[RELz] Phitt's Artifacts

Post » Sun Dec 19, 2010 3:11 am

Doing some learning today, and I noticed that this mod was one of three in my load order that seemed to alter "RaceMenuAnims". Don't know if it's a problem or not, but the http://cs.elderscrolls.com/constwiki/index.php/Idle_Animations suggests that you place your animations at the bottom of the list to avoid this.

Might be something to note if you update again some time in the future.

Otherwise, this is a well deserved bump for a really cool mod.
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Amanda Furtado
 
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Post » Sun Dec 19, 2010 6:45 am

Doing some learning today, and I noticed that this mod was one of three in my load order that seemed to alter "RaceMenuAnims". Don't know if it's a problem or not, but the http://cs.elderscrolls.com/constwiki/index.php/Idle_Animations suggests that you place your animations at the bottom of the list to avoid this.

Might be something to note if you update again some time in the future.

Otherwise, this is a well deserved bump for a really cool mod.


True, but unfortunately this is false advice (I actually read this as well before I added the animation) since putting animations at the end of the list doesn't work. Unless you want all conditions from previous anim groups to be true for your new anim to work. This whole thing gave me quite a headache for just adding a small effect. There is no way to make new animations with their own conditions work without altering the RaceMenuAnims, it is always marked as changed if you add a new anim. You can delete the change with the CS or TESEdit, but it is not clear whether that is better than leaving it as it is.

I asked this question in the CS forum since I didn't want to alter any vanilla stuff. Some said I should leave it like it is, others said I should delete the change. Since deleting the change seemed more dangerous (the anim stuff is interwoven with each other as far as I understood it, that's why it is marked as changed in the first place) I left it like it is. Which seems to work even if other mods change RaceMenuAnims as well. Trollf on the other hand deleted the change for his Actors in Charge mod (asked him as well) and it doesn't cause any trouble either. So I guess it just doesn't matter.
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rebecca moody
 
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Post » Sun Dec 19, 2010 1:00 pm

Instant download.

I love finding "stuff" and the loot has gotten boring. Heck in my case I find a lot of empty chests. I still do not know why.
I prefer cool items over overpowered magic items however.

Spoiler
Like the vegetable Cannon. But any item that is as dangerous to the player as it is to the NPC is VERY COOL like the Horn of Apocalypse.
It is like finding an ancient powerful god like item but one you cannot just whip out of the back pack to wipe out groups of bandits with out breaking a sweat.


Thus making it something extremely valuable, but something you do not want to sell (you WANT to keep it in your personal "Treasure Chest").

I have a few unfinished items around someplace like that. After I finished my Hypothermia mod I will get one done and give it to you for your mod if you want it.
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Isabel Ruiz
 
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Post » Sun Dec 19, 2010 6:50 am

I don't like Spunky. He's a bad monkey.
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Andrea Pratt
 
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Post » Sun Dec 19, 2010 2:50 pm

I apparently missed this when it was released. Well, I can fix that! *downloads*

I'm a svcker for a good treasure hunt.
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Justin
 
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Post » Sun Dec 19, 2010 5:14 am

I like this sort of mod too. Thanks for sharing.

:)
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leni
 
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Post » Sun Dec 19, 2010 4:36 am

Heh, the Frostcrag bedroom is turning into a veritable Museum of Phitt's Artifacts. Just found a certain chest that is perfect beside the Alchemy Lab. This is certainly one of my favorite new mods for this install. Awesome stuff! :foodndrink:

EDIT: But, ack, it had disappeared after reloading the save - which happened with another artifact as well. Might perhaps be Frostcrag as I think I've read it has this issue with items sinking through stuff - but it has only happened with two of the artifacts, nothing else. The other displayed artifacts have stayed put as well.
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Ezekiel Macallister
 
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Post » Sun Dec 19, 2010 2:27 pm

I've already DLed this mod but is there any mod like this?
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Jennie Skeletons
 
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Post » Sun Dec 19, 2010 11:24 am

Heh, the Frostcrag bedroom is turning into a veritable Museum of Phitt's Artifacts. Just found a certain chest that is perfect beside the Alchemy Lab. This is certainly one of my favorite new mods for this install. Awesome stuff! :foodndrink:

EDIT: But, ack, it had disappeared after reloading the save - which happened with another artifact as well. Might perhaps be Frostcrag as I think I've read it has this issue with items sinking through stuff - but it has only happened with two of the artifacts, nothing else. The other displayed artifacts have stayed put as well.


You're not the only one reporting this I'm afraid. Someone translated the mod into german (always funny to see that since I'm german as well) and a few people had similar problems. There seems to be an issue with the collision of some of the artifacts when you pick them up, drop them and then the cell they're in is loaded into memory again. I never noticed this as they behave normally when you move them around and when you place them in the CS and find them for the first time. Pretty weird. It is really not a small bug as they're meant to be displayed and if it happens they will often fall through the floor and be lost forever unless you tcl to get them back. I will have to re-export collision for the problematic ones and update the mod. Until then it is best if you put the ones you already found into a chest. I can add a few new ones as well while I'm doing this. Sorry about this, it's really annoying when bugs appear out of nowhere without any explanation.
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kyle pinchen
 
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Post » Sun Dec 19, 2010 1:40 pm

You're not the only one reporting this I'm afraid. Someone translated the mod into german (always funny to see that since I'm german as well) and a few people had similar problems. There seems to be an issue with the collision of some of the artifacts when you pick them up, drop them and then the cell they're in is loaded into memory again. I never noticed this as they behave normally when you move them around and when you place them in the CS and find them for the first time. Pretty weird. It is really not a small bug as they're meant to be displayed and if it happens they will often fall through the floor and be lost forever unless you tcl to get them back. I will have to re-export collision for the problematic ones and update the mod. Until then it is best if you put the ones you already found into a chest. I can add a few new ones as well while I'm doing this. Sorry about this, it's really annoying when bugs appear out of nowhere without any explanation.


OK, looking forward to the update. :)
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Kristian Perez
 
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Post » Sun Dec 19, 2010 2:17 pm

Love this mod, made a new character just for it. Nothing beats the thrill of stumbling across some weird shiny thing at the end of a dungeon crawl
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Davorah Katz
 
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Post » Sun Dec 19, 2010 3:11 pm

Hello Phitt: is your Private Message box full? I tried to send you a PM but I got the error: The member Phitt cannot receive any new messages.
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Skrapp Stephens
 
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Post » Sun Dec 19, 2010 9:30 am

Just wanted to note: the Chest of Endless Glitter is placed in the exact same spot as a chest from OOO. Fortunately, there's enough of the Chest visible that you can pick it up. It and the Dwemer Music Box also have some collision issues - I have them sitting out on display, but they keep slowly falling through the shelves.
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Phillip Brunyee
 
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