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Munch Universe

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Posts posted by Munch Universe

  1. I shortly I will upload the add-on into the Craftybits Team Folder of my DropBox account. Puddles and HoundAkgarth already have access, if anyone else is interested, please let me know. If someone can find a little time to do some testing, that would be a great help.

    Things to know:
    To create pemmican mix add any type of raw meat and tallow to the mixing bowl, drop in the spoon and get Pemmican mix.
    To dry your pemmican mix, add to the Aging Barrel and wait a couple of days. This takes a lot of patience but no source of heat.

    To create a Bosmer oven, add Bronze nuggets and Clay(3) to the Pottery board and drop a knife on the board. In the process I made the ring and jewelry order-of-addition-independent, which should increase their reliability. In the previous version you needed to add the wax model before the clay or it would give you a plate instead of the form.

    To use the Bosmer oven, open and fill with tallow. Light and use as if it was a campfire.

    All the changes but the last one follow known paths and stand a good chance of working as intended. The last one was a modification of an existing script which may turn out to be buggy or weird. 

    EDIT: I'm going to upload the latest full CB pack to the same location. If someone can download and install it, just to check if it will start up properly (nothing missing), it becomes the release candidate.


  2. OK, I'll use it as is and we'll worry about any potential problems later when they have be observed in-game. No need to contemplate opening the door. The door of the forge doesn't open as an animation either. I don't think that bothers players much, since even when something "opens" it is mostly symbolic.

  3. OK, looks like you sent the right one but I'm still a bit confused. In Nifskope the metal plate appears to be transparent, since I can still see the grill inside. I haven't looked at the Bosmer oven in-game yet, so perhaps the transparency is a Nifskope artifact of some sort? If it is also transparent in-game, then probably all that is required is to tweak the texture. Being able to see into the oven does improve the appeal of the model but I remain concerned that it generates expectations we cannot fulfill.

    I think I'll go with the recipe suggested above, a brass ingot and 3 clay. That might be a little bit simpler than it should be from the looks of the oven, but a source of heat is a very basic requirement, so we don't want to make it too hard. 


  4. When a campfire is burning, if you simply take firewood out of inventory and drop it near the fire, the firewood is added to the fire. For burning tallow in the oven, I see two possible approaches. In one, the mechanism is preserved so that you can drop tallow out of your inventory near the Bosmer oven and it refuels the fire. This would be the easiest way to go about it from the scripting perspective.

    The other possibility is adapting the script more to operating an oven. It didn't seem to make sense to open a burning fire to add more wood to it, so CLShade developed the idea of dropping wood onto the fire. For an oven, however, opening would seem to be a necessary step to add fuel. Dropping tallow a meter/yard from the oven doesn't seem like an intuitive way to refuel it. This takes a little more modification, but is not particularly difficult. In the end, it is probably a little simpler and more intuitive for the user.

    Puddles, what do you think, does one approach or the other appeal to you more? I can develop the first approach first, let you test it and still come back to the second one with no lost effort, if that seems best.

    Another question: Any ideas regarding constructing a Bosmer Oven? It could be as simple as adding 4 blobs of clay (recipes with 1-3 already exist). What would be even better is to combine some signature piece with clay. The clay blobs automatically combine up to 3, so using a 3 x blob would be a little easier than having to create a 4 x blob for this one purpose. What comes to mind is the Skyrim "iron fittings" which can be whatever is needed. With CB, we've alway tried to be more literal than that, but perhaps the Skyrim vagueness is better. To abstract even more, perhaps an ingot of brass and 3 x clay might be a viable recipe. Three ingredients are allowed without the script needing to get much more complicated, in case a third ingredient occurs to you.

  5. Hi puddles,
    I got distracted for a couple of days, but have now turned my attention to getting this little project finished off. 

    The extra assets are nice but I think they are too hard to really integrate well. The pudding requires the cherries, and the cherries a cherry tree. We could postulate that cherries are imported from elsewhere, but then it starts being a case of including things for the sake of including them, rather than because they are needed for something. The burger is similar, cute, but just not reason enough to bother. I do appreciate being giving the choice.

    I was under the impression that the Bosmer oven would be closed, in the sense of the player not being able to see into it. I'm not sure if we misunderstood one another or if you might have accidentally added the wrong oven to the file. The one in the file is the one I see above which has an opening in the door which the player can see into. If that is what you want, we'll go with it, I just want to make sure that something didn't go wrong in the communication or transfer. I can use the model you sent to install it into CB, then we can swap the nif later, so it isn't time critical.

    This should be fun. The Bosmer oven will require a little special scripting, but not too much. Maybe later today.

  6. Many thanks puddles. I'll get right on adding the resources to CB. AndalayBay, that was very attentive of you, thank you. I should have already submitted the request.

    I'll have a look at the burger and cherry models. The burger might be able to slip into a sandwich slot, which would make it easy to incorporate. The cherries are harder, since there are no cherry trees in Oblivion. To really fit into CB, we'd want to have trees as well, but that becomes a major project. Just adding the models as a modders resource would be easy enough but to really do it right, the trees would need to be placed around Tamriel. Do you happen to know if mhahn uses cherry trees in any of his mods? I find his work very good and highly compatible with CB, so if he has cherry trees, it might be worth it to add them to CB for those using his villages.

  7. That looks great! :)

    Now that I have a clear idea of what the Bosmer oven would look like, I started to think about the implementation. Apologies if it seems like I'm trying too hard, but one of the things about CB has been that we have indulged a bit of a perfectionist streak to ensure the quality.

    When using a (wood) campfire, the player chops firewood, places a pile on the ground and converts it into a campfire. The campfire is then a heat source for surrounding plates, pots and vats. 

    With the Bosmer oven the first thing I'd try is to open it with the intent of placing something inside it. Actually making that possible would mean an animation project of a considerable scope, so I'm not suggesting you try it. But the open access hole does beg for seeing something happening inside. The interior modeling is nicely done and would allow some nice glow effects which are not too hard to set up, so there is something to be said for leaving it open, even if the player can't add vessels to it. 

    I could probably rig the oven up to be a container to which the player can open to add things to cook. But I don't think the game system allows a container in a container and plates need to be handled directly by manipulating whatever is on them. This is what has prevented me from implementing ovens in the past, even though Stroti has made a halfway decent one. 

    I think what would work would be a sealed oven that the player cannot see into. It can be a container (as is the campfire), which the player opens  in order to add tallow and light. For the forge, you either need to be holding a lit torch when fueling up or you can throw a fireball at the door. The same mechanism could work here. Once lit, the Bosmer over will smoke like the campfire and warn the player when the fuel is running low. It will behave as a heat source, like the campfire, so that nothing needs to change for the rest of the cooking. The player simply places plates, pots and vats in the proximity of the oven and cooking begins.

    The oven could be used as is, as long as we don't worry about creating an expectation which is not fulfilled. How do the two of you see it? Would you expect to see sizzling plates and steaming pots inside the oven or is it okay as is? Would it be a lot of work to close the hole in the oven door? If it is fairly easily done, I think it may be worth it.

  8. Before you put the effort into it, let's see what HoundAkragth says about the color and run some in-game testing. I think the crab meat is a fixed, as opposed to the bone pile, in which case there will not be an issue. A little chaos can be a good thing. At least it will make them easy to recognize, since they don't closely resemble anything else.

    I'll give it a go tomorrow. I'm a bit busy today with another project. 

  9. Is that model composed of separate objects which do not need to stay together, like the bone pile? While the effect is kind of neat and appropriate for the bone pile, I'm a little concerned it may not work so well for a food item. If you have a stack of pemmican, it will look the same. If there is only one representing the stack, somehow the player gets it. If there is a stack of 8 but no stack of 16, it seems a bit weirder. Another consideration is that sometimes such an object will roll downhill, spreading it over a considerable patch of terrain. If you pick up any one of the objects, it picks up all of them so it works in practice but it still seems a bit strange.

    I do like the idea of multiple pemmican "bars" but perhaps it would be better to structure them into a pile which is bound together. Maybe a stack of 6 of them, or something, seemingly wrapped up with a piece of twine. Please consider this merely a suggestion for your consideration. I'll take it as is, if that is your preference, since I don't think a distendable stack will cause any serious problems, just minor little immersion ones.

    I'll leave it to HoundAkragth to provide feedback on the color. I like them as they are, but improvement is also possible.

    In any case, that is a nice piece of work, creative and focused on the real needs of this little project. Usually making something low quality and mundane isn't much fun for modelers because it is only the complicated, shiny stuff that allows you to show what you can do. In addition, making something beautiful is often no more work than something kind of ugly, so why wouldn't you make it beautiful? But that often runs counter to the needs of CB, which is full of mundane, often almost ugly objects. It seems to be one of those things where either you get it, or you don't. Previous attempts to explain the situation to novice modelers have seldom worked out.

  10. Thanks for taking the time to explain. I get it now. I've seen those wheels before but I didn't even know how to read them until you explained. 

    Chances are the settings which were already there were inherited from some older item where the settings might have made sense. 

    As you can see in the pic, the cloth does stand out just a little. While silk is usually woven so tightly that it tends to have a sheen, lower quality cloth will tend to swallow light a little. But they are much improved over what they were and any further improvement is uncertain. Much appreciated. I'll add a note to the Ref Guide acknowledging your effort.

  11. Here is a screenshot of the red cloth. Thanks a ton, puddles, I think that did the job. The cloth is still just a little shiny, but it doesn't glow in the dark any longer.

    Out of curiosity, what did you do? I'm guessing the textures remain unchanged and you tweaked something in the meshes. If it is complicated to explain and requires an understanding of Blender, forget I asked. I'm just speculating that there might be an easy explanation. Also no rush, over the weekend will be fine. I appreciate your efforts and those of HoundAkgarth and certainly don't want to steal the little free time you have during a heavy work cycle.


  12. I'll leave the decision to HoundAkragth. Since it was his idea, he gets first choice.

    One thing you could have a look at, if you find a little time to do so, is the textures for cloth. There are 5 cloth bolts and 5 folded cloth which CB retextures to provide a better baseline for CBTailoring. But despite my efforts and those of Annachibi, there is still something off about them. The actual colors are okay but they sort of glow in the dark. I'm hoping you know what causes that and how to fix it. If it is something complex and time consuming, get back to me. But I'm hoping it is one of those things which might just take a few minutes if you know what to do.

  13. The current changelog, along with two remaining 'to dos':

    Version 0813.0 stand October 24, 2018

    ·         Conversion of plates in player home in Bruma was working but duplicating the plate due to the plate having a parent controlling its disabled status. Parented items can now no longer be converted to prevent this problem. Thanks to roblesstevena for reporting and bug discovery.

    ·         Jade necklace requires a stack of 2 raw jade, using 1 leads to a jade ring.

    ·         Firewood box now renamed “Wooden Crate”.

    ·         Ladder and Shelves recipes fixed.

    ·         Harrada and other stave hammering recipes fixed.

    ·         Making jerky and salted meat requires an Aging barrel and a few days of game time.

    ·         Recipe for Bolete powder fixed, requires a stack of 3 cairn bolete mushrooms on the cutting board.

    ·         Recipe for marinated wisp stalk mushrooms fixed.

    ·         Recipe for cornbread added, Cobl only.

    ·         Flatbread pie removed from the Ref Guide, just called Flatbread now.

    ·         Flatbreads can now use any sliced meat, not just ham.

    ·         Recipes for Shepards, Breton and Cottage pies, mutton stew and slaughterfish chowder fixed and checked. Some other recipes may be fixed if they were failing before, due to a reordering of the ingredients.

    ·         Two new tips added to the Ref Guide explaining how to use the mixing bowl best when the ingredients are large.

    ·         Added recipes for boiling an egg and rice to the Ref Guide (recipes were already present in the scripts).

    ·         Fixed bow repair when using just sinew or harrada fiber.

    ·         HoungAkragth proposed a fix to the Bone Pile to allow it to work whether the player opens it or not. In the past it worked, but only if the player opens it at least once. He also fixed picking up the Fish Trap.

    ·         Fixed bug in CBMstEquippedToolsQ which prevented CBWoodHammer from shutting off if another quest of the set was active.

    ·         Extended fire detection range to 90 and prevented automatically ending cooking when the fire is too far(more than one cell) from the player

    ·         TODO: Music basket fix.

    A probable fix has been implemented but not yet tested to confirm it worked.

    ·         TODO: Pemmican.

    Waiting on the retexture of something like Animal Fat or a Potato to create the INGR: Pemmican which will get added to the aging barrel as an alternative to dried jerky or salted meat.

    Unless other bugs turn up, once pemmican is built in I'll release to TAL for testing and on the first report that it isn't completely screwed up, I'll upload it to the Nexus.

    I also made a couple of minor changes to CBAddon-CRT which adds some CB stuff to Cloud Ruler Temple. I had a problem with fire detection in the Grand Hall, which required an extra light to fix.

  14. It appears my problem stems from the save, not the scripts themselves. Reverting to an earlier save led to hammering working as it should. As far as I can tell, CBMstEquippedTools(CBET) appears to work at first, then gets stuck. When CBWoodHammer sets its MissionAccomplished to 1 during its GameLoaded reset, that value is not set to 0 by CBET. This causes CBWoodHammer to skip the main block requiring MissionAccomplished to be 0.

    What exactly is causing CBET to get stuck is unclear so far. It appears what is happening is that phenomenon where a script is throwing errors and the Oblivion engine shuts it off silently. I understand why it works that way, but it can make it really difficult to track down exactly what is going wrong.

    This is consistent with what you are seeing, since it is working in your hands. The delay you see is that occasioned by the need to find the right targets and speed up execution of the quest. All the quests run on an fQuestDelayTime of 3 (seconds) until CBET finds a target and speeds them up to 0.1. It is likely, but untested, that if all of them ran at 0.1 all the time, it would slow the FPS rate significantly. So when you first start doing something, it is sufficient to swing a wait a few seconds before trying again.

    EDIT: I followed a hunch and found a solution that fixed my "broken" save. In CBET the quest enders at the top are arranged into a long set of if/elseif statements. I was seeing an indication that in this save CBWoodCarvingQ was stopping. So it occurred to me that the series of if/elseifs might be failing here. I had imagined this set as mutually exclusive, but that is incorrect. It is entirely possible for more than one CBET dependent script to be active at one time, though in principle it shouldn't happen. So it actually hints that CBWoodCarving isn't ending when and how it should, which might be the real source of the trouble. But in any case, there is no good reason to leave the quest stoppers in a state as if they are mutually exclusive, so I made them into a series of if statements and the problem disappeared. CBWoodHammerQ stopped, then restarted and everything worked as it should.

  15. Hammering a hardwood or softwood plank to make a wood panel is not working. The script is running and recognizes the hammer, but the menu isn't coming up and I'm not scoring any hits on the board. I've tried some debugging but without success. HoundAkragth, if you find the time, perhaps you can have a look and see if you spot anything amiss.

    CBWoodHammerQS is the script in question. CBWoodCarvingQS is very similar, just uses a blade instead of a hammer and it is running as it should. That may help to track down the problem. I'll have a look myself in the AM when I'm fresh but right now I'm just spinning my wheels.

  16. OK, that is convincing. I'll make the change. Thanks very much for your help.

    EDIT: After a closer look, I see that the basket is a dynamic reference. It used to be a permanent reference, as described above, but I found it could be dynamic and changed it several years ago. But factoring in AndalayBay's tips, I'm wondering if the change may play a role in the current problem. It would be easy to switch back to a permanent reference, should that be necessary.

  17. 11 hours ago, HoundAkragth said:

    Still working on getting through the smithing scripts and the music one, and it might be slower this weekend.


    elseif eval( iProc == 1 ); equippables
    	set Equip to 1

    The comment seems erroneous. iProc 1 seems to be for ingredient conversions, and set Equip to 1 results in attempting to equip the base item, which results in situations like when I try to convert a mod-added meat item to the generic Meat item, eating said mod-added meat if there's more in the inventory.

    Also, why not rConvRef.GetRefCount so we can convert stacks? Although that might be just a limitation of the engine.

    if eval( Equip == 1 && IsFormValid rConvRef == 1 )
    	set rNewItem to rConvRef.GetBaseObject
    	Player.EquipItem rNewItem

    Missing the rConvRef.Activate here to pick up said item before attempting to equip it.

    if eval( nameIncludes $sInclude rConvRef && GetObjectType rConvRef != 25 )

    This runs whether or not IProc == 1. IProc == 2 also needs to search by name, and they're not necessarily ingredient items; testing says it fried the knife -> chopping knife conversion. May want to check arTemp["Value"][4] is equal to 1 before bailing out based on the rConvRef item type.


    if eval( ar_HasKey arTemp["Value"][4] && arTemp["Value"][4] == 1 &&  GetObjecType rConvRef != 25)

    right after ForEach arTemp <- arConvert to skip the whole for loop iteration if we're concerned about time.

    Correct about the comment being erroneous, or more correctly obsolete. It now reads:

                    elseif eval( iProc == 1 ); meat and fish conversions
                        set Equip to 1
                        Player.PlayGroup CastTouchAlt 1
                        set Num to rConvRef.GetRefCount
                        Player.AddItem rNew Num

    Originally iProc 1 covered other things, but they were systematically removed, leaving only the meat and fish conversions. I believe the stack conversion will work fine, I just hadn't thought of it.

    In theory you are right about the lack of rConvRef.Activate but there are only two conditions in which Equip is set to 1. In one case, it requires a drawn weapon, making the activation unnecessary and in the other we're converting fish or meat, so there is no need to activate. I'll add a note for future reference but leave the code unchanged.

    You are right about 
    if eval( nameIncludes $sInclude rConvRef && GetObjectType rConvRef != 25 )
    not working. I discovered the problem during testing and fixed it. 

    I like your suggestion to speed the code and verify type. I implemented this way:
                if eval( Grabbing == 0 && rConvRef != 0 )
                    ForEach arTemp <- arConvert
                        if eval( ar_HasKey arTemp["Value"] 4 )
                            if eval( arTemp["Value"][4] == 1 && rConvRef.GetObjectType != 25 )

    I added a second 'if' to ensure they are executed in the right order. If memory serves, obse handles statements connected with && from right to left. By doing the value check first, it ensures it runs first and the other two do not run unless that one is true, whether my recollection of the order of execution is correct or not. The array check with key 4 can cause a crash if there is no value there, so it should be contingent on the presence of a value.

    I'm in the process of some in-game testing, so I'll run some tests to see where things stand.

  18. So far we haven't used any command specific to OBSE 21, but there are some from OBSE 20, so that is what we've been using as the requirement. Given the slightest need, I wouldn't hesitate to require 21, there just hasn't been a need so far.

    Music is working, at least to a degree. It could be that it isn't working on all NPCs, but certainly it works on some, since I've tested it and seen things added to the basket. Even if it is slightly broken, it may not matter since the in-game result seems about right. Which is not to say that I am not interested in a fix, only that I had no idea there was a problem. I appreciate the help. As HoundAkragth pointed out, the first problem is figuring out how to test it properly. 

    If the basket is not set to be owned by the player, what happens when the player finishes and goes to pick up the basket? Without SetOwnership, the ownership is that of the ground it is placed on. Sometimes that won't be a problem, but in other instances it could lead to your basket belonging to someone else. There may be an easy way around that problem, but it could be a problem that needs to be dealt with. The MusicBasket is a permanent reference, normally stored in the basement of the CBGuildHall, a hidden cell added by CB, and transported to the player as needed. Perhaps if it is assigned to the player first, SetOwnership isn't needed. SetOwnership is also a bit tricky because I've found it often behaves like a return or at least can impact code downstream of itself. So I try to put it as late in a block of code as possible.

    Thanks for the tips regarding the BonePile. It tests successfully in game, but it is possible I've always opened the bone pile when testing and thus never seen the problem. I'll get back to you on the CBKey suggestions. They look good.

  19. I'm getting a crash whenever I get close to the canoe. Close enough to see it as something I can activate but before I actually do anything to it. Can anyone confirm this as a bug?

    EDIT: Found and fixed the problem. Two of the canoe scripts for the canoe were of an older version in CB-Marooned. They were overwriting the newer versions and caused the crash. After having updated CB-Marooned, the canoe crashing ceased. I'll update CB-Marooned when the rest is ready for general release.

  20. 1 hour ago, HoundAkragth said:

    I do have a question - I don't want changes resulting from this - but is there a reason why ya'll decided on casting for jewelry instead of forging? I understand why hot forging - one, it's more... universally applicable and two, iron and steel weapons aren't cold-forged due to numerous reasons, and I do have some idea of why casting, but I was wondering.

    And another question is about tanning. Was it because of the same time scale issue about nutrition deficiencies that it wasn't implemented?

    I'll see if I can manage the retexture on the weekend, then.

    Regarding forging rings, I guess the truth is that we never really thought about it in any detail. I implemented it but I think CLShade and Ben were involved in conceiving of it. Now that you mention it, you have a point. It depends on what metal is being used. Gold, silver and copper melt at forge temperatures so that casting is an option. To fully melt Iron needs higher temperatures not readily achieved in a forge without bellows and I think even then the temperatures are better for getting it hot enough to work but perhaps not enough to liquify. One argument for casting is to illustrate the process, even if hammering would be another way to get the same result.

    I'm afraid I don't quite track what you mean with "tanning". As in tanning leather? But if so, what does that have to do with nutrition? Or do you mean as in skin becoming tanner? 

    Assuming you are talking about tanning leather, that was intended and might well have been the next major thing to be implemented. Introducing bulk salt was, in part, preparation for tanning. We have acorns to provide tannic acid and urine can be assumed to be readily available. I think what pushed this down the list of things to do is that making leather production take some time and more complicated leaves it less useful to the player than metal forging. We already have that problem with clothing, where there is a nice tailoring system but it is involved enough that the player needs to work hard for something relatively cheap while something rare and expensive can be made with comparative ease. There is no obvious solution to this problem because making smithing even more complicated does not seem wise, in this case more from the scripting side because the player experience isn't overly complicated.

    I'm looking forward to see what you come up with for the retexture. If nothing else, it is enough of a change to rate a short explanation and perhaps gather a little attention on the Nexus for a week.

  21. 11 hours ago, HoundAkragth said:

    So, as a warning before trying to implement pemmican - it's not period-accurate for the medieval period Oblivion is based off of; it didn't exist in Europe until the colonial era. It did, however exist for the Native Americans, so there's that. If period accuracy is a concern, don't bother. Then again, tomatoes are also not period-accurate. So up to you.

    Pemmican's the historical equivalent of protein bars, with fat instead of sugar, so yes, just like adding a protein bar to a normal modern diet without a corresponding increase in exercise, it would be a bad idea to do the same. It is, however, unlike jerky, something that a human can survive on for months before hitting problems. Jerky alone will result in protein poisoning - probably more familiar as rabbit starvation - in a matter of a few weeks. The flavorings actually aren't just for flavor; they're to increase the time before malnutrition sets in - scurvy, etc - but I'm digressing. I know a lot of useless information like this.

    Thanks for the warning. If Oblivion was a strictly medieval European simulation, pemmican would be out of scope. But as you are certainly aware, Bethesda didn't design the game to be a strict medieval European simulation. In fact TES3 Morrowind leans pretty heavily on Native American culture and as you point out, the flora (and fauna) are not all derived from Europe. We've talked out this kind of thing in the team in the past. We do have the ambition of trying to be "realistic" but it is best to take the games and lore as a given, describing a foreign civilization on a foreign planet at some unknown time in history. If you consider the level of technology, it depends a bit on where you look. For the most part it is roughly Renaissance (availability of full plate wasn't until around 1500 plus or minus 2 decades) but the ships are probably about a century more advanced. The Dwemer ruins employ steam technology which is roughly Victorian in look and feel, but given that it works without maintenance for thousands of years, it is far more advanced than anything we have today. So Bethesda doesn't make it easy for us.

    I'm guessing what you are calling protein poisoning is gout, a very painful swelling of the joints as a result of the accumulation of urea in the blood, which precipitates and forms deposits in the joints. Scurvy is caused by a lack of vitamin C and indeed, flavourings can help to provide at least some of the required vitamins. Most of these would affect the player over a time scale a bit long for the game. I suppose you could play for a year or two of game time, but in my experience about 2 months will get you through the main quest pretty easily. The whole disease system in Oblivion and all the TES games is really pretty absurd, but there probably is no good solution to the problem. Imagine playing for 7 weeks of game time and on the threshold of completing the main quest, your character comes down with the plague and dies. It would be entirely realistic and entirely frustrating. So sometimes we need to concede the limitations of the format and not worry too much about "realism". 

    Don't worry too much about digressions. Often they lead to interesting ideas. I'm old school. An email which is longer than 2 paragraphs is not impolite in my book. If you know a lot of "useless" information, you are perfect for CB, since it is mostly a collection of "useless" information. The whole point to being interested in "realism" is so that stuff you learn in the context of playing a silly game might actually relate a bit to the real world and teach you something you may profit from. We strip complicated activities down into a few steps, but you do gain a little insight into things like cooking, construction and smithing. Maybe it is enough to spark some interest and get someone to look into these things in the real world. To me, that would be the real pay off for taking the time to develop CB, along with the comradeship of the virtual friends I make this way.

    EDIT: With regard to the retexture, we are not in a hurry and if you would like to do it, that would be great. 

  22. On 10/14/2018 at 10:22 PM, HoundAkragth said:

    Canoe Frame:

    Mostly, this is a case of "Adding a Container Object to a Actor". Since I'm packing the new items... Yeah. Suggest CBCanoeFramePlacer instead of CBCanoeFrameC. Work-around is simply not to use Pack New Items.

    This was hard to understand until I got into the weeds of the script. Once I did, it was clear as it could be. It is possible this will not work out as it should when the option to add to inventory is not set. But if that proves to be the case, it is easy to use the variable to place one or the other as the situation requires.

  23. On 10/14/2018 at 10:22 PM, HoundAkragth said:


    Bathing is resetting before it gets to the actual bathing part of the script; I don't think it's a serious problem as the only things that are done in Bathe > 0 is remove "getting sick", maybe losing a soap bar, and adding the soap effects, but it'd have been nice to see the messages that are in those sections to make sure it's been done.

    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.