I'm not sure if it's a mod conflict on my end, or a glitch. But I'm noticing at times that I'll load my backpack full of my stuff. First time was alchemy supplies. Second was my camping gear. And then randomly, it's all gone. Is anyone else noticing this, or is it just me?
I did do a rolling update on all of those. Framework included when I updated Morrowind Crafting. Is that patch a sub-release?
Edit: Come to think of it. I do have another mod that adds in containers in a different way with MWSE. The MWSE Containers mod and MWSE Containers expanded patch. It could be mod conflict there. I'll give it a test and see what happens.
Not sure what you mean by sub-release, just make sure your Crafting Framework version is v1.23.2. After updating, you might encounter some weirdness as it removed duplicate containers to fix the issue. But after that, any new containers/backpacks should work fine.
If you encounter the issue again with a new container, immediately save and exit, capture your MWSE log and send it to me, following these instructions: https://github.com/jhaakma/ashfall/wiki/Troubleshooting
Like. Release the main file, then release it as a separate file on the same page. Anyway. Everything has been up to date. I even started a whole new character. I removed the mod I brought up and haven't seen it sense. But if it happens again I'll try and get a log captured. No promises as it seems to have happened at random. Couldn't figure out how to replicate the bug.
Greetings! THIS mod is what I've NEEDED for my endless playthrough ! Thank YOU!!! At last I can now enjoy thems tasty foods 🍌🍗🍵 in the game 😊
-------------------------------------------------------------------- btw spotted some (NOM/UL) food items absent in mod's database (foods.lua)! Please add them as well:
Suggestion: MCM option to allow skinning during combat.
If one has a bunch of wildlife mods, combat is active about 50% of the time you're outdoors in the wilderness (usually between cliffracers/bats and birds/fireflies battling each other.) This, combined with the insane durability loss on knives, can make the system frustrating at times. Going to attempt to modify the script, but a toggle option would be nice for those unable or unwilling to roll up their sleeves.
Thanks for the awesome mod. And I hope the kettle/stove issue proves an easy one to fix.
I have been playing extensively my last mw run with this mod in the back and foreground of everything I do.
One thing i have been noticing is that due to how I play, I prefer to play lightly armored classes, as in not even light armor.
Sadly so far I have seen that so far, the only wearable hat against the sun is a Light Armor skill one, the straw hat.
So could you please add a cloth based one? Bedouins use thick cotton cloth to protect themselves from the sun, something that is fresh, not heavy and in this case, would use the unarmored skill rather than the Light Armor skill. You could repurpose any of the myriad hat textures for this case, but something in the unarmored category, for those of us that prefer Monk or Traditional Spellcaster tropes, with as little armor as possible, a robe and perhaps a turban or cloth covering on the head. It could use plant fiber and perhaps rope, as it is made in the skill menu with the same base with fiber. Just an idea, Unarmored hats are something that mw is lacking and not everything needs to be Light Armor. I was wondering on making the straw hat unarmored as well, wonder if it can be done via the script directly?
Also I love the fur cloak idea, but its Light Armor as well :(
So far this has been my only gripe on a superb mod.
All in all I love this mod, still around lower levels, but amazing mod! I just got the flu haha. I was also wondering igf there could be racial differences on eating raw meat? Like Khajiit and Argonians could tolerate raw meat more?
I just updated from a much older version and noticed leveling bushcrafting/survival skills no longer raises attributes. Was this a change made in an update or did I break things?
One small question, as a total newbie to Ashfall and loving it, do I need to add a backpack mod? or does ashfall has integrated backpacks? Can you create one with bushcraft?
Its becoming a problem to carry the wood, pelts, meats , grill, cooking pots, kettle and tents, with my low str character :)
I spent a solid hour today slowly setting up camp: harvesting wood, setting up the camp, then the supports, the grill and the kettle and then the pot as I emptied the past hours bounty from monsters and people .... As I always play with Cannibalism I was able to slowly roast a leg from Cannibals of Morrowind as well as some entrails and eyes and hearts. I made a nice cannibalistic stew and delicious moon sugar tea.
It was amazing, thank you for this mod!
A small thing though, the legs from Cannibals of Morrowind go charred at 100% cooked in the grill, is this by design or simply a small bug that does not recognize the dunmer leg as "meat"?
All in all, a FANTASTIC Mod, I was so happy today, cant wait to go back to morrowind in a few hours and keep doing the same, such immersion.
hey, im not the most mod savvy person but just updated all of my mods after realising new versions came out and i downloaded all the requirments including this one, and the things linked, but i am getting this message *MGE XE is out of date, current: 0.13.7; required: 0.15.0* and it tells me that ashfall failed dependencies, im not sure where ive gone wrong but i downloaded the most up to date version of mge xe. Could anyone help me, as im abit of a newb with mods lol!
I guess this is so simple it shouldn't need explanation? I couldn't see anything in the GitHub documentation about this, either on Ashfall or the Skills Module pages.
Adding these in does nothing:
local interop = require("mer.characterBackgrounds.interop", "mer.ashfall.interop")
Thanks. Now I see.. Kind of. But it's still not working. Not even showing up in the background list on new game, but no errors in log.
So, at the top:
local function onInit(e) local interop = require("mer.characterBackgrounds.interop", "mer.ashfall.interop") local SkillsModule = include("SkillsModule")
995 comments
"Is this compatible with OpenMW?"
No. Ashfall uses MWSE scripting, which OpenMW does not support.
"How do I report bugs?"
Follow the troubleshooting steps here
"How do I play the mod?"
See the "How to Play" instructions here
"Sitting down creates ghost backpacks!"
Disable vanilla shadows!
Edit: Come to think of it. I do have another mod that adds in containers in a different way with MWSE. The MWSE Containers mod and MWSE Containers expanded patch. It could be mod conflict there. I'll give it a test and see what happens.
weirdness as it removed duplicate containers to fix the issue. But after
that, any new containers/backpacks should work fine.
If you encounter the issue again with a new container, immediately save and
exit, capture your MWSE log and send it to me, following these
instructions: https://github.com/jhaakma/ashfall/wiki/Troubleshooting
--------------------------------------------------------------------
btw spotted some (NOM/UL) food items absent in mod's database (foods.lua)! Please add them as well:
["nom_food_a_orange"] = "food",
["nom_food_a_pear"] = "food",
["nom_food_a_tomato"] = "food",
["nom_food_cheese"] = "food",
["nom_food_cheese2"] = "food",
["nom_food_cheese3"] = "food",
["nom_sltw_food_a_banana"] = "food",
["nom_food_cheese_pie"] = "food",
["nom_food_pie_oran"] = "food",
["nom_food_pie_pear"] = "food",
["nom_food_ham"] = "food",
["nom_food_chickenleg1"] = "meat",
["nom_food_chickenleg1_breaded"] = "food",
["nom_food_chickenleg1_cook"] = "food"
Specifically The Underground mod's items:
["Qcoconut"] = "food",
["Q1jw_q_mjy_butter"] = "seasoning"
etc.
Thanks again for Your work!!!!!!!
MCM option to allow skinning during combat.
If one has a bunch of wildlife mods, combat is active about 50% of the time you're outdoors in the wilderness (usually between cliffracers/bats and birds/fireflies battling each other.) This, combined with the insane durability loss on knives, can make the system frustrating at times. Going to attempt to modify the script, but a toggle option would be nice for those unable or unwilling to roll up their sleeves.
Thanks for the awesome mod. And I hope the kettle/stove issue proves an easy one to fix.
I have been playing extensively my last mw run with this mod in the back and foreground of everything I do.
One thing i have been noticing is that due to how I play, I prefer to play lightly armored classes, as in not even light armor.
Sadly so far I have seen that so far, the only wearable hat against the sun is a Light Armor skill one, the straw hat.
So could you please add a cloth based one? Bedouins use thick cotton cloth to protect themselves from the sun, something that is fresh, not heavy and in this case, would use the unarmored skill rather than the Light Armor skill. You could repurpose any of the myriad hat textures for this case, but something in the unarmored category, for those of us that prefer Monk or Traditional Spellcaster tropes, with as little armor as possible, a robe and perhaps a turban or cloth covering on the head. It could use plant fiber and perhaps rope, as it is made in the skill menu with the same base with fiber. Just an idea, Unarmored hats are something that mw is lacking and not everything needs to be Light Armor. I was wondering on making the straw hat unarmored as well, wonder if it can be done via the script directly?
Also I love the fur cloak idea, but its Light Armor as well :(
So far this has been my only gripe on a superb mod.
All in all I love this mod, still around lower levels, but amazing mod! I just got the flu haha. I was also wondering igf there could be racial differences on eating raw meat? Like Khajiit and Argonians could tolerate raw meat more?
Cheers! :D
Its becoming a problem to carry the wood, pelts, meats , grill, cooking pots, kettle and tents, with my low str character :)
It was amazing, thank you for this mod!
A small thing though, the legs from Cannibals of Morrowind go charred at 100% cooked in the grill, is this by design or simply a small bug that does not recognize the dunmer leg as "meat"?
All in all, a FANTASTIC Mod, I was so happy today, cant wait to go back to morrowind in a few hours and keep doing the same, such immersion.
Praise Namira!
Any meat has a chance to burn instantly based on your survival skill and the quality of your grill/frying pan.
It was my meager low skill ruining that delicious dunmer leg ... thank you, I will be more careful afterwards!
I want to make a Character Background which modifies the bushcrafting and survival skills. However, the code needed is clearly not this:
tes3.modStatistic({
reference = tes3.player,
skill = common.skills.survival,
value = 35
})
tes3.modStatistic({
reference = tes3.player,
skill = common.skills.bushcrafting,
value = 35
})
If you could let me know, much appreciated!
Edit:
And would I also need to add Ashfall into this line somehow?
local interop = require("mer.characterBackgrounds.interop")
As in?
local interop = require("mer.characterBackgrounds.interop", "mer.ashfall.interop")
Adding these in does nothing:
local interop = require("mer.characterBackgrounds.interop", "mer.ashfall.interop")
tes3.modStatistic({
reference = tes3.player,
skill = ashfall.skill.survival,
value = 35
})
I've tried a variety of things in the "skill" parameter from looking through the Ashfall code. No joy.
So, at the top:
local function onInit(e)
local interop = require("mer.characterBackgrounds.interop", "mer.ashfall.interop")
local SkillsModule = include("SkillsModule")
And then for the skill:
SkillsModule.registerBaseModifier{
id = "vaw_survivalboost",
skill = "survival",
callback = 35
}