I am going to mod during the xmas break and I want update to this mod . I have a few things written down already, let me know if you can think of other improvements:
- remove scripts on containers and handle the smugglers attacks differently. - redo the lighting, lab way too bright - make compatible with ashfall (but keep NoM utilities) - give the option to not free the slave - update the backpack - give more health the the practice dummies (levelled?) - give little Nixie a script to follow? improve Dwemer bot - add a way to craft empty vials - add a way to get moon sugar - fix lockpick crafter model - add shelves to ingredient cabinet - fix weekly items soul gem - change painting acquisition - give archery target more HP
Are you using OpenMW ? I have the same Issue using the TotalOverhaul modlist from OpenMW. Disposing the Corpse (ContabandChest) fixed it for me. Altough I cant enter the cave a second time withouth activating the Door via console.
Makes me wonder what I did wrog or what else could be bugged
Whats the ID of the contraband chest btw ?
Edit: Since the chest is a NPC I reinstalled the mod so that I can ra the chest it fioxed the lagging and set it in the right position in the shelve, but everyime I Press ESC the chest rotates a bit and now fell out the shelve and begins disappearing into the ground
Having the exact same issue, open mw .49, total overhaul. RA works for me but I have to do it every time I enter. Seems its definitely an issue with the contraband chest.
this mod attached a invisible dwarven centurion companion to me when i entered the cave, once clearing the camp some enemies almost immediately respawned and then couldnt get rid of the centurion even disabling it in the console (only time it was visible was inventory or menus).. i think ill disable this one for now lol
seems to work properly after loading a previous save before entering and trying again. i assume some scripts got messed up in the initial loading
Hi! I've been really enjoying this so far, but I have encountered an issue where I can't reenter Adanumuran after getting raided. I was wondering what the CellID is so I can get back inside to set down a Mark to solve the issue in the future.
Any chance of an update containing the "features" written in the sticky? I lust for them :P and I'm currently waiting before playing because I'm wondering if you will release them.
You and me both! Don't wait to play though, I have quite a few projects and updates, and this one is so big I'm less keen to work on it. I'm sorry, I know how frustrating it is to want to play a mod and not be able to :(
I've been trying to use the PositionCell command to move Hardly-Seen a bit. However it's probably moving him to the vanilla cave, since he isn't showing up. Could someone tell me if the modded cave has a different name, and if so what that is? It's " Adanumuran" like that with a space at the beginning, just in case someone else needs to know (-_- ;) I spent an embarrassing amount of time looking at the code without realising that minuscule diference.
Hi all, great mod been enjoying it. One problem I've found is that I can't seem to do anything with contraband packs found in evidence Chests. They're not picked up by the contraband sorter scroll. Am I missing something?
I didn't make the patch so I cannot really troubleshoot. I'd recommend moving the order of the mods around, making sure the patch is loaded after both mods.
Yes indeed, like a selfish modder I made a quick fix for myself, shared it on discord and then forgot about it altogether :( Top of my to-do list for this mod!
140 comments
- remove scripts on containers and handle the smugglers attacks differently.
- redo the lighting, lab way too bright
- make compatible with ashfall (but keep NoM utilities)
- give the option to not free the slave
- update the backpack
- give more health the the practice dummies (levelled?)
- give little Nixie a script to follow? improve Dwemer bot
- add a way to craft empty vials
- add a way to get moon sugar
- fix lockpick crafter model
- add shelves to ingredient cabinet
- fix weekly items soul gem
- change painting acquisition
- give archery target more HP
Makes me wonder what I did wrog or what else could be bugged
Whats the ID of the contraband chest btw ?
Edit: Since the chest is a NPC I reinstalled the mod so that I can ra the chest it fioxed the lagging and set it in the right position in the shelve, but everyime I Press ESC the chest rotates a bit and now fell out the shelve and begins disappearing into the ground
this mod attached a invisible dwarven centurion companion to me when i entered the cave, once clearing the camp some enemies almost immediately respawned and then couldnt get rid of the centurion even disabling it in the console (only time it was visible was inventory or menus).. i think ill disable this one for now lol
seems to work properly after loading a previous save before entering and trying again. i assume some scripts got messed up in the initial loadingDon't wait to play though, I have quite a few projects and updates, and this one is so big I'm less keen to work on it.
I'm sorry, I know how frustrating it is to want to play a mod and not be able to :(
I've been trying to use the PositionCell command to move Hardly-Seen a bit. However it's probably moving him to the vanilla cave, since he isn't showing up. Could someone tell me if the modded cave has a different name, and if so what that is?It's " Adanumuran" like that with a space at the beginning, just in case someone else needs to know (-_- ;) I spent an embarrassing amount of time looking at the code without realising that minuscule diference.
I'd recommend moving the order of the mods around, making sure the patch is loaded after both mods.
From Warnings.txt
Top of my to-do list for this mod!