Possible to add some giant monsters, like nessie or giant squid? Was diving off the coast of Stirk and the Sea there is DEEEEEP perfect for a sunken city or a monster fish :)
:O wow that would be so cool! Imagine you are swimming in the middle of the sea, you decide to give it a go on swimming to the deeps of the ocean and from the abyss a giant squid appears to eat you.
Imagine you could loot it and use whatever it gives to craft some crazy cephalopod gear using the crafting framework utilities... :O crazy stuff.
Uhm, no idea really I think adding Water Life fishes to the list of fishes recognized by Ultimate Fishing should be possible. but I don't think that would work so well as water life fishes have all vanilla scripting behavior (move, attack, disappear etc.) so that could clash.
Well, both mods use their own Fishing skill, so those would need to be condensed into one. Is it possible to have Water Life fishes/ducks/whales/dolphins occasionally "attack" the lure, where they disappear into the minigame, then reappear in the water if you decide to release them? Otherwise, I figure you could add them to the catch list, whereas make the ones appearing in the water be for spearfishing, and have catching them by spear also increase fishing skill.
I don't usually make mods/patches for complex things I don't currently use in my game/cannot test while playing/cannot seriously support (e.g. OpenMW, Merlord crafting framework and mods requiring it...), nothing against them, it is a simple matter of time available for modding/enjoyment about it. For obvious reasons I also try to avoid complex editing to complex code I wrote 20 years ago (e.g. Waterlife), just fully re-understanding/retesting everything would require too much time/energy.
Yes they are, just downloaded. The one fish I killed so far, has given me meat, that i can cook and all. You cant skin them or anything, you just grab them.
For anyone that uses Archimag's Impact Sounds, keep in mind that you will have to interact with the fish corpse to loot. Seems the sound script interferes with the spear string, unfortunately. Still, everything else works great! Thanks for the mod!
MWSE-Lua sound replacer mods like that one that generally block vanilla sounds are going to conflict with vanilla mods using sound detection. I will see if I am able to make some fix. [EDIT] fix is here, give it a try
Had something weird happen when I found a seahorse. My character tried to ride it like it was a mount when I clicked on it and it locked up the entire game.
You could try associating the activate action with a key (e.g. E key) instead of using the left mouse click, usually a key means less activate spamming than a mouse button.
To investigate the error, you could try something like this after loading a previous save from the in game console, type togglescripts
and try activating the seahorse, if it still freezes it could be some problem with the seahorse mesh/animation, maybe try reinstalling the mod ensuring all mod meshes/textures are correctly installed
if it still freezes it could be some problem/conflict with the scripts, if you are using MWSE-Lua you could try temporarily renaming the Data Files\MWSE\mods\ folder to e.g.Data Files\MWSE\modsdisabled\ and see if it still freezes without MWSE-Lua mods running
I suddenly found that my character had an effect called "airbubbles" giving seemingly permanent waterbreathing. The representative icon is non existent, showing up on my list of effects as an empty space among the others. I don't think I did anything to acquire this effect. How did I get it? And can some artwork be added so it does not show up as a gap in my effects?
If it is coming from Water Life, it is a timed curse giving waterbreathing effect. Exact name displayed should be "Air Bubbles Breathing" You can check if you have it with this console command: player->GetSpellEffects "ab01bubblesBreathing"
If for some reason the scripts removing it did not work and you have it, you can try removing it from the in game console with this command: player->RemoveSpell ab01bubblesBreathing
Yeah, I don't think the lua module can work with negative progress so it is disabled. You can try changing the Data Files\MWSE\mods\abot\WLFSV\main.lua code like this (changing non negative tests to not zero tests) but I doubt the Lua module will work with negative progress. The Lua module does not allow to directly set a skill value, just progress and levelup local diff = globValue - totValue if diff == 0 then return end diff = math.round(diff, 2) local int, frac = math.modf(diff) if not (int == 0) then if dbug then mwse.log("%s fishingSkillRef:levelUpSkill(%s)", modPrefix, int) end fishingSkillRef:levelUpSkill(int) end if not (frac == 0) then frac = frac * 100 if dbug then mwse.log("%s fishingSkillRef:progressSkill(%s)", modPrefix, frac) end fishingSkillRef:progressSkill(frac) end globValue = fishingSkillRef.value + (fishingSkillRef.progress / 100) globValue = math.round(globValue, 2) if dbug then mwse.log("%s fishingGlobalVarRef.value = %s", modPrefix, globValue) end
abot, Yes, that new code worked. I was able to increase and decrease now. However, if I get to skill level 100, then it no longer allows me to decrease. Is something telling everything to stop as soon as it hits that variable?
I'm getting a massive land shear at coordinates 4, 27 while using the Tamriel Rebuilt Ghost Islands preview territories. Every time I try to use ori to identify the cause by selecting an underwater arch, it tells me Content File: -1 [None], meaning the cause of the land shear is scripted. I am also experiencing a high number of spawns in this grid as well which seem to be the Water Life from this mod. Would like to get a confirmation as to whether this mod is the cause.
abotWaterLife.esm should not change any landscape. It should not touch CELL 4, 27 at all, and even in cells changed by the mod it should only add some fish-like spawning activator.
underwater arches are scripted activators, not part of the landscape.
Land seams cannot be caused from vanilla scripting.
Scripted spawns from Water Life (e.g. creatures, kelps, rocks...) may dynamically appear in any detected exterior water zone
If you have huge landscape seams covered by some water it is possible something is spawned there from the mod
to find the mods changing that cell landscape you could e.g. use tes3cmd like this:
218 comments
Imagine you could loot it and use whatever it gives to craft some crazy cephalopod gear using the crafting framework utilities... :O crazy stuff.
/dolphinsoccasionally "attack" the lure, where they disappear into the minigame, then reappear in the water if you decide to release them? Otherwise, I figure you could add them to the catch list, whereas make the ones appearing in the water be for spearfishing, and have catching them by spear also increase fishing skill.I was thinking of a playthrough of a hard survivalist madman that refuses to trade with civilized folks haha ...
Wondering if the creatures can be skinned and their meat cooked?
Looks an amazing mod.
Thank you fro creating such wonderful mods Abot! :D
The one fish I killed so far, has given me meat, that i can cook and all.
You cant skin them or anything, you just grab them.
[EDIT] fix is here, give it a try
To investigate the error, you could try something like this after loading a previous save
from the in game console, type
togglescripts
and try activating the seahorse, if it still freezes it could be some problem with the seahorse mesh/animation, maybe try reinstalling the mod ensuring all mod meshes/textures are correctly installed
if it still freezes it could be some problem/conflict with the scripts, if you are using MWSE-Lua you could try temporarily renaming the Data Files\MWSE\mods\ folder to e.g.Data Files\MWSE\modsdisabled\ and see if it still freezes without MWSE-Lua mods running
No other ideas at the moment
You can check if you have it with this console command:
player->GetSpellEffects "ab01bubblesBreathing"
If for some reason the scripts removing it did not work and you have it, you can try removing it from the in game console with this command:
player->RemoveSpell ab01bubblesBreathing
You can try changing the Data Files\MWSE\mods\abot\WLFSV\main.lua code like this (changing non negative tests to not zero tests) but I doubt the Lua module will work with negative progress.
The Lua module does not allow to directly set a skill value, just progress and levelup
local diff = globValue - totValue
if diff == 0 then
return
end
diff = math.round(diff, 2)
local int, frac = math.modf(diff)
if not (int == 0) then
if dbug then
mwse.log("%s fishingSkillRef:levelUpSkill(%s)", modPrefix, int)
end
fishingSkillRef:levelUpSkill(int)
end
if not (frac == 0) then
frac = frac * 100
if dbug then
mwse.log("%s fishingSkillRef:progressSkill(%s)", modPrefix, frac)
end
fishingSkillRef:progressSkill(frac)
end
globValue = fishingSkillRef.value + (fishingSkillRef.progress / 100)
globValue = math.round(globValue, 2)
if dbug then
mwse.log("%s fishingGlobalVarRef.value = %s", modPrefix, globValue)
end
It should not touch CELL 4, 27 at all, and even in cells changed by the mod it should only add some fish-like spawning activator.
underwater arches are scripted activators, not part of the landscape.
Land seams cannot be caused from vanilla scripting.
Scripted spawns from Water Life (e.g. creatures, kelps, rocks...) may dynamically appear in any detected exterior water zone
If you have huge landscape seams covered by some water it is possible something is spawned there from the mod
to find the mods changing that cell landscape you could e.g. use tes3cmd like this:
tes3cmd.exe dump --list --type land --match "\(4, 27\)" "*.es[mp]" > out.txt
it should print to out.txt file the list of mods changing that cell landscape
e.g. with my setup its output is
Plugin: Tusar_v122.esp
LAND: (4, 27)