------------------------------------- Now Available! Version 1.4.4se! Now in Spearmint! ------------------------------------- ° *1.4.4 HOTFIX* It was brought to my attention that the mod, dispite having been edited and saved, was still using Oldrim's Form 43 structure. This has been rectified.
° *1.4.1 HOTFIX* Repackaged the BSA archive, so no more crashing when loading. Sorry about that.
° *NEW* Menu added to the item you drop from your inventory. This gives you the options to Place the crafting station where the marker sits, pick it back up into inventory, or exit if you want to move it around some more. No more crouching to pick up, or accidentally finalizing the marker's position.
° *FIX* Small bug fix to the Disenchanting Font quest, which was causing the quest not to always trigger. I redid the start conditions to ensure it will trigger when it's supposed to. It should work fine now, as it triggers constantly for me on my clean save when testing other stuff.
° *FIX* Havok fixes to a couple items during the placement phase. Woodcutting Block, for example, was acting strange.
° *FIX* Finally fixed dropping the items from inventory, so they appear in front of you (most of the time. Skyrim has it moments), instead of behind or on top of you.
° *FIX* Moving markers around is now more stable. Walking into them (with the exception of smaller objects, such as the Orb of Dispulsion or the Mortal and Pestal for example), will no longer move them or cause them to spaz out. Plus you now walk when moving the objects, due to improvements in their Mass and Inertia (again, with exception to smaller marker), which allows a more realistic method of movement when first placing a station, and minimizes chances for the Havok to spaz out.
° *FIX* Collision fixes for a few items. Scribe's Study, for example, shouldn't have Havok enabled after it'd been placed and ready for use.
° *FIX* Fixed some potentially major instabilities with a few of the meshes. Even though they were just vanilla meshes that were re-centered, they were giving Block Pointer errors in NifSkope and crashing the Creation Kit when it loaded the loose files.
° *FIX* Did some repair work on a few models that weren't displaying animation or lighting effects properly
° *FIX* Smelter marker is finally moveable as it should be. The model's internal collision was repaired.
Be sure to throw me a message if there's any bugs or you just have an idea on how to make this better. I take all comments seriously, and there's no such thing as a stupid question. Just stupid people! =P
------------------------------------- Don't forget to check out Solar's Portable Containers! http://www.nexusmods.com/skyrimspecialedition/mods/4546/?
A nice compliment to any house or encampment you might call your home! Place, move and customize containers as easily as you do Crafting Stations with this mod! It even has a sorting system for easily stashing items away.
There's an oven. It's the Hearthfire oven. Normal Campfire/cooking pot/ect.. type furnishings, I didn't add to the game due to the m not only being super common, but at the time I made this mod, I had probably.. 4 other popular mods installed that already added them, lol
im recently trying out se. but le version has bug with completecrafting overhaul yield and chops per activation not working with the chopping block you might want to check this version too
1. I didn't bother with crafting. Simply used AddItemMenu to get the crafting kit items/stations into my player inventory. Worked well in that way, no issues. 2. Dropped a few of the crafting kits one by one on the ground, and each one bounced with crazy wonky physics (I guess it is game engine's Havoc physics limitations or usual weirdness; have noticed it for carriage/caravan mods too). Very difficult to control the position & angle of these crafting kit objects. Sometimes it would spawn behind me and bounce away or fall down the terrain or float in the air. But with some manual jumping and lateral movement, I was able to position it to some extent, though rotation was not happening unless I tried to jump while grabbing the object as if it is a frisbee (make the player character do a rotational torque movement to rotate the grabbed object). If unable to position and angle it manually properly, I did a pickup (menu action) of the object and tried again. 3. Place into position menu action then worked fine, the object got locked into place, and became like a static activable workstation. Workstations were usable in that mode. All well and good, so main purpose of the mod is working. 4. But now if I wanted to remove/pickup the object and get it back it into inventory, or to move or rotate the placed object, then that wasn't happening. No custom menu for Pickup/Move/Rotate, whenever I did a crouch/sneak or walked to it and pressed activate (E key). On Activate (E), it instead simply did the usual "use workstation" animation action and the workstation's UI window popped up for alchemy/smithing/crafting, etc. 5. Only recourse was to load an earlier save, or to console disable the placed (locked in position for activation as static) workstation. 6. "Placeable Statics" mod did not recognize these workstation objects, so I couldn't use it either. Maybe a patch can be done for both these mods to work together? I didn't try Jaxonz Positioner as Jaxonz mods used to give some problems in an earlier playthrough, but maybe I will try it later with these Solars Portable Crafting kits.
Request some advice here if I am doing these steps wrong. There is a Basic Camp Gear mod, that allows to neatly drop the crafted items (e.g., bedroll, campfire) on the ground (stays level there), and doesn't jump around. Very easy to pick it back up too -- just long press Activate (E) to pick it up and add back into inventory. Maybe its scripts can be checked to see how that object placement is simply and neatly done?
2. Yes, this is a havok thing with the physics engine. It was a pain to get them working as well as they do. I wish I knew how Campfire and Frostfall did the placement system, as it works great.
4. Have you tried loading my mod lower on the mod list? If it's lower on the list and it works (as in, the menu pops up, including the ability to pick up the crafting stations), then we know it was a simple conflict related to activating workstations. Being low on the list, or bottom, should not interfere with any other mods if that does fix the issue.
I've never used placeable statics or Basic Camp Gear, so I'd have to download and look at them if I get some time.
If I get time, I can look into it. I couldn't get them working in the past, but that's not to say it's impossible. I may have better luck now than I did before. Sadly, I don't know of any existing planter mods. I never came across one in the past.
If you use Anniversary Edition (and i suppose you do) then the player home in Goldenhills Plantation has working planters (big ones only, for 3 plants, but i guess it could be reworked) so you should not have to look far for the assets.
This looks like an excellent fit for a few of my plans, alongside your containers mod. Looking forward to giving them a go when I get my list fully sorted.
I was wondering, is it feasible for another modder to make an add-on that lets you craft stations from another mod, or are the scripts not set up for that? I admit I don't know much about Skyrim's internals, last TES game I did any real work with was Morrowind.
It's doable. The mod with the stations that you want to craft in the add-on would have to be used as a master and loaded before the add-on. Using it as a master, the Add-on will have access to the station you want to craft, allowing you to create a Constructible Object entry to make it.
The only catch is, setting up the Item/Station system for the new station you want to make. The items you construct are technically Misc inventory items that act like a token. Allowing you place/move/pickup the crafting station before actually telling it your done for it to spawn the real crafting station. It's not a complicated system, but can be a little overwhelming if you're new to using the Creation Kit.
The second part is the models. This mod uses 2 models for most crafting stations. The Static, but interactable models that are the actual crafting stations, and then a dynamic version of the model that allows it to use the physics system. Basically, that second model is the 'token' I mentioned, allowing you to move the item around and get it in place. Again, not overly complicated, but needs some basic knowledge of either Blender or Nifskope to edit the model(s) as needed for physics stats such as mass/weight/ect..
clearly a great mods, Now i don't have to stop by at any Cities to disenchanting those looting enhanched equipments But please a question : Is it worked fine in AE 1.6.1130 and Completing Crafting Overhaul Remastered ?
I'm about to make a feature of this mod on my Youtube channel. I was wondering if there were any differences between this version and the version you have for Xbox, before I start making the video, so I can mention that, if I need to. Thanks for your help, and thanks for sharing your awesome mod with the community!
I don't actually manage the xbox version. I gave someone permission to port it there, so I can't say if there's any differences. I don't have xbox, so I can't really check it myself. As far as I know they're the same versions, but I'm not a hundred percent sure.
I don't think I've managed to get this mod working. Had it for ages. I drop the crafting kits, and they are gone. Removed from inventory, and nothing happens in the world space. Made a couple of smelters, dropped one, nothing happened, dropped the other, same thing. I cant see them anywhere, used the no clip cheat to go looking for them, incase they dropped into the terrain, nope. Nada.
Strange. Make sure the Solar's Portable Crafting.bsa file is there in your data folder along with the .esp of the same name? The bsa file is the archive with the scripts and models, so if it's missing, there would be missing item problems. There's a .bsl file too. I don't think that's required just for gameplay (I believe it's more of a table of contents for the .bsa for the purpose of easily unpacking/editing), but if that's missing, try making sure that's there as well. I already double checked to make sure all 3 files are in the .7z download here on the site; just in case that was an error on my part.
Any fixes for not being able to pick up your enchanting table when using Ordinator? If this has been answered, my apologies. I checked back a couple of pages and didn't see a fix.
BTW, I did move Solars to below Ordinator in my load order, with no changes.
99 comments
Now Available! Version 1.4.4se!
Now in Spearmint!
-------------------------------------
° *1.4.4 HOTFIX* It was brought to my attention that the mod, dispite having been edited and saved, was still using Oldrim's Form 43 structure. This has been rectified.
° *1.4.1 HOTFIX* Repackaged the BSA archive, so no more crashing when loading. Sorry about that.
° *NEW* Menu added to the item you drop from your inventory. This gives you the options to Place the crafting station where the marker sits, pick it back up into inventory, or exit if you want to move it around some more. No more crouching to pick up, or accidentally finalizing the marker's position.
° *FIX* Small bug fix to the Disenchanting Font quest, which was causing the quest not to always trigger. I redid the start conditions to ensure it will trigger when it's supposed to. It should work fine now, as it triggers constantly for me on my clean save when testing other stuff.
° *FIX* Havok fixes to a couple items during the placement phase. Woodcutting Block, for example, was acting strange.
° *FIX* Finally fixed dropping the items from inventory, so they appear in front of you (most of the time. Skyrim has it moments), instead of behind or on top of you.
° *FIX* Moving markers around is now more stable. Walking into them (with the exception of smaller objects, such as the Orb of Dispulsion or the Mortal and Pestal for example), will no longer move them or cause them to spaz out. Plus you now walk when moving the objects, due to improvements in their Mass and Inertia (again, with exception to smaller marker), which allows a more realistic method of movement when first placing a station, and minimizes chances for the Havok to spaz out.
° *FIX* Collision fixes for a few items. Scribe's Study, for example, shouldn't have Havok enabled after it'd been placed and ready for use.
° *FIX* Fixed some potentially major instabilities with a few of the meshes. Even though they were just vanilla meshes that were re-centered, they were giving Block Pointer errors in NifSkope and crashing the Creation Kit when it loaded the loose files.
° *FIX* Did some repair work on a few models that weren't displaying animation or lighting effects properly
° *FIX* Smelter marker is finally moveable as it should be. The model's internal collision was repaired.
Be sure to throw me a message if there's any bugs or you just have an idea on how to make this better. I take all comments seriously, and there's no such thing as a stupid question. Just stupid people! =P
-------------------------------------
Don't forget to check out Solar's Portable Containers!
http://www.nexusmods.com/skyrimspecialedition/mods/4546/?
A nice compliment to any house or encampment you might call your home! Place, move and customize containers as easily as you do Crafting Stations with this mod! It even has a sorting system for easily stashing items away.
1. I didn't bother with crafting. Simply used AddItemMenu to get the crafting kit items/stations into my player inventory. Worked well in that way, no issues.
2. Dropped a few of the crafting kits one by one on the ground, and each one bounced with crazy wonky physics (I guess it is game engine's Havoc physics limitations or usual weirdness; have noticed it for carriage/caravan mods too). Very difficult to control the position & angle of these crafting kit objects. Sometimes it would spawn behind me and bounce away or fall down the terrain or float in the air. But with some manual jumping and lateral movement, I was able to position it to some extent, though rotation was not happening unless I tried to jump while grabbing the object as if it is a frisbee (make the player character do a rotational torque movement to rotate the grabbed object). If unable to position and angle it manually properly, I did a pickup (menu action) of the object and tried again.
3. Place into position menu action then worked fine, the object got locked into place, and became like a static activable workstation. Workstations were usable in that mode. All well and good, so main purpose of the mod is working.
4. But now if I wanted to remove/pickup the object and get it back it into inventory, or to move or rotate the placed object, then that wasn't happening. No custom menu for Pickup/Move/Rotate, whenever I did a crouch/sneak or walked to it and pressed activate (E key). On Activate (E), it instead simply did the usual "use workstation" animation action and the workstation's UI window popped up for alchemy/smithing/crafting, etc.
5. Only recourse was to load an earlier save, or to console disable the placed (locked in position for activation as static) workstation.
6. "Placeable Statics" mod did not recognize these workstation objects, so I couldn't use it either. Maybe a patch can be done for both these mods to work together? I didn't try Jaxonz Positioner as Jaxonz mods used to give some problems in an earlier playthrough, but maybe I will try it later with these Solars Portable Crafting kits.
Request some advice here if I am doing these steps wrong.
There is a Basic Camp Gear mod, that allows to neatly drop the crafted items (e.g., bedroll, campfire) on the ground (stays level there), and doesn't jump around. Very easy to pick it back up too -- just long press Activate (E) to pick it up and add back into inventory.
Maybe its scripts can be checked to see how that object placement is simply and neatly done?
4. Have you tried loading my mod lower on the mod list? If it's lower on the list and it works (as in, the menu pops up, including the ability to pick up the crafting stations), then we know it was a simple conflict related to activating workstations. Being low on the list, or bottom, should not interfere with any other mods if that does fix the issue.
I've never used placeable statics or Basic Camp Gear, so I'd have to download and look at them if I get some time.
(or tell me where to get them?)
Maybe someone can patch them to work again.
Simplicity of Seeding - Better Hearthfires and Farming CC Planter Scripts
SSE Craftable Hearthfire Planters - Campfire addon
Oppaikun's Gardens - Garden extension for Hearthfire player homes
Breezehome Backyard Garden
I was wondering, is it feasible for another modder to make an add-on that lets you craft stations from another mod, or are the scripts not set up for that? I admit I don't know much about Skyrim's internals, last TES game I did any real work with was Morrowind.
The only catch is, setting up the Item/Station system for the new station you want to make. The items you construct are technically Misc inventory items that act like a token. Allowing you place/move/pickup the crafting station before actually telling it your done for it to spawn the real crafting station. It's not a complicated system, but can be a little overwhelming if you're new to using the Creation Kit.
The second part is the models. This mod uses 2 models for most crafting stations. The Static, but interactable models that are the actual crafting stations, and then a dynamic version of the model that allows it to use the physics system. Basically, that second model is the 'token' I mentioned, allowing you to move the item around and get it in place. Again, not overly complicated, but needs some basic knowledge of either Blender or Nifskope to edit the model(s) as needed for physics stats such as mass/weight/ect..
But please a question : Is it worked fine in AE 1.6.1130 and Completing Crafting Overhaul Remastered ?
I'm about to make a feature of this mod on my Youtube channel. I was wondering if there were any differences between this version and the version you have for Xbox, before I start making the video, so I can mention that, if I need to. Thanks for your help, and thanks for sharing your awesome mod with the community!
BTW, I did move Solars to below Ordinator in my load order, with no changes.