since this is the version of controlled consumption most widely used (myself included), i decided to post this here
there is a small incompatibility between controlled consumption and alchemical knowledge (which is a part of sharp modlist). when you try to eat an ingredient, alchemical knowledge will make you learn its first effect, even if eating it actually fails if the cooldown is still active. to fix it, in controlled consumption in all files in "module" directory except "disabled.lua" (if this fix is not incorporated and you are editing the mod for personal use you can only edit the module you are actually using) the line
so that cc's equip callback gets called first and prevents alchemical knowledge's callback from executing if cooldown is still active
10 is an arbitrary number btw, any priority >= 1 will work, i picked 10 to give space for other mods to put their events between cc's and ak's if need be
P.S. i actually posted a similar fix before in ak's comments, but upon reflection i think it should actually be cc's responsibility to block all other equip potion/ingredient events from occurring if cc's cooldown is active, hence this post
Regarding the Morrowind Sharp guide, specifically when running MGE XE...In the Statics tab, should we check "Use lists of statics overriding parameters set above" and add "00_main.ovr" found in the Morrowind\mge3 folder before creating statics?
The load order doesn't seem to account for Magicka Expanded, it just gets thrown under everything and doesn't appear in the .txt file. Not sure if this is intended?
I understand MET is being used to upgrade all textures; but, is there anything texture wise that need to be specific - like the Atlas project requires its own textures?
If I wanted to use vurts new armor and clothing texture mods would it work properly with better fitted mods and such?
Only Project Atlas needs specific textures that work with it; MET already includes a Project Atlas patch that the guide recommends.
As for the rest, nearly everything (I want to be careful here) works out of the box. For your question: you will have no problem using Vurt's texture mods with the armor and clothing mods listed in the guide, as those are simple mesh replacers that rely on vanilla texture files (meaning anything that overwrites them will also work).
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there is a small incompatibility between controlled consumption and alchemical knowledge (which is a part of sharp modlist). when you try to eat an ingredient, alchemical knowledge will make you learn its first effect, even if eating it actually fails if the cooldown is still active. to fix it, in controlled consumption in all files in "module" directory except "disabled.lua" (if this fix is not incorporated and you are editing the mod for personal use you can only edit the module you are actually using) the line
event.register("equip", this.onEquip)
need to be modified:
event.register("equip", this.onEquip, { priority = 10 })
so that cc's equip callback gets called first and prevents alchemical knowledge's callback from executing if cooldown is still active
10 is an arbitrary number btw, any priority >= 1 will work, i picked 10 to give space for other mods to put their events between cc's and ak's if need be
P.S. i actually posted a similar fix before in ak's comments, but upon reflection i think it should actually be cc's responsibility to block all other equip potion/ingredient events from occurring if cc's cooldown is active, hence this post
If I wanted to use vurts new armor and clothing texture mods would it work properly with better fitted mods and such?
As for the rest, nearly everything (I want to be careful here) works out of the box. For your question: you will have no problem using Vurt's texture mods with the armor and clothing mods listed in the guide, as those are simple mesh replacers that rely on vanilla texture files (meaning anything that overwrites them will also work).