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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

Munch Universe

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Everything posted by Munch Universe

  1. Craftybits 0.812 Bug Reports

    The early pre-emptive reset is intentional because it was necessary to clear variables otherwise carried over from an earlier version. Anyone who started using CB in the last several years (around 3-4) won't be affected. Though I suppose if the script was midstream when saved, then this reset kicks in, it would delete a soapbar. As a result, I commented out ; set rSoapRef to 0 not needed, could delete a soapbar on game start The old version doesn't need rSoapRef set to 0, it was only a wish to reset everything unless known to be counterproductive which included it in the list.
  2. Craftybits 0.812 Bug Reports

    I decided to add two protections from this bug. The main fix involved moving acquisition of the original properties out of the Horn if statements so that they are now unconditional. The second protection was to ensure that a set value is never 0. This should no longer be necessary if the first fix works, but I also see no cost to the protection aside from being a tiny fraction of a second slower. If one of the values is already 0 and should stay that way, failing to set it to 0 will not matter. In any other case, if somehow a 0 slips in here, we no longer need to worry about it overwriting a non-zero value. ; get original properties of parental bow set CValue to (GetGoldValue rBow) set CHealth to (GetObjectHealth rBow) set CDamage to (GetAttackDamage rBow) set fCSpeed to (GetWeaponSpeed rBow) ; modify properties based on materials if Horn == 1 set CValue to CValue * 1.1 set CHealth to CHealth * 1.1 set CDamage to CDamage * 1.25 set fCSpeed to fCSpeed * 1.1 elseif Horn == 2 set CValue to CValue * 1.15 set CHealth to CHealth * 1.15 set CDamage to CDamage * 1.35 set fCSpeed to fCSpeed * 1.15 endif if eval Fiber == 2 SetIgnoresResistance 1 rProduct set CValue to CValue * 1.1 set CHealth to CHealth * 1.1 set CDamage to CDamage * 1.1 set fCSpeed to fCSpeed * 1.1 endif if eval( CValue ) SetGoldValue CValue rProduct endif if eval( CHealth ) SetObjectHealth CHealth rProduct endif if eval( CDamage ) SetAttackDamage CDamage rProduct endif if eval( fCSpeed ) SetWeaponSpeed fCSpeed rProduct endif
  3. Craftybits 0.812 Bug Reports

    Yours is a good solution. Implemented as suggested with an additional comment to explain: set TrapDeployed to 9 ; park the script until disable and delete can run
  4. Craftybits 0.812 Bug Reports

    CBKey + Fish: I think there is a simpler solution to this problem, though your proposal is solid and would work, as far as I can tell. The only conversions which use their name are "meat" and "fish" ( see top of Scn CBMstCBKeyInitOS). So if line 178 of CBMstCBKeyQS is changed from this: if eval( nameIncludes $sInclude rConvRef ) to this: if eval( nameIncludes $sInclude rConvRef && GetObjectType rConvRef == 25 ) only objects of type ingredient will be considered. This is a little better because it winnows the candidates down as early in the script as possible, which will make it just a little faster. It is unlikely that the player will ever notice, but as a matter of principle faster is always better than slower because the delays can add up. In the current version Proc 1 is only used for these two cases. That used to be different because there were other things which could be converted and added to inventory directly, but somewhere along the lines that changed. This particular conversion is quite new. Its sole purpose is to allow meat or fish acquired from some foreign mod to be converted into a form suitable for use in CB. It could get a switch that needs to be enabled, but since it is so easy to ignore, it seems simpler to just leave it there. The improvement to the Equip block looks like a great idea. I'll implement it as proposed, except for relieving the requirement for it to be a weapon. This can be used for anything that goes straight into inventory.
  5. Craftybits 0.812 Bug Reports

    Pemmican sounds interesting. For us modern types, whose exercise often consists of pushing keys on the keyboard, it might not be such a good thing. But for a hero in a cold environment full of hard physical exercise, it is certain to be a good thing. A basic version would be easy, just add tallow instead of salt. Flavorings are tempting, but would require a fair bit more effort to integrate into the existing scripting. I'd be tempted to give pemmican a low level bonus property due to the wealth of calories it would provide. Your approach to testing sounds brilliant. If nothing else, putting a second pair of eyes on the code will help because often one gets trapped in a particular way of seeing things, then just never questions them again. Your fix to the bait problem, for example, immediately made sense to me but I failed to spot the problem until you pointed it out. I know my way around GIMP2 well enough to retexture things reasonably well. Though when it comes to things like spectral properties, that tends to be a bit over my head. I know enough to recognize a problem but not necessarily how to fix it. I looked at Blender, then decided not to learn how to use it. It was a deliberate decision because I'm busy enough with the scripting that I didn't want to pile that on top as well. In addition, I like working with collaborators and if I can't find someone who is interested enough in a particular project to devote some time to modelling, then it probably isn't worth doing. In principle CB is so open ended that there is almost no limit to what could be done in its context. So it is useful to have some way to check if something is really worth doing. Another thing I tend to factor in a lot, but almost no one else can, present company most likely excluded, is how hard it is to make a change. Take pemmican, for example. Given a suitable model, the scripts will only need an extra line or two. The whole thing won't take 30 minutes. So even if it is relatively low value, it is so easy it is worth doing. Something of high value would be to restructure construction to use a series of wood pieces of different sizes and shapes. It would make CB a fair bit more realistic, but it would require redoing a large number of items, rewriting a dozen scripts, would create compatibility problems with existing saves and may end up weighing the mod down with excessive detail. We wanted to go in that direction some day but the hurdles were just too high to launch into it while the team was still active and we never got to it. One of the efforts I'm particularly proud of is the barrels. A skilled animator, Koniption, created the barrels and animated them, then I rigged up the scripting. It was one of those cases where she couldn't have done the complex scripting they took and I couldn't have done the animation without spending a year learning how to do such things well. But together we produced something pretty spectacular. I realize most players probably barely notice, but in a way that is good, too. If everything goes so smoothly and immersively that it seems normal, that is a good thing. Unfortunately Koniption ran into some health problems and retired from modding, as far as I know. I haven't heard from her in a number of years. Coming back to pemmican, it sounds like a retexture it all it would take. That might take an extra hour, so it is no big deal. GIMP2 needs an extension to handle what Oblivion needs of it (normal mapping), but is otherwise not hard to learn or use. If you are feeling ambitious and would like to take a crack at it, I'd be happy to explain. If you'd rather not, I can do it. To be honest, it would probably take less time for me to do it myself than to explain how to do it but I'd be happy to teach you how to use GIMP2, if you would like.
  6. Craftybits 0.812 Bug Reports

    Thank you for the compliments. I am quick to point out when others have made the main contribution, such as in inventing almost all the mechanisms. But in terms of organizing the code, I can claim that for myself and it is very gratifying to discover that someone else could immerse themselves in it and actually find their way around. Interestingly barding is a old system, always a little neglected and I did only what was necessary to get it to work right as designed. Cooking, on the other hand, has been almost redone. Probably hardly a line of the original scripts still stand unchanged. I suppose it has always been my favorite part to mess with, but even I haven't ever memorized most of the recipes for use in game. As a result quite a number were still defective but I recently fixed them, I think. Some systems lend themselves well to expanding pretty easily and cooking is one of those. How would you define pemmican and how does it differ from air-dried jerky? If we can come up with a suitable model and a sensible recipe which isn't hopelessly redundant with another, I'd be happy to add it. If you think it would be time effective, you are certainly welcome to poke through the scripts to look for problems. I know more about coding now than I did then, but it would surprise me if you end up finding much that way. In my experience the problems mostly come from something not behaving in-game like it seems it should based on the scripts. The fish problem, for example, probably comes from compare working a little strange. If the search string is "blue marlin" and the animal is named "blue marlin" I would expect a match. But I have a suspicion the comparison is breaking the strings into words and comparing "blue" with "blue". In this case it will still match but it may also match with "bluegill". I need to run some tests to be sure, but I think it would account for your observations. The best way to find problems, I find, is to just play and try new things out. If something doesn't work like the guide says it does, or even if it just doesn't work like you think it should, it is worth discussing. Sometimes there are good reasons why something has to be a particular way, but sometimes it is just a matter of no one having thought of the most intuitive approach to take. Have you done anything with smithing so far? In terms of complexity of the scripting, that set of scripts wins. It has enormous potential because it is designed to allow new weapons and armor to be forgeable, providing modellers with an immersive way of getting their things into the game with relatively little effort. But it never caught on, which I think had to do with its timing, coming so late in CB's own history. If we had found a few modellers interested in using the system, it might have taken off. In retrospect, I probably should have actively approached a few of the better known modders and created a small patch to make it happen. Once it became apparent how easy and seamless it is, it might have caught on. In any case, I think you may find it worth a look, though you may struggle with it a bit due to the complexity. The execution path of certain activities ping pongs between two or three scripts in a way which may be hard to follow. The scripting is nasty complicated but that is in order to make it easy to tack things on by adding an extra mini-script.
  7. Craftybits 0.812 Bug Reports

    Wow, I don't think I've ever had anyone pick through the scripts like this before, at least until recently. I'm grateful. I'll go through each problem and proposed fix systematically but I just wanted to start by saying thank you. I've looked at a few of the problems already and came to similar conclusions to the ones you did. I didn't look at the bait problem but your explanation and proposal is so convincing that I'm sure that is both the source of the trouble and a viable fix. I think I know what is wrong with spriggan and gnarl, a missing script on the staves. Taken together, it looks like it will be pretty easy to find and fix every one of the problems. Expect some news today or tomorrow. Munch
  8. Craftybits 0.812 Bug Reports

    Copied from the Nexus comments from Hound Akragth: I found the harrada problem and believe I fixed it. The problem with soap has already been fixed in 0.813.0. I don't see an obvious problem with the canoe frame and will need to do some testing to understand the problem. The fish traps would be an interesting topic to discuss. One possible explanation is that the fish trap takes time, so if you don't go away and come back half a day or a full day later, nothing is going to happen. The fillet idea is, admittedly, less than ideal. I seem to recall that the fish handling was causing all sorts of problems so it seemed best to just skip over the intermediate steps and get straight to the pay off. It does lose some immersion, but the previous scheme of getting fish, then converting them into MISC you could carry was also kind of weird. The hard-coded system that places the fish kept putting them somewhere out of obvious sight and making the player search for them was not satisfying. I need to refresh my memory of how the stave aging worked. The gap between 10 and 30 is deliberate to allow another script to do something, I just forget exactly how it works. I had planned to move the staves to the barrel to neaten the process up, I just never got around to it before the project faded. Nice spotting for the zFlowers defs. They are indeed in error.
  9. Craftybits 0.812 Bug Reports

    Thanks to puddles I was made aware of a serious bug involving the conversion of regular plates to CB cooking plates. The problem only affects items which are parented, such as those added by a house upgrade. It is not restricted to plates. Once found, the bug was easy to fix. I used the occasion to fix a slew of bugs reported by Aquarius97 some months ago. Currently one new idea is in development with puddles. Once completed, I will release CB 0.813 in a week or two. Should anyone know of any bugs in CB, now would be a really good time to report them so I can build them into the upcoming fix.
  10. To everyone interested in FOMO, Sifonseal appears to have disappeared, no one associated with TAL has heard from him in over 6 months. AndalayBay kindly reactivated the forum for the time being, which will allow you to download his work in the state in which he left it. Should Sifonseal return he is welcome to take up where he left off. Should that not be the case, in a few months FOMO will be hidden again and eventually deleted. In the meantime I will try to look after FOMO a bit. I am the last of the Craftybits(CB) team leaders and had agreed to allow Sifonseal to incorporate CB into FOMO but we never actually got to it for reasons having to do with both FOMO and CB. Puddles recently reported a complex bug and then succeeded in diagnosing it, despite it being a very subtle, hard to find bug. Once identified, the fix was simple, so I plan an update of CB sometime soon. This was my motivation for wishing to have the CB portion of the forum reactivated. Should you have questions related to FOMO, I will do what I can to answer them. I currently do not have FOMO installed, which limits what I can say about it, but perhaps other users may be able to answer questions.
  11. Craftybits 0.812 Bug Reports

    New version 0.812.2 added to the downloads section. Take your pick of a full version (with BSA) or an esp/esm pair (no BSA) if you have a previous CB BSA already present in your load order. One really important fix is included. Aquarius97 helped me to find a bug in the weapons and armor repair scripts that occasionally led to the CB key hanging. When this happens, you are just stuck and the only thing that will fix it is loading an earlier save. The problem has been found and eliminated, so I hope to have heard the last of the occasional reports of hanging CB keys which I didn't know how to fix. Other minor fixes will help the charcoal chest, the magic broom, smithing and canoe swaying.
  12. Oblivion DLC Delayers

  13. Craftybits 0.812 Bug Reports

    Reference Guide now calls for 1 dough to make a plain flatbread. Using two dough to get a tomato flatbread is a bug, but I'm going to leave it for fear that the cure is worse than the disease. Two boar meat on the board is probably the same problem and will similarly be ignored. The bugs are minor and you pay a price for them, so at worst it is a minor exploit. Fixed "These cheese wheel will make a fine sauce", now reads "This cheese wheel will make a fine sauce". Fixed campfire reporting it was put out when wood is converted. Guide updated to explain that you need to cook your raw flatbreads. Seed oil + ale in the bowl with the spoon resulted in a stack of 4 marinades in my hands after two questions. First was whether I wanted to add flavor [no], then if I wanted to make marinade out of seed oil and ale [ok]. I find the cancel button is positioned a little unfortunately because a quick response is more likely to hit it than OK, but for programming reasons it is much better to have cancel first. Could you give marinades another shot? If it fails, the reason could be a source of alcohol not native to vanilla, CB or Cobl. Any alcohol added by another mod will be ignored. Technical Background There is a trade off between using object names and EditorIDs. The EditorID is an internal name which is unique to each object in the game. The object name is what you see on the screen and need not, necessarily be unique. More importantly, the screen name can be translated without impacting game mechanisms. A mod relying on EditorIDs can only recognize objects from specified mods, while using a screen name would allow unknown types of "meat" to be recognized, even from unknown mods. The problem is that any non-English language version will fail miserably. The German word for "meat" is "Fleisch", so you can see how a routine looking for "meat" must fail. Versions of CB up to 0.7 used names a lot, but I changed it to EditorIDs for most purposes to make translations possible one fine day. Even without translation, CB is compatible with foreign language versions of Oblivion, though it will use English language names for anything it adds to the game itself. I think that is more important than recognizing objects from unknown mods. Latest Version CB 0.812.1 + CBFix_BeesKnees_27102017. I also uploaded a new version of the reference guide CB812a
  14. Craftybits 0.812 Bug Reports

    This turns out to be the result of an extremely subtle bug. Normally I can find most bugs in about 5 minutes, but after having a close look at this one, at first I thought it must be impossible, even though I saw the problem in my own testing. The explanation is complex, so I'll try to summarize briefly. The recipe arrays typically call for Item1 and Item2, usually different item types. The way the checks work, they are not really checking that they have 1 Item1 and 1 Item2, instead they are checking that they found 1 of something on one of the arrays and 1 of something on the arrays and that there are 2 components present. This catches almost everything, but dough + dough slipped through the hole. In this example, it means that the script found 1 Item1 and another Item1 and that there are 2 components. Using something not in the dough array fails, as it should. I haven't tested it, but by this logic, two tomato sauces must also produce the same result, a tomato flatbread instead of nothing. My first attempt to fix it failed, but I'll figure it out. EDIT: After a few more unsuccessful attempts, I'm having second thoughts about fixing this problem. A fix looks like it will require re-engineering how the script works on a fundamental level. The danger is great that fixing this obscure, not particularly harmful bug will trigger a bunch of new bugs which might be frequent and nasty.
  15. Craftybits 0.812 Bug Reports

    I started by looking at the barrel ends. I tried and failed to reproduce the problem on my machine. In my hands, the script worked flawlessly. The logs OP added to the message clearly indicate an error in the script, so I have no doubt whatsoever that the problem is real. I could use more data on this one. If anyone else has seen this problem and can describe the circumstances, please let me know. I suspect it requires some set of circumstances which are a little unusual. On possibility is having a stack of construction objects. If a pair of barrel ends rest on one another, the bottom one probably treats the top one as an object to be used for construction while the top one might registered the expected 5 wooden hoops and 9 wood slats. If the bottom barrel ends have the top barrel ends registered, that would prevent the deletion of the top barrel ends. I'll run an explicit test, but as a general tip, never stack anything used as a base item for construction: barrel ends, wood panel, pole supports, plank supports, canoe frame, yurt frame. EDIT: Another good idea that didn't pan out. Placing one "barrel ends" on top of another had no impact on the script in my hands. The top barrel built fine and the barrel ends disappeared despite being registered by the lower barrel ends. Back to the drawing board.
  16. Craftybits 0.812 Bug Reports

  17. Craftybits 0.812 Bug Reports

    Hi OP, thanks for the many notes on things which need fixing. I'll fix what I can, but I have to explain a few because they can't be fixed. The confirmation message you are seeing is sort of a debug mechanism which could be deactivated, but because of messages like this, it is better to have it active. What the script does is show this message "Make " + product name / ingredient #1 / ingredient #2 / ingredient #3 + "?". So it tells you what the script is working with, regardless of what you think you added. Most of the time what you think and what the script recognizes is the same, so there is no problem. But when they differ, then something is a bit screwy. I'll check the scripts to see if I can explain exactly what it did there. It sounds like there could be a mix up in the recipes. Thanks for calling it to my attention, keep an sharp eye out for more such. "These" + product gives the messed up grammar you noted. Because it is difficult to know if single or plural will apply in this case, I picked plural for simplicity, but I can probably find a way to add a check to use "This" when appropriate. The message about # of ingredients is probably something that I cannot fix. At least some of the messages are caused by products of a recipe which are also an ingredient for another recipe. Because the second recipe is incomplete, you see such a message. I'll look at it, maybe I can come up with an idea, but it is probably something you'll just have to live with. The boar meat problem is probably related to the flatbread problem, where the ingredients the board sees are different than the ones you think are recognized. I'll have a closer look. I'll track this one down. It is a side effect of a different bug fix. I've seen it myself, but didn't really worry about it. As far as I know, having barrel ends or other construction pieces left over is a fairly rare problem. Are you seeing it each time, or just saw it once and reported it? Either way is fine, I'm just trying to collect more information. It relates to the barrel ends being lost by the script after they served their purpose to get a script going, but before they can be deleted. It usually relates to them moving in some way at the moment when you are trying to make a barrel. If it isn't something that happens every time, there is probably nothing I can do to fix it. My advice is to disable the barrel ends (or reuse them, if you don't mind a minor cheat.) Lots of things can fall through the floor. The planks are not the worst offenders by far. Many vanilla items have the same problem. The floor is visualized as a plane in the 3d world, but collision is a much trickier problem than it appears. To explain would take quite a bit of space and I'd have to know more about how much you know about information technology to get the level right. So I'll just leave it as a vanilla problem common to Oblivion and many other games. CB makes it worse because many of our items are small and the smaller the item, the more likely it is to fall through the floor. We can't prevent this from happening rarely (if it happens consistently, it can be fixed) but it is important how you react. If anything falls through the floor, you must open the console, type "tcl" [toggle collision] and go underground to retrieve the lost item. If you do not, the next time you drop a hardwood plank, you will find it hovering in mid air. An underground item makes all other items of exactly the same type (softwood planks will not be affected) lose their Havok properties (physics engine in Oblivion). Once you pick the lost item up again, Havok is restored, so this is a problem which seems very serious, but is easily fixed if you only know how. If you find that something is hovering in mid air but you didn't know you lost one, you can be sure you did lose one somewhere withing 1 quadrant in any direction. Usually you can guess because you had a base somewhere and perhaps left something lying around which you can no longer find. Go underground and search until you find it. They are usually just at the water line, if any. The skinning problem is also built into vanilla. The game has a system for determining where it is "safe" to place an actor, which mods cannot influence or change. It leads to unfortunate teleportation of corpses in CB skinning. I'm afraid there is nothing we can do about this one. he way the scripts work, a silver bowl is qualified to turn into a mixing bowl, but a mixing bowl always converts into a simple tan bowl, regardless of how it started out. To do it any other way would mean we would have to track the state of each bowl when first converted, then return it to what it was. That is theoretically possible, but takes a lot of savegame space for very little gain. So in this case my advice is to not convert your silver bowls if you want to sell them. I could add a line to the guide to explain, though it is likely to be overlooked by most players. I'll add it to the guide. I think the idea behind the ham jerky is that ham is already preserved, so that ham jerky doesn't really make sense. Pork jerky, sure, but not ham jerky. I'll figure out if the guide is at fault or if the scripts need a little tweaking. CB timescale actually only affects plant growing time. But you have a point, it should impact aging as well. I'll see what I can do to fix it. Quote I'll see if I can figure out what the problem is. Quote This is another one of the "you'll just have to live with it" type of answers. Square eggs will fail in a different, more obvious way. Unfortunately the physics engine is too good here, so that round things roll downhill as they should. My only advice is to be careful your board is really level when you use it. If you press grab while dropping something from inventory, you grab it as soon as it is in the game world. That might also help to be able to place things carefully. Same goes for meats dropped into the barrel. You may find that technique solves your barrel aiming problem. I appreciate all the feedback. It sounds like a lot, but I can probably clear it all up in half a day. That half a day is probably not today, but I'll get to it over the weekend and let you know when a patch is available.
  18. Craftybits 0.812 Bug Reports

  19. Craftybits 0.811 Bug Reports

    Hi Everyone, Craftybits ran out of steam in 2013. Recent interest from a few people and some time on my hands has enabled development to get started again. The current plan is to focus exclusively on fixing bugs in Craftybits 0.811 so that the publicly available version is as bug free as I can make it. From that point, Sifonseal is planning to integrate it into his FOMO project, making it all the more important that the basis is as bug free as possible. The current version is 0.811.1 available on the Nexus on the Craftybits page as an optional download for playtesters only. Once a certain amount of experience with this version has been accumulated, I'll make this the main version and make it obviously available to everyone. Patches and bug fixes will appear here until we reach that point. The current version of the Crafybits Reference Guide is attached to this message and is not available at the Nexus, though the number of changes relative to the last version is not greatCB Reference Guide 0.811d.pdf. Please post bug reports here. Please make sure you are using version 0.811 when reporting bugs here. If you are using another version, feel free to start a separate thread or ask me to do so. If you wish to discuss other matters, feel free to start a new thread or suggest I do so. It would be best to keep this thread tightly focused on bug reports for the sake of anyone trying to get an overview of what has already been reported. Any bug reports are welcome. A good bug report will include a description of what you were doing, or attempting to do, at the point when the bug occurred, a description of what happened and what you expected to happen. The most common type of bug is one where the program works differently than you think it should, but the scripts are working as designed. These are interesting because sometimes they suggest a way to improve the behavior of the script, but usually are seen as "user error" problems. No need to be embarrassed by such a thing, such reports are welcome. Problems in the scripting are the next most common, usually when something which is supposed to work fails. If most things work, but one thing doesn't, it is very likely a scripting error. These are the most important bug reports, since they can usually be patched up fairly easily. I'm grateful to Sifonseal and the admin of TAL in giving Craftybits a new home. With a little luck we can engage in the same sort of polite, respectful discussions that made the Wormhole a good host for a long time. EDIT: Ref guide updated with an additional Problem/Solution in the Troubleshooting section relating to fixing mining when it breaks courtesy of Fulgate.
  20. Craftybits 0.811 Bug Reports

    Thanks for the tip. As it turns out, that is exactly what I do, but it seems to miss a few things. I haven't been able to figure out what causes some files to be missed, when 99% are done correctly.
  21. Craftybits 0.811 Bug Reports

    The CB downloads page now contains two updates, CBFix-BeeKnees_22102017.7z and CB-Cobl_Glue.7z. The fix changes the bee icons and the auto CB script reset on each fresh load. It now only updates when it needs to. A report on the Nexus indicates that some or all of the cloth textures are missing. Can someone check on it and let me know? There are 5 of each which might be affected. Going into the CB Guild Hall should make it pretty easy to determine. Note the colors which are weird purple instead of corresponding to their names and let me know. I'd take care of it myself, but the textures are present on my machine so I can't see what is missing.
  22. Craftybits 0.811 Bug Reports

    CB-Cobl_Glue.esp has been updated. You will find it as a separate file on the downloads page. You only need this file if you are using Cobl and a hunger mod which uses the Cobl dinner plate, such as Real Hunger. Any hunger mod which does not use the dinner plate does not need the file. Use this file instead of Cobl_Glue.esp, not in addition. Cobl_Glue will not do any harm if it is earlier in your load order than CB-Cobl_Glue.esp, so no need to delete it if it happens to be present. If you use a Bash patch, updating the CB-Cobl_Glue.esp will require rebuilding your bash patch. This file is usually completely absorbed into the Bash patch, so if you do not rebuild, you will not benefit from the updates. That is the only price you will pay for not updating your Bash patch, so it isn't really critical, but certainly desirable if you want to eat wolf meat or ham sandwiches.
  23. Craftybits 0.811 Bug Reports

    I did a little testing and realized that the icon for the queen bee stinks. It looks okay in close up, but not in-game where it looks like something went wrong. I created two new icons for the queen and worker bees. They are a bit cartoonish and therefore a bit outside of the usual style of CB icons, but that same property makes them more symbolic and therefore easier to recognize as what they are. Anyone have any thoughts to share?
  24. Craftybits 0.811 Bug Reports

    Pages 29-30 of the guide read thus: Drying, Salting and Jerky Meat can be preserved in two ways. Slice the meat into sliced meat on the cutting board, then place the slices in the aging barrel. If you add bulk salt, you make salted meat in 1 day, if you don’t, you get dried meat(jerky) in 2 days. Simply drop the sliced meat with or without salt, into the barrel and close it. If you wish to check on your jerky, press grab and activate on the barrel. If the drying is still underway, you will get a message to that effect. When the time has past, you will see a message, if you are close enough to the barrel (about 2 cells) or the next time you get near the barrel. Press grab + activate to remove products from the barrel. It seems to me this covers the need referred to above, but maybe only because I wrote it. If anyone sees something confusing, or better yet has a suggestion to explain it better, please let me know.
  25. Craftybits 0.811 Bug Reports

    Thanks to a report from OblivionPlayer11111: Previously, I had constructed an aging barrel to make beef jerky. It took 3 game days. I think the instructions on retrieving jerky from the aging barrel needs to be included in the guide. Grab + activate is to check up on whether the jerky is completely dried. Activate is to open the barrel. Once barrel is opened, I think grab + activate is used to retrieve each piece of jerky one at a time. I'm posting this here for the benefit of other players and to remind myself to add it to the guide.
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