fix it in his last updates (this bug happens even if OOO is the only mod installed in the system).


If you mean the Hard locked chest on a table just by the door to the basemant, it works fine for me so if it was problematic it has apparently been fixed.
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Charlotte Buckley
 
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Post » Sun Sep 05, 2010 1:38 pm

NM
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Nymph
 
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