ty for all your mods and sharing them, using frosty and i know you dont have a file to choose the limits but was wondering if possible to upload a frosty file that alrdy had these limits in place? say 2 or 3 normal picking and with cutting perk at 5 to 9 or something at 30% chance or so, since we cant do the choice ourselves
I haven't tested it because I don't have Frosty Mod Manager on my machine, but if you want to test the version I'm uploading, I'd appreciate it if you would return here and let me know whether it's working properly or not. Thanks.
For some reason I didn't think about consistency when I was making it, so it's got a weird name: "FROSTY Herb Standard Version".
first off, TYVM for making that i appreaciate it, unfortunately i cannot say whether it works or not as i use both daimmods and frosty together, and to get them to work together for me i have to use frosty version 105.6 which i know is a cpl versions old, and redoing my daimod patch with new things added seems to mess them up from working together as well, which i cant figure out why. maybe it was a fluk that i got them working together at all but trying to change my daimod patch or trying newer version of frosty makes the game crash or black screen forever. weirdly i can actually take away daimods from my patch and they will work together still but adding makes it not useable sadly. and i have been careful about not adding similar mods in both as i know that will crash the game as well. so im stuck using older fbmods or daimods that i can add directly to frosty.
I CAN add more mods in daimod form to my frosty 105.6 and it 95% of the time works fine as i have added a few more the last week or so for a new playthru, but frosty mods made for later versions like 105.9 or the alpha version crashes frosty as expected when importing, ( even tho i did try to add your file) im guessing it would work for the proper frosty version but cant confirm, sry about that.
i am not expecting you to, but i am hoping that a daimod version with set numbers without the need for a config before patching would actually work in my older version of frosty by just adding it in, like other daimods have been working this past week. either way thank you again, that was very nice of you to make a request, have good day, and if you do make daimod version with set numbers i will for sure use it and report back, tc ;)
edit: i reread my op and realized that i should have maybe explained my request better as i just asked about frosty mod instead of a non config daimod, sry about that.
Perfect! tyty, very much appreciated, tested in hinterlands on blood lotus, elf root, and spindleweed, with and w/o the perk and it worked flawlessly. i even tested on the potted plants in skyhold garden with and w/o perk but both times they gave only 1, i'm guessing they have a diff loot table or whatever they use for those items, (this is fine and i only tested the planters twice) just thought i would test everything i could think of to be thorough. thank you very much again, mods like this rly help multiple playthrus feel less grindy and lets you just enjoy playing the game ;)
yea i looked it up a bit and found on the wiki that the potted plants are not affected by the cutting perk, they are a diff. item and use their own loot table or whatever it is that they look at to give you items when u activate them, not sure of the terminology but my best guess its something along those lines.
I encourage you to take a look at the files in Frosty Editor - trying to comprehend this nonsense is like trawling through alphabet soup, looking for words that are vaguely english. A "loot table" would be a luxury!
Hey there, I love your mod and used both the metals and this one frequently to slightly increase drop rate. But recently I ran into a weird problem. While using the DAI Mod Manager, I noticed that after I went into the Jaws Of Hakkon DLC area the drop rates reset to normal. I went in to the modder and whenever I tried to set the rates higher than normal it wouldn't save the configuration or even process them in the modder. Normally after hitting merge the modder would display it processing each mod and when they have configurable options they state/show each option that is being applied.
Now it just says: "Processing DAI mod "Sv Better Herb Nodes" " "Processing DAI mod "Sv Better Metal Nodes" "
After that it continues with the rest of the mods without applying the configurations. I am unsure if this is to do with the DLC, as it worked fine before I entered the zone, or if something else occurred. I haven't installed any new mods that effect the DLCs, drop rates, or anything new in general for a while. If you've seen this problem before and know what is happening i'd love to have my configurable drop rates back <3.
If you need more information I'll do my best to help!
(edit) After further testing, I was able to find that once I exited the Frostback Basin zone, that both mods started to work as normal again. But once I went back they stop. Could this be some kind of issue that other modders also have with the DLCs? I've seen a lot of mods that break or need special fixes to work properly with the DLC zones.
If the Modmanager skips over a configurable mod, it's an indication that the code doesn't compile. You can confirm that this is the case by launching the ModManager, clicking the mod name and looking at the configure button. If the configurable mod's Configure button greyed out, something has been altered wrongly in the code.
Regarding DLC zones, that problem suggests that there are extra files for DLC zones. Let me check...
Ah.. DA3_DLC1//Equipment//Loot//Core//Crafting//dlc1_ltbl_crafting_herbs_tier3 This deals with the following in Hakkon; felandaris spindleweed amritavein arbor blessing vandalaria
I'm afraid I've got several mini-crises going on atm IRL (building, dealing with kitchen leaks, graphics card blew up etc) so it may be a while before I'm able to get into the modding mindset. I'll put it on the list, though.
Don't worry, I tried checking and experimenting some more myself and came to a similar understanding. I thought it would just be a good idea to let you know. I also checked the other DLC zones, just to be safe, and the same non-responsive effect emerged. Both Decent and Trespasser seem to be effected in a similar way, but just with different herbs/metals. It looks as if the presence of the DLC zones undoes any modification to the base game in those areas.
I checked the mod manager, and strangely enough I am always able to hit the configure button, but it just seems unresponsive and doesn't apply the changes I set whenever you load into a DLC zone save file. Which to my knowledge makes no sense, especially that when you leave the zones the previously configured settings remain but you are suddenly able to set new settings in the manager once you have a non-DLC zone save file. It is a easy thing to work around however so I decided that it wasn't a huge deal and can simply just be one of the quirks of DAI, hahaha.
If you'd like any other things tested in some way, or would like help (as limited as I can) I'll respond to this post as quickly as I am able. Otherwise it isn't a game-ruiner to only be able to use the mods in non-DLC zones, so take your time and I hope all your issues IRL get resolved quickly!
Love your mods, looking forward to more <3 ~!
Edit: (After looking into it more, the DLCs: Hakkon, Decent, Black Emporium, and Trespasser seem to have extensive problems regarding any mods that might effect their imported files [as a lot of the DLCs seem to reapply files/settings over the base game]. It seems to me that part of the problem, at least with the configurable settings, is from the DAI Mod Manager and the DLC's being uncooperative with each other. So at least with why I cannot configure new settings it seems to be the Manager's fault instead of any of your mods <3)
There's something curious about the expacs that causes a lot of modding issues especially regarding models/textures. I don't know what this quirk is but the game seems to be very unfriendly when it comes to modding. Hopefully Bioware employed Galaxyman2015 to provide an environment conducive to modding Frostbite in future games. The modding community seems to believe that due to a requirement to be online, modding won't be possible in said future releases. It's all speculation at this point, of course.
Sorry about the quick updates. I wanted to get to the final version. In terms of future versions, we're just looking at bug fixes now. There's not much else I can do with it, so there shouldn't be many more and hopefully none.
I haven't encountered this. I'm not surprised that something strange happened because I cleaned up some unused entries. I may put them back in a newer version if more people report this problem.
Could you describe the problem again please? I don't really understand what can possibly go wrong with this. It's just doing simple number replacement.
Here is one of the files it changes;
I've removed the Elfroot entries at the bottom, they're not there anymore.
The red box is what happens when the Optimal Cutting perk is active (Boolean means true or false). See how you get 1-9? Changing the "Optimal Cutting Max" on the menu should change that 9.
Perhaps it can be specific herbs. Which herbs have this problem please?
I'm playing for the first time, just started out a fresh save with the mods installed. It seems to happen with any plant, I noticed it with elfroot first.
The problem is as follows: If I gather Elfroot for the first time, it works as intended, I get multiple at once. Next time I try to gather any elf root I don't get any at all. The problem persists even when I restart the game. I have also tried 'repairing' in origin and then merging the mods again with the mod manager. This seemed to have reset it. I have gotten Elfroot on the first try again and every attempt after that didn't work.
I should also probably mention that I did not yet get the perk that allows me to get the 'better' Elfroot as a chance while gathering yet, perfect cutting or something it was called I think? Maybe that could mess it up somehow aswell? I haven't seen any perk like that for ores.
-I should just check, which of the files are you using and are you using DAIModManager or Frosty Mod Manager?
This sort of behaviour might happen if the mod accidentally ... somehow edits that Max Per Area number there, or the game actually reads that for some reason - I've never known it to do so. -It does seem like a 1 is in that field, doesn't it?
If you change the minimum quantity to 3 (make sure max is higher than it) and don't bother changing the Perk values, does that let you harvest 3 times and then no more? If you change maps does it let you harvest again?
Ok, I did some testing with min: 3, max: 9 and... it works now? Rather strange since that's the setting I have had before. The only difference from earlier is that I'm a bit further in the story and have tossed one mod out that should be somewhat unrelated to gathering. It was the "Redcliffe Crafting Supply" mod.
Quick update - I adjusted values a tad to 2-4. It worked fine till I changed the zone to storm coast, then the issue popped up again in the new area. :(
Do you see in the file where it says "max per area"? I get the impression that it's somehow tweaking that instead of the thing you want, would that follow your experience? I mean, I don't understand it - if you look at the mod it's pretty clear what it does. It counts the number of offsets after the filename and then reads to identify what slot it's looking at. If the original slot is not the one with 9 in it (Optimal Cutting perk slot) then it must be the herb itself, so it changes the slot to use regular Min and Max that you put in your menu choices. If it IS the Optimal Cutting perk slot, it changes the slot to use the choices you put for Optimal Cutting on the menu. Then it goes to the next slot along. That's all it does. (there is some benign but superfluous reading of GUIDs at the start, left over from the fact that I copied the code from the Metal Nodes mod - this will be gone in the next version).
I've had the program print out what it's doing... as you can see Bytey (the max value in the file before being modded) is 9 or less than 9. Which is what it's supposed to do.
I've tweaked a couple of things and released a new version. Please try it out and report back your experience with that.
A last resort will be a total rebuild but maintaining the original files as much as possible (the redundant slots will be there again, but I can search on the "Probability" and if it's zero, ignore the slot).
- which of the files are you using and are you using DAIModManager or Frosty Mod Manager?
30 comments
ty again
For some reason I didn't think about consistency when I was making it, so it's got a weird name: "FROSTY Herb Standard Version".
I CAN add more mods in daimod form to my frosty 105.6 and it 95% of the time works fine as i have added a few more the last week or so for a new playthru, but frosty mods made for later versions like 105.9 or the alpha version crashes frosty as expected when importing, ( even tho i did try to add your file) im guessing it would work for the proper frosty version but cant confirm, sry about that.
i am not expecting you to, but i am hoping that a daimod version with set numbers without the need for a config before patching would actually work in my older version of frosty by just adding it in, like other daimods have been working this past week. either way thank you again, that was very nice of you to make a request, have good day, and if you do make daimod version with set numbers i will for sure use it and report back, tc ;)
edit: i reread my op and realized that i should have maybe explained my request better as i just asked about frosty mod instead of a non config daimod, sry about that.
tyty, very much appreciated, tested in hinterlands on blood lotus, elf root, and spindleweed, with and w/o the perk and it worked flawlessly. i even tested on the potted plants in skyhold garden with and w/o perk but both times they gave only 1, i'm guessing they have a diff loot table or whatever they use for those items, (this is fine and i only tested the planters twice) just thought i would test everything i could think of to be thorough.
thank you very much again, mods like this rly help multiple playthrus feel less grindy and lets you just enjoy playing the game ;)
I'm glad it's working and you're happy
While using the DAI Mod Manager, I noticed that after I went into the Jaws Of Hakkon DLC area the drop rates reset to normal. I went in to the modder and whenever I tried to set the rates higher than normal it wouldn't save the configuration or even process them in the modder. Normally after hitting merge the modder would display it processing each mod and when they have configurable options they state/show each option that is being applied.
Now it just says:
"Processing DAI mod "Sv Better Herb Nodes" "
"Processing DAI mod "Sv Better Metal Nodes" "
After that it continues with the rest of the mods without applying the configurations. I am unsure if this is to do with the DLC, as it worked fine before I entered the zone, or if something else occurred. I haven't installed any new mods that effect the DLCs, drop rates, or anything new in general for a while.
If you've seen this problem before and know what is happening i'd love to have my configurable drop rates back <3.
If you need more information I'll do my best to help!
(edit)
After further testing, I was able to find that once I exited the Frostback Basin zone, that both mods started to work as normal again. But once I went back they stop. Could this be some kind of issue that other modders also have with the DLCs? I've seen a lot of mods that break or need special fixes to work properly with the DLC zones.
If the Modmanager skips over a configurable mod, it's an indication that the code doesn't compile. You can confirm that this is the case by launching the ModManager, clicking the mod name and looking at the configure button. If the configurable mod's Configure button greyed out, something has been altered wrongly in the code.
Regarding DLC zones, that problem suggests that there are extra files for DLC zones. Let me check...
Ah..
DA3_DLC1//Equipment//Loot//Core//Crafting//dlc1_ltbl_crafting_herbs_tier3
This deals with the following in Hakkon;
felandaris
spindleweed
amritavein
arbor blessing
vandalaria
I'm afraid I've got several mini-crises going on atm IRL (building, dealing with kitchen leaks, graphics card blew up etc) so it may be a while before I'm able to get into the modding mindset. I'll put it on the list, though.
I checked the mod manager, and strangely enough I am always able to hit the configure button, but it just seems unresponsive and doesn't apply the changes I set whenever you load into a DLC zone save file. Which to my knowledge makes no sense, especially that when you leave the zones the previously configured settings remain but you are suddenly able to set new settings in the manager once you have a non-DLC zone save file. It is a easy thing to work around however so I decided that it wasn't a huge deal and can simply just be one of the quirks of DAI, hahaha.
If you'd like any other things tested in some way, or would like help (as limited as I can) I'll respond to this post as quickly as I am able. Otherwise it isn't a game-ruiner to only be able to use the mods in non-DLC zones, so take your time and I hope all your issues IRL get resolved quickly!
Love your mods, looking forward to more <3 ~!
Edit:
(After looking into it more, the DLCs: Hakkon, Decent, Black Emporium, and Trespasser seem to have extensive problems regarding any mods that might effect their imported files [as a lot of the DLCs seem to reapply files/settings over the base game]. It seems to me that part of the problem, at least with the configurable settings, is from the DAI Mod Manager and the DLC's being uncooperative with each other. So at least with why I cannot configure new settings it seems to be the Manager's fault instead of any of your mods <3)
There's something curious about the expacs that causes a lot of modding issues especially regarding models/textures. I don't know what this quirk is but the game seems to be very unfriendly when it comes to modding. Hopefully Bioware employed Galaxyman2015 to provide an environment conducive to modding Frostbite in future games. The modding community seems to believe that due to a requirement to be online, modding won't be possible in said future releases. It's all speculation at this point, of course.
I may put them back in a newer version if more people report this problem.
Here is one of the files it changes;
I've removed the Elfroot entries at the bottom, they're not there anymore.
The red box is what happens when the Optimal Cutting perk is active (Boolean means true or false). See how you get 1-9? Changing the "Optimal Cutting Max" on the menu should change that 9.
Perhaps it can be specific herbs. Which herbs have this problem please?
I'm playing for the first time, just started out a fresh save with the mods installed.
It seems to happen with any plant, I noticed it with elfroot first.
The problem is as follows: If I gather Elfroot for the first time, it works as intended, I get multiple at once. Next time I try to gather any elf root I don't get any at all. The problem persists even when I restart the game.
I have also tried 'repairing' in origin and then merging the mods again with the mod manager. This seemed to have reset it. I have gotten Elfroot on the first try again and every attempt after that didn't work.
I should also probably mention that I did not yet get the perk that allows me to get the 'better' Elfroot as a chance while gathering yet, perfect cutting or something it was called I think? Maybe that could mess it up somehow aswell? I haven't seen any perk like that for ores.
-I should just check, which of the files are you using and are you using DAIModManager or Frosty Mod Manager?
This sort of behaviour might happen if the mod accidentally ... somehow edits that Max Per Area number there, or the game actually reads that for some reason - I've never known it to do so.
-It does seem like a 1 is in that field, doesn't it?
If you change the minimum quantity to 3 (make sure max is higher than it) and don't bother changing the Perk values, does that let you harvest 3 times and then no more?
If you change maps does it let you harvest again?
I'll have a look at it, to check. Yep, just seems to edit that Redcliffe store.
I don't know what was wrong. That's so odd. I'm glad it's working for you though :) Happy times!
It counts the number of offsets after the filename and then reads to identify what slot it's looking at.
If the original slot is not the one with 9 in it (Optimal Cutting perk slot) then it must be the herb itself, so it changes the slot to use regular Min and Max that you put in your menu choices.
If it IS the Optimal Cutting perk slot, it changes the slot to use the choices you put for Optimal Cutting on the menu.
Then it goes to the next slot along.
That's all it does.
(there is some benign but superfluous reading of GUIDs at the start, left over from the fact that I copied the code from the Metal Nodes mod - this will be gone in the next version).
[18/07/2020 02:33] Processing DAI mod "Sv Better Herb Nodes"
[18/07/2020 02:33] SV BETTER HERBS
[18/07/2020 02:33] OFFSET: 69C BYTEY: 9
[18/07/2020 02:33] OFFSET: 6E0 BYTEY: 1
[18/07/2020 02:33] SV BETTER HERBS
[18/07/2020 02:33] OFFSET: 6AC BYTEY: 9
[18/07/2020 02:33] OFFSET: 6F0 BYTEY: 2
etc etc.
I've tweaked a couple of things and released a new version. Please try it out and report back your experience with that.
A last resort will be a total rebuild but maintaining the original files as much as possible (the redundant slots will be there again, but I can search on the "Probability" and if it's zero, ignore the slot).
- which of the files are you using and are you using DAIModManager or Frosty Mod Manager?
If there are any problems please report them and revert to a previous version for now.