Seems very good and very well thought. I can't seem to use the crafting tool though, when I put it on my character, nothing happens (openmw). It works with the tannin grinder and tanning rack, not with the tanner knife and the crafting tool...
edit : yeah there are problems with openmw 0.46. When trying to activate the tanning rack with something on it I get : Warning: a_rack_world_full_scr line 57, column 16 (to): Unknown variable
Execution of script a_rack_world_full_scr failed: class does not have creature stats
Oh well too bad... !
edit 2 : here is the very short fix for openmw to work, I post it here because it's insanely difficult to make them to accept a patch, I might try later, but for now I post it here : --- begin --- diff --git a/apps/openmw/mwworld/class.cpp b/apps/openmw/mwworld/class.cpp index 950c8a6d4..c5b85cd59 100644 --- a/apps/openmw/mwworld/class.cpp +++ b/apps/openmw/mwworld/class.cpp @@ -21,6 +21,8 @@ #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/npcstats.hpp"
MWMechanics::CreatureStats& Class::getCreatureStats (const Ptr& ptr) const { - throw std::runtime_error ("class does not have creature stats"); + if (!blank) + blank = new MWMechanics::CreatureStats(); + return *blank; + // throw std::runtime_error ("class does not have creature stats"); }
MWMechanics::NpcStats& Class::getNpcStats (const Ptr& ptr) const --- end ---
By the way when feeding the scripts to enchanted editor it finds what it calls errors which are in fact warnings, makes openmw less verbose when running this. Anyway apply this patch to the current source, compile, and it will work ! (this fixes the tanning rack and the crafting tool !)
On usage I'd say the biggest problem is that crafting doesn't level up the armorer skill, so you don't improve by practicing, a pity here... Why didn't you use a private stat for crafting so that you can do whatever you want with it (a little like what morrowind crafting did, but don't get as complicated as them thanks !). I'll endorse anyway, the idea is excellent, and despite this point the mod is light and very well done, too bad it didn't have more success !
14 comments
Would you like to include it in your files?
It works with the tannin grinder and tanning rack, not with the tanner knife and the crafting tool...
edit : yeah there are problems with openmw 0.46. When trying to activate the tanning rack with something on it I get :
Warning: a_rack_world_full_scr line 57, column 16 (to): Unknown variable
Execution of script a_rack_world_full_scr failed:
class does not have creature stats
Oh well too bad... !
edit 2 : here is the very short fix for openmw to work, I post it here because it's insanely difficult to make them to accept a patch, I might try later, but for now I post it here :
--- begin ---
diff --git a/apps/openmw/mwworld/class.cpp b/apps/openmw/mwworld/class.cpp
index 950c8a6d4..c5b85cd59 100644
--- a/apps/openmw/mwworld/class.cpp
+++ b/apps/openmw/mwworld/class.cpp
@@ -21,6 +21,8 @@
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
+static MWMechanics::CreatureStats *blank;
+
namespace MWWorld
{
std::map<std::string, std::shared_ptr<Class> > Class::sClasses;
@@ -61,7 +63,10 @@ namespace MWWorld
MWMechanics::CreatureStats& Class::getCreatureStats (const Ptr& ptr) const
{
- throw std::runtime_error ("class does not have creature stats");
+ if (!blank)
+ blank = new MWMechanics::CreatureStats();
+ return *blank;
+ // throw std::runtime_error ("class does not have creature stats");
}
MWMechanics::NpcStats& Class::getNpcStats (const Ptr& ptr) const
--- end ---
By the way when feeding the scripts to enchanted editor it finds what it calls errors which are in fact warnings, makes openmw less verbose when running this. Anyway apply this patch to the current source, compile, and it will work ! (this fixes the tanning rack and the crafting tool !)
Why didn't you use a private stat for crafting so that you can do whatever you want with it (a little like what morrowind crafting did, but don't get as complicated as them thanks !).
I'll endorse anyway, the idea is excellent, and despite this point the mod is light and very well done, too bad it didn't have more success !