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  1. kuertee
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    0.801, 10 March 2014:

    • Bug fix: userShowMessages now affect the Explorer and Adventurer bonus messages.
    • Tweak: You can view the descriptions of the different professions without being forced to change your current profession.
  2. Cyanshade
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    I realize that it's been a long time since this mod has been updated and it seems like you've moved onto other things, but if anyone could possibly help me out, I would appreciate it.

    I downloaded the mod and it was working just great for the longest time (thank you very much), but then I had to reinstall a bunch of my mods, and it just stopped working. I get the message to select a profession and it appears in MCM, but time skipping doesn't happen and no messages appear. I tried to strip down my mods to see if it was incompatible with something new I added, but when this happens, the save where this happens seems to be ruined and even uninstalling everything except for this and a few of the main mods that it was working fine with before does not fix the issue. 

    I got it fixed once by uninstalling EVERYTHING, then reinstalling only the mods with which it worked before and it worked for a while. Then the strangest thing happened and I didn't even close the game, I just walked away from it and had it paused for a couple of hours, came back, and it stopped working with literally nothing being changed. 

    Does anyone have any idea what might be going on here, or do I have skyrim ghosts in my pc playing tricks? (seriously though, if anyone can help, I would really appreciate. I've been struggling with it for three days now trying to fix it, super frustrated and even more confused and after playing with this mod, I can't imagine my game without it, and I don't like how some of the other mods that do time-passing handle it, I really really want to get this one working again)

    Thank you in advance to anyone who might offer some help or advise.
  3. Genshou
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    So I sometimes run into a problem with this mod, where some or all activities will all suddenly start taking twice as long to complete, and grant less time for the profession bonus than they should. For example, my wood chopping is set to the default (15 minutes) but will take 26 minutes after the clothing bonus is applied. Tanning will often take almost 2 hours, making a potion will take almost an hour instead of almost 30 minutes, etc. It seems to creep up at some point when survival/needs mods trigger an update while I am doing a profession activity, and basically "sticks" in my save from that point forward. Sometimes, I can reverse the effects temporarily by doing things like going into an alchemy shop, activating the alchemy station, exiting the building, and attempting the other activity (e.g. wood chopping block) again.

    Is this a known problem?
  4. trancespotter
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    Would it be possible to add time sinks to making Scrimshaw items from Hunterborn? I saw an earlier post about Campfire and CACO not exactly playing well with Professions time-wise but what about Hunterborn? The Hunterborn Field Dressing and Foraging work great since they have their own black screen-time advance thingy, but Scrimshaw does not.

    BTW, this mod and Auto-Save & Time make space and time in Skyrim feel so much more...dare I say it...IMMERSIVE!

    1. kuertee
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      Oh no! I'm surprised that your use of the word "immersive" has not triggered the "immersive" police to this forum. :D

      Thinking about this for now, I can give a function for users to tag items (including from 3rd-party mods) that would push forward time - similar to how items can be tagged as bandages in my Battle Fatigue and Injury mod. And I can also use the same method used to set/change food types of food in my Eat and Sleep mod to allow users to set how much time these items would take to make.

      Unfortunately, RL work is super busy (for the last 3 or 4 months now) and I can't play/mod until that clears up. Hopefully, in a few weeks.

      And thanks again for playing with my mods, tancespotter!
    2. kimaryob
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      will this work with SSE if i port myself?
    3. Genshou
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      What I do is stand in front of a tanning rack (with the crosshair on it) and activate Campire's Create Item/Hunterborn's Scrimshaw. The activity will be detected as tanning, and therefore function as hunting experience.
  5. Walamo15
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    Is there something like this on SE?
  6. wintersbreath
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    my profession is adventurer, bounty hunter, and grave robber lol
  7. Pnut225
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    If only there was a version that didn't require the main quest line at stage 5... I wanted to try this mod out with Enderal. If there's anyone out there who knows how to try and bypass the quest requirement, please share (the quest doesn't even exist in game so console commands won't work)
    1. kuertee
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      Ahhhh...have been wanting to try that mod.

      Did you try forcing the main quest (can't remember it's ID) to stage 5?
    2. Pnut225
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      I have indeed. however, in Enderal, the main quest seems to be altered to the point where the quest stages have changed or been removed completely... the 5th stage doesn't even exist lol
    3. Pnut225
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      I'm sure there would be a lot of happy people out there ( me included! ) if you could make a small patch for Enderal compatability and bypass the main quest status...
    4. kuertee
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      Oh! Doh!

      If Enderal has a main quest named the same as the base game, and it's best not to force it to stage 5,
      can you play it until stage 5 is hit THEN install the mod.

      If Enderal's main ques is simply a place holder for the base game (because not having it may crash the game), I'm surprise that the console trick doesn't work.

      Anyway, I'm busy with my other mods (about 3 others: multiple followers, horse commands and NPC reactions). And my plan was always to check out the big overhauls and modify my mods as required - like I did with my Oblivion mods for Nehrim. So unfortunately, that may not happen for a couple of months stills. Sorry, mate.
    5. Pnut225
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      According to Enderal, the main quest had only one stage, and I completed it... yet still no MCM access . I guess I'll wait out those few months lol. Happy modding!
    6. Pnut225
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      Hey Kuertee, I have some potential good news for you, when you finally get around to making this compatible with Enderal. I tried using console commands to set the required quest to stage 5, but because the game has been reworked basicly from the ground up, the quest id's are all repurposed to different quests, which have different stages. The quest ID required for your Profession mod only has 2 stages in Enderal, so typing the required command "setstage 0003372b 5" on a new game, AND on a saved game (with the quest reset to stage 1) will not work and tell you that stage doesn't exist. The reason this is GOOD news, is because that seems to be the only thing you have to do to make it compatible.

      TL; DR:
      The requirements to start your mod are totally non-existent in Enderal, and that's the ONLY THING stopping it from being compatible. I'm no modder, but if I had to take a guess, it looks like you just need to change the quest it's tracking to have 2 stages instead of 5. Sounds to me like a well endorsed mod for Enderal made in under 30 minutes
    7. kuertee
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      Hey thanks for investigating and reporting on it.

      With some brother from RL work, I have some time. I'll try release a "beta" version tonight with those changes.

      It'll be a beta because I won't be able to actually test it in Enderal.

      Hopefully, the Enderal uses the same Keywords as the base game. If so, most action-type detection should work in it.
    8. Pnut225
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      I can be your guinea pig if you want lol. If not tonight, tomorrow for sure.
  8. Laurielism
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    Hi Kuertee.

    I realise you've moved on to other things, but if you wander back into the world of Skyrim, would you pretty please consider a patch for both Campfire and Complete Alchemy and Cooking Overhaul mods?Professions is such an amazing mod, it is a shame it doesn't play nicely with these other two great mods.

    Thanks for all your past (and hopefully future) modding efforts. I use a lot of your mods, they are fantastic at adding an extra layer of difficulty and immersion.
    1. kuertee
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      I've returned playing Skyrim in the last week after not playing for a good year. :D

      I can check out Campfire - Complete Camping System. But, unfortunately, I don't have Hearthfire so I can't check out Complete Alchemy and Cooking Overhaul.

      What sort of compatibility do you see Professions need with Campfire? Or does Professions simply crash the game/break the Campfire?
    2. Laurielism
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      Hi Kuertee! Wow - I am beyond pleased to see you respond! I've come to the conclusion that playing without a time delay is just not a complete game anymore!

      With campfire, it's merely an immersion thing - the time doesn't pass when using campfires cooking mechanic, only when you use the cooking pot. Not sure if this is a simple fix or not?

      CACO completely breaks Professions - there has been some discussion revolving around the Living Takes Time mod, and the cooking pot in particular passes a ridiculous amount of time just by opening the menu. If you need Hearthfires and can't fix this one, well, fair enough! But CACO is shaping up to be a fairly significant mod, newer survival mods like Chesko's upcoming survival mods will be designed to blend in with it. Personally, if it is a choice between the two, I choose Professions!

      Thanks Kuertee, and good to see you back!
    3. kuertee
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      Ahhh...ok, I'll check out Campfires.

      Unfortunately, I can't check support for CACO due to it requiring Hearthfire. Sorry. HOWEVER, that doesn't mean I can't support it. My mod can detect activity indirectly (e.g. with bartering,monitoring players inventory changes and comparing lost/gained items with lost/gained gold). I can convert cooking detection to something like that. Eg if you lose food items and or ingredients then, a short time later, gained other food items, consider that you've cooked food or mixed a potion. I think at the moment those activities require that the appropriate menu is open - which then prevents those activities in custom menus (e.g. from CACO) from getting detected.

      I'll have a look.
    4. bokajon
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      Yeah there is a weird thing going on with CACO. As soon as you enter the cooking pot (without even cooking anything) the time flies by. That was the reason why I uninstalled Living Takes Time and got back to Professions. It's much less of a problem with Professions than with LTT but it's still an issue. Anyway, I'm glad I switched back to Professions. Besides that CACO incompatibility it's a fantastic mod! Thanks Kuertee.

      EDIT: To reduce the CACO problem as much as possible, in the MCM just edit the cooking values to about 0.000 to 0.250. That way everytime you enter the cooking pot you only lose 15 minutes, and then every meal you cook takes 15 minutes. I find this a reasonable balance.
    5. Jinzor
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      Hey Kuertee,

      Would you like me to give you Hearthfire over Steam if it means you'll be able to support CACO?
    6. kuertee
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      Hey Jinzor, thanks for your generous offer! But as in my last post, I probably won't get to this mod until after my work on my follower mod, my horse mod, and my NPC Reactions mod - a couple of months work.

      I wouldn't want you to be waiting for that long - especially if I accept your gift now.

      What if I contact you again when I'm ready to update Professions?
    7. Jinzor
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      Yeah sure - any time you're ready. £3 is a price I'd gladly pay if it means you'll be able to support the Legendary version of Skyrim (Dawnguard + Dragonborn + Heartfire) to minimise compatibility issues in all of your great mods. Just send me a private message.
  9. Nexusaurus
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    Will it count if I sell things using the Your Merchant Stall mod?
    1. kuertee
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      I don't know. Bartering activity is detected when you lose/gain inventory a short time before or after you lose/gain gold. Of course, to detect those, the items and gold need to be in the player's inventory. If the Merchant Stall mod works off a different container, my mod will not detect activity from it.

      Can you link me to the mod? My searches on TESNexus failed to find it.
    2. bokajon
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      It's called My Market Stall:
      http://www.nexusmods.com/skyrim/mods/35305/?
      I assume it will work just fine.
  10. MatthewJMimnaugh
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    I love this mod, but can I make a request?  When going about one’s profession, the time is always additive, but there is some room for overlap.
     
    Think of it this way: would you bake an apple pie then bake another apple pie right after (for 2X baking time) or prep and bake two pies at once (~120% baking time, because of more prep or whatever)?  Same would go for mixing potions.  Smithing (armor/weapons) would only marginally benefit from this, as there is a small amount of time where metals cool and multiple swords can be brought to heat at once, but not too much.   Not much can be done of lumberjacking, mining, hunting, or reading as there is not much multitasking going on there.  Not sure on enchanting, but would assume it would require one’s full attention.
     
    The only reason I ask is that in conjunction with certain mods like RND, iNeed, and the like (and Eat and Sleep, of course), food is required if you don’t want to go broke and as such, it makes sense to spend one’s time wisely. 
     
    The way I would picture it working (if this is possible) would be having the first potion/food item cost regular time and everything after that being reduced by ~80% of the time taken for the previous item (to simulate multitasking) or something to that effect.  I’m sure someone could think of a better formula, but I was just going off the idea of something easy.
     
    On another note: could you do something about previously read books?  Perhaps make them cost ~20% of read time to read them again?  Also, notes really shouldn’t take too long to read, but I figure that might be a hard distinction to make. 
     
    I know I can adjust certain things in the MCM menu, but I don’t want to nerf making stew to 30 minutes or whatever, but love the idea of letting the stew, well, stew while I brew some tea and bake a nice bread bowl.  Thanks for the awesome mod!
    1. kuertee
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      Good suggestions. The preparation work before the actual crafting activity should actually be considered. Will have a look if your suggestions are possible.

      As for differentiating between books and note...I'm not sure if it's possible. Will check what's available from SKSE. However, the mod does try to address this by only adding time IF you spent some time with the book or note open. I can't remember the threshold of time for this. But if the open book/note menu is open for only a short amount of time, no time penalty should be applied - unless there is a bug.
  11. MajorFreak
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    why does GEMS say "Solves the problem of leveling too quickly from rapidly crafting 20 potions/daggers and having too much money from selling crafted items."? not really sure how this works practically...anyone got a good explanation for n00bs?
    1. Zero22xx
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      From my understanding:

      "Before" this mod or mods like this became available everyone used the "crafting glitch" to not only earn quick XP but also gold.

      This mod makes it a bit more realistic.