Jump to content
  • Announcements

    • AndalayBay

      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

Project Lead
  • Content count

    311
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Munch Universe

  1. Craftybits Screenshots, old

    Some old screenshots of craftybits items
  2. Yurt near Roland Jenseric's Cabin, Day

    From the album Craftybits Screenshots, old

    My newest camp, out of the way enough that the guard's won't find me but not too far from Cheydinhal.

    © public domain

  3. Craftybits 0.811 Bug Reports

    The attached file CBOption_LapidaryEquipLarger.7z will double the size of lapidary equipment. I suggest you use a mod manager to install it. It overwrites Data/Meshes/craftybits/CBLapidaryWheelAnvil.nif. If it is too large, a mod manager will allow you to uninstall it again easily. It only takes a change of a single variable in the nif file to change the scale, so feel free to play Goldilocks and search for one which is just right. Just let me know if you feel this is better and if not, if bigger or smaller would be better. If anyone else cares to test this, I'd love to have other opinions. I find the existing size is acceptable but then again I've been doing this a long time and might have learned tricks which are not common knowledge without realizing it. If your efforts using it are still failing, see if you can get me a copy of your console log with Conscribe (http://www.nexusmods.com/oblivion/mods/26510/?). With that in hand, I can probably diagnose the problem in minutes. You might have a look yourself. Some is hard to understand without referencing the script it comes from, but something might give you an idea of how far the script gets before failing. What I meant by magic wand is that a magician typically just taps something with his magic wand, no one hits the hat hard before pulling out the rabbit.
  4. Forge, hot and glowing

    From the album Craftybits Screenshots, old

    © public domain

  5. CookingSelection1

    From the album Craftybits Screenshots, old

    © public domain

  6. Canoe

    From the album Craftybits Screenshots, old

    © public domain

  7. BarrelGrainMash

    From the album Craftybits Screenshots, old

    © public domain

  8. Old CBLogo

    From the album Craftybits Screenshots, old

    © public domain

  9. Craftybits 0.811 Bug Reports

    The lapidary equipment is heavily weighted to sit flat, but that backfires when it gets turned upside down. Once that happens, it is hard to right again. But if it is right side up, the weighting makes it much easier to use than it otherwise would be. Have you tried tagging the lapidary equipment with an object which you are grabbing? Treat the pliers like they are a magic wand and you want to finish your abracadabra act. I think you may find that works well. If it doesn't, the problem is probably the script failing, rather than not hitting the lapidary equipment hard enough. I'll make a patch that scales up the equipment a bit so you can see if it is better.
  10. Craftybits 0.811 Bug Reports

    Addition to the guide, list of valid ring/gem combinations Rings with Gems Bronze pearl, bronze topaz, copper pearl, copper topaz, copper ruby, jade topaz, jade ruby, jade sapphire, silver ruby, silver sapphire, silver emerald, gold sapphire, gold emerald, gold diamond Addition to the guide, order of addition is critical and now detailed Setting Gems into Rings · Place the ring on top of the Lapidary Tools · Add the gem, only some gems can be set into a particular ring · Add Pliers last to set the gem · As for gem extraction, metal hardness influences your success and failure results in a damaged (flawed) gem. · Flawed gems may not be set in rings. Flawless may but have no benefits relative to a regular gem. Eventually this may be expanded. I think I found the problem. I tried to make a copper ring with a pearl set into it but failed. A minor tweak in three places and now it works. EDIT: Here is a fix candidate CBFix_ForgeMelting_06082016MU.esp, see if it helps If you see this: Error in script 0902531c Command GetDistance failed to execute File: CLS-Craftybits.esm Offset: 0x0001 Command: <unknown> it means that there is an error in the script. The attached fix will solve this problem. Technical details, in case anyone cares, can be skipped by anyone not interested in scripting The trigger zone of the lapidary equipment is quite sensitive and on top of the equipment, so no force is required when adding a tool. I find that if you drop and grab the pliers or smithing hammer, you can sort of tag the lapidary equipment and the job completes. For the bowl, you may need to use some force to get the spoon down into its trigger zone, but not so for the lapidary equipment. I could scale the equipment up a little, if you think it would help, but maybe you just need to get used to its soft touch? Remember to switch into a walk whenever doing something with CB. Trying to position yourself properly is nigh on impossible if you are running.
  11. FOMO CraftyBits General Discussion

    Regarding the CB backpacks idea, testing revealed that I made too many changes to kuertee's InventoryIsABackpack(kIIAB) for it to work right. Currently it is somewhere between Jannix Quinn's idea of a container you can carry and kuertee's idea of a backpack you can drop whenever necessary without it emptying your inventory of the things you might need in combat. At this point, I thought I would try a different approach. I built a glue for kIIAB which does exactly two things: prevents a backpack from being issued automatically and allows you to make one by using a stave and two skins/pelts on the Tailoring Board (Master). Either add the stave, then the pelts, or the pelts and the stave last. Pelts must be added one at a time. Pelt-stave-pelt does not work. kIIAB must already be in your load order before CLS-Craftybits.esp and properly installed, the glue must be after CLS-Craftybits.esp in your load order. If this works out, I can make similar glues for Jannix's and Side's backpacks. While a combination of the best ideas of each might be better than any of the mods individually, realistically most people will already have a backpack mod installed, if they want one and it would probably be better to work with existing mods than create a fourth rival. If anyone feels differently or would like to discuss it, please feel free. I might still change my mind, since my existing effort isn't hopeless, just harder than it appeared.
  12. Craftybits 0.811 Bug Reports

    I'll run some tests myself. I seem to recall it worked more or less okay when I last touched it, but obviously things break sometimes without it being obvious. Lapidary has never been subject to much testing and even if it works, you point out some serious play issues that I will deal with.
  13. Craftybits 0.811 Bug Reports

    Looks like I goofed something up. I can't get cooking on a plate by a campfire to work. The plate recognizes the fire but not the food. I'm on it and should have a fix before long. Sorry for the inconvenience for those of you who downloaded 0.811.2. EDIT: Solved the problem. Use these files instead. You can recognize them because in Bash comments you will see 0.811.2b. I plucked the obsolete files from previous messages for two reasons. It reduces the space the forum requires, so it is a courtesy to our hosts at TAL. In addition, it eliminates the chance that someone new comes along and downloads an obsolete file. Apologies if it gives you a bunch of old messages to check for changes but I'll try to remember to add a message to the reason for edit so you can easily spot the ones you can ignore. CLS-Craftybits08112b.7z
  14. Craftybits 0.811 Bug Reports

    Attached is the latest version of CB. It consists of an esm/esp pair and the ini, which needs to go in the Data/ini folder. If you have 08111 or 08110 already installed, you don't need the ini but I included it because it contains a few minor changes. The bsa you should have from a previous installation. Nothing has been changed there, so there is no need to include it in this pack and make it much larger. All fixes prior to this message are built in and therefore no longer necessary. Please delete anything named CBFix... from your load order if you are using this version. Old versions may interfere because they usually contain a version of something here but are at the end of your load order. Please see the first message in this thread for the latest version of the Ref Guide. I added an additional check to chickens that makes sure they are not named "Rooster", "rooster" or "Hahn" if you are going to get eggs from them. It will work when playing in English or German, but will fail for most other languages. That should solve the eggs from a rooster problem. Fulgate was right about some cow being derived from a sheep. CB uses check model path to look for key words, such as "hen" or "chicken". Chicken is probably necessary because many model makers will use that in preference to "hen" in the model path, though the name you see on the screen might be "hen". So the cow in sheep's clothing was probably in a sheep folder or had sheep in the name of the nif. If I know of the circumstances that triggers that kind of bug, I can find a way around it, but they are invariably hacks. By hack, I mean a solution that fixes that specific case in that specific situation, but is incapable of handling anything more general by algorithm.
  15. Craftybits 0.811 Bug Reports

    That is quite useful. I must be mistaken about the search procedure. Which actually reveals a hole which needs to be plugged, even if it isn't responsible for a known bug. It is deep under the hood, so I won't bore you with the details. I'll have a closer look and figure out what is going wrong. The cow/sheep is a really helpful clue. You might have just thought it was a funny little story, but it tells me something important. More later when I've figured it out. I am getting a new version ready. The old one had some version problems and I found a huge hole in the auto-update system. All patched up now. I'll see if I can fix this problem and get it ready.
  16. FOMO CraftyBits General Discussion

    Momoscompilation is a set of resources Momo created which I fused into a single installation pack. I was flirting with the idea of adding some of these things to CB , but I think I didn't get to it a few years ago. The one thing I did use was the sack for salt, which has since been built into CB as a native part. I hope I credited Momo in the ref guide, if not, it was an oversight. Here are the resources it contains: They are all models and textures, so none of them actually show up in the game. Interesting that both of you use BAIN. That is useful information for me because I'd like to have an idea of the ease of use with NMM. CB is structured pretty simply so that the basic installation runs fine, but the add-ons and glues are mysterious when using NMM. With Bash, you get a clear indication of what other mods are required for what and it shows red so you have a clear sign of what NOT to activate. With NMM you need to dig for the information and it is less clear about indicating that activating CB-Cobl_Glue in the absence of Cobl is a one-way street to an instant game crash. By the way, I found a flaw in CB-Cobl_Glue.esp. It lacked the fried marinated wolf meats so you can't eat them from the Cobl dinner plate. I've created a fix and will upload sometime soon.
  17. FOMO CraftyBits General Discussion

    Bad Lokichan, spilling all those Skyrim secrets! Fulgate, thanks for pointing that out. I don't think my comments contained anything that could rate as a spoiler, but better to warn us early than to let it happen first. Not a problem. Skyrim is a bit demanding in terms of hardware, though at this point in time the vast majority of PCs should be able to handle it with ease. If your PC can't handle Skyrim's demands, you are also missing out on what Oblivion can be. Oblivion out of the box should be fine, but some of the better shaders require a halfway decent graphic card. What do your spider webs look like? If you don't see spider webs or they are very crude, you'd profit from an upgrade. Do you see the steam when the pot is cooking something in CB? It uses a shader which may not be available before DirectX11 or so. If your PC can't handle Skyrim, you also won't profit from the high res texture replacers, like Qarls Texture Pack 3. Oblivion can be a lot prettier than out of the box, but it does require some effort to find and install a whole series of mods to do the job. One of the most popular is ENB, but personally I stay away from it. It puts a big performance hit on the game to get the results it is after and it is not entirely to my taste. In case you are looking for ideas, here are my installed packages, copied from the installer tab of Wrye Bash: Bain Packages: Bash is the hardest tool to learn and use and the best once you do. NMM is remarkably good for what it is, but doesn't always get the job done. In particular, I find it frustrating not being able to get information about what esps a mod contains to check if all the right ones were installed. I've been setting up an install on my daughter's computer recently and relied on NMM for everything I could, but found that a few things needed OBMM or Bash. A mod which messes with the ini settings usually doesn't get installed properly through NMM. Not many mods mess with the Oblivion.ini, but Real_Fatigue does and stinks without the edits.
  18. Craftybits 0.811 Bug Reports

    Chickens are not native to vanilla Oblivion. To catch whatever types someone might have added in a mod, the script looks for both "chicken" and "hen" in the name. This search uses the name you see on the screen, since we're trying to pick up things not native to Oblivion. If you are using a mod with chickens which are differentiated into "rooster" and "hen", I would have expected it to work right. If, instead, you see a rooster but its name is "chicken" then it makes sense. I could take out the search for "chicken" easily, but if the hens are also named "chicken", the result is no eggs. The alternative would be to build a glue for a specific mod adding chickens. In this case, we could use the EditorIDs or FormIDs of the hens and ignore the roosters. This would have the additional advantage of being language-independent, so that someone playing the Spanish language version of Oblivion and a translated mod adding chickens would still get their huevos without having to rename their "pollo" to "chicken". Any idea what mod adds the chickens? If it is SoC, which is certainly one source, I'd be happy to make a glue. For others, it depends a little on how well done and how popular it is.
  19. FOMO CraftyBits General Discussion

    I didn't realize it when I had my first look, but clearly you are right. It also has a formidable number of downloads and endorsements. Maybe fulgate's first reaction was right. With at least three major alternatives, maybe would be best as an add-on so that you can play with my version or use one of the existing mods. It is built that way already, so it is less work to leave it that way than to build it in. I'm reasonably close to having a working version. It works, but I'm still working on getting the filtering to work at the right place and time. I rearranged kuertee's approach to use a sleeker structure, but it has repercussions that make it more complicated than I realized. Probably just one good day away.
  20. FOMO CraftyBits General Discussion

    More likely you would have to drop the backpack to add things to it. When you pick it up again, you see the backpack in your inventory but none of the objects it contains. Only when you drop the backpack and open again can you get your goodies out. In practice, it will be a pain in the rear half the time. If you store a precious potion in your backpack, then suddenly need it in mid-battle, well, you might be pretty upset with the backpack. When you finally get your loot to a store, you'll have to empty your backpack into your normal inventory to actually sell anything. If it weighs too much, you might have to sell things in two rounds. But with a little planning, the penalties are circumvented and the advantages still work, so you gain for a little more work. For the most part, I look at that as good design. But I'm unsure because if you just want to play without one hand tied behind your back, this isn't going to be popular. I almost certainly can set things up such that the backpack can behave in different ways, but realistically very few people dig deep enough into any mod to find that you can change defaults to something which might be more to your liking. Back in the days before Skyrim, we could get away with more busy work. Since Skyrim and its instant crafting, I am much more careful about adding work to Oblivion. Obviously there is no direct connection between the two but player expectations shift.
  21. FOMO CraftyBits General Discussion

    I just hit on an idea for backpacks which may or may not resonate. The way the backpack works now, when it is in your inventory it does nothing in particular. That changes when you drop it, but while it is in your inventory, it is a piece of clothing, nothing else. The radical idea would be to have it behave like a container while in your inventory. Strictly speaking containers in inventory are not allowed but a minor variation of existing methods could bypass this limitation. The hook is that you can't open your backpack while in your inventory; you would have to drop it first. The gain in realism is obvious and if we set it up such that anything in your backpack only weighs 75% of normal, players have a good reason to accept the limitation of not being able to access everything on the fly. So, for example, you could store you loot in the backpack but any weapon which you might wish to use would remain outside the backpack. Kuertee's Inventory is a backpack already contains limitations if you try to carry too much outside the backpack. I'd have to tweak these to make them a little more forgiving, but it is a relatively simple set of changes. Also keep in mind that Kuertee built in a mechanism that allows you to drop your backpack with a single keypress, or to use a specific sequence of key presses if your keyboard is already fully tied to other things. In principle, the idea is that you drop your backpack going into combat and recover it when the fight is over, but I find myself only doing this in tough fights I can't otherwise win. Opinions? Too realistic to be fun? Just the bit of reality Oblivion has always been missing?
  22. Adding new recipies to Craftybits

    Explanations of the smithing system and wood cutting have been added to those for clothing and leather armor in the team forum. Please PM me if you are interested in seeing them but do not have access yet.
  23. FOMO CraftyBits General Discussion

    Hi Fulgate, nice of you to add your voice to the discussion. That is a good suggestion. Years ago Setsuna made exactly that, a scenario relying on Craftybits, called Marooned. It is a large worldspace of an island. The idea, in a nutshell, is that you book a sea journey, only to have the ship wreck and you find yourself as the sole survivor stranded on a desert island. You need to figure out a way to get back to the mainland. Maroon exists and is playable, but I've never released it because it never underwent sufficient testing. Setsuna released it on the Wormhole to the team and I'm sure she is fine with the idea of a more general release. I've always meant to get that far along, but I was always so busy modding that I never played it all the way through and don't know anyone else who has, either. When I did playtest it, I kept finding things which needed some fairly serious debugging. Nevertheless, it is an impressive piece of work. I have it in my load order and have made sure that it remains up-to-date. The Primitive Crafting section of the CB Ref Guide comes from an explanation of how to survive starting with nothing, which is particularly relevant in the context of Marooned, where that is precisely the case. It had some impact on the development of CB, since survival had to be possible with no outside resources from civilization and regardless of skill levels. The mechanisms which use skills to determine if you hit something have a floor built into them such that even if your skill in something is 5, you have a minimum chance of 16% to get a hit. Had we left this out, some things become so improbable that an unskilled character will probably starve on Marooned. If you or anyone else is interested, I could upload Marooned here to TAL. I'd rather not release it to the Nexus since I don't want to be obligated to answer hundreds of questions about what doesn't work. In the context of TAL, though, we have a small enough group and easy means of communication, so I can handle the "demand" it might trigger. Setsuna also made a mountain cabin, placed in the Jeralls not too far from Bruma. It is just a player home. I think she did release that one, but if not, I could. It uses some CB items and is certainly CB friendly. I would have liked to include it in a scenario as a reward for some quest, because as it stands it is just a random gift to the player, in effect a cheat. But each player can decide for him or herself if that is a problem or not.
  24. Craftybits 0.811 Bug Reports

    If you drop any potion near your burning campfire, it will extinguish the campfire, unless the potion has a script. This usually works pretty well, but I detected a bug which was preventing clean water from extinguishing the fire. This only occurs when you are using CB-FFRT_Glue, because this glue mod adds a script to clean water which enables the player to fill his or her waterskin with the clean water. I'm working on a fix and should have it soon, just wanted to let everyone know about this potential problem. TIP: It may also be news to some people that you can extinguish your campfire with a potion. This can backfire if you decide to drop a valuable potions near the fire for other reasons and suddenly find your fire went out and your potion is gone. In other words, if you want to drop a potion, always make sure you are at least a man-length from your campfire when doing so, unless you intend to use the potion to extinguish the fire. TIP: You can light your campfire by adding tinder to the campfire (see ref guide for a list of possible sources, they include using a knife on a piece of firewood), then banging two hammerstones together. That is to say, place one on the ground near the campfire, equip the other and hit the one on the ground. A successful hit generates a spark which will start your fire. This is useful in case you don't have a suitable spell to light the fire the easy way or have some other reason to avoid magic.
  25. Craftybits 0.811 Bug Reports

    The following is an edited version of further exchanges on the same topic as the message above: With regard to your CB key problem, try setting it to a different key. It really shouldn't make any difference, but if it behaves other than expected, it might provide a clue. I use 'v' and default is 'p', chosen because few, if any other mods, use it for anything. There is one more thing you can try. Open the console and type the following: set CBKeyGatheringQ.mode to 99 that will force it into reset mode. Before you do that, you could use this to see what the value currently is: show CBKeyGatheringQ.mode If it shows a value other than 0, it appears that the script got stuck in some mode halfway through. If this is the case, please report it back to me, since it will help me find what might have gone wrong and fix it. If the mode is already 0 or 99, it is unlikely to help. From Fulgate: But now that I think about it, the hammers are converted by a different script: CBMstCBKeyQS. Try getting and setting the mode like this: show CBKeyQ.mode / set CBKeyQ.mode to 0 In this case, there are more things which could cause an early return show CBIntegrationQ.Integration If this value is 0, the script won't run. It is set by another script which should run and set itself to 1 with each load, but if this isn't getting set, we might be on to a problem which can be solved. show CBIntegrationQ.CBKey as above, if this is 0, the script gets stuck. A particularly likely candidate is this: show CBKeyQ.iFound If this value is 0 and mode is 99, I know what is happening. The script failed to find the target and is returning each cycle before reaching mode 99. If so, this is easily fixed. I'll send you a new patch which moves mode 99 to the top to ensure it runs. If CBKeyQ.mode is 80, the script is stuck trying to set your CB key. If you set mode to 0, that should fix it. Start by resetting your CB key, then test normally. From Fulgate: Hi Fulgate, can you reload the broken save and try out the secondary suggestions I made above? It would be very valuable information for me to know which of the possibilities was the source of the trouble. I can rearrange the script a little to ensure that it doesn't happen again. I'm delighted it worked. This sort of fixing really shouldn't be necessary. At the same time, your testing is rigorous in a useful way, in that you are finding rare bugs by really putting things through their paces. That is what CB needs the most at this point.
×