Ok, this could use a BCoM patch, because some of the hirable characters are in the void. And I have no idea where in the cities mentioned that some of them are. Also, the Ebony Infused Chitin thing doesn't close the crafting window when crafted, making it really hard to read the popup window.
I'm so sorry, I really love this mod but I've got an issue, and I'm afraid it's on my side only, as none else reported it.
I cannot hire workers nor guards.
I find workers and guards for hire in the cities, an I can hire them via dialogue. They then disappear as intended and I go to the mine to check if they're there, however not only they're nowhere to be found, but in the ledger there are no miners nor guards hired.
I've the latest version of OAAB and MWSE and I already did all the other contents of the mod: done the quests, improved everything, trained the foreman, done the experiments... And the mine, without workers, already produces some hundreds of coins each day, but, as said, there are no miners nor guards. I also have a lot of money in the chest.
For testing purposes, I loaded this mod last, just before the multi patch.
Apparently it's required to wait for 24 hours. I only awaited about 12 until the next morning.
I'm sorry for having raised the alarm... I'll try to better study the mechanics of the mod and maybe share a guide, in this way none will stumble upon something unexpected.
When I try to upgrade the mine's pickaxes from chitin to iron, the game CTDs. MWSE.log shows no obvious errors, the operation seems to have been performed correctly immediately prior to the crash. Do you have any idea what might be causing this problem?
Inspecting the LUA code for pickaxe upgrades to try and figure out how this happened, I found something interesting: craftingFramework.Recipe.getRecipe("helvilMine:ashStatueRecipe"):unlearn() This seems to be part of the operation triggered when the player upgrades the pickaxes. Why is that? What does the recipe related to enchanting ash statues have to do with your pickaxe quality? Could this script running when I haven't learned anything about ash statues before upgrading the picks be what caused the game to crash when I tried to upgrade them?
Thanks for addressing this! I've been away from Morrowind since last year, so didn't see the replies, but I'm looking forward to trying the updated version!
I really like the business management aspect of this mod. I haven't really seen this kind of gameplay in a morrowind mod before. I played through the quests sort of late in my playthrough so I didn't get many days to reap the income after investing in the mine, but it made me feel excited to play the mod again as a mercantile character and make it part of their career. Good blend of "desk work" stuff you can do at your ledger and actual quests/items you have to interact with personally so the management aspect didn't just feel like clicking through menus.
The quests were amusingly unhinged, since it was post-MQ for me when I played it I said "sure, why not?" to
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destroying keening to speak to kwama. how can I say no to talking to a kwama?
Mod is pretty ambitious and I would really love to have it in all my installs. It sadly has a lot of bugs, starting from the initial dialogue.
1) You can get your first "bug" just as you talk to the owner of Helvil - the dialogue, if you tell him you're a sixth house member, makes a pop up error appear.
2) You can tell him "if the pay is right, you’ve got yourself a deal", but the dialogue that follows right after has the guy acting like if you’ve just said something kind to him, while you were neutral. He can’t call you compassionate by choosing such an option.
3) The laboratory, whereas you are supposed to use crafting, has issues too. I tried to clone the Kwava queen and it gives me a null pointer issue and crashes the game. Seems to happen for everything you can craft.
4) It would be cool if after waiting a couple of weeks and you did
Spoiler:
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the quest where you kill the kwava queen many miners would appear in front of the gnisis eggmine just waiting for someone to step in and hire them
5) It's not good that
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if you start speaking with Kwava, every time you speak with one of them they automatically follow you and you have to click "Stay here". Add the command to follow, but don't let every Kwava follow you automatically. It gets annoying
6) For the guards, even if they are level 4, I get a "you cannot train a guard higher than level 5".
7) Couldn't find any miner anywhere. Where are they? Because I was able to find guards, but miners are nowhere to be seen.
Hey, thanks for the feedback. Getting back into modding so I'll take a look at the bug with the laboratory. Just to be sure, you have the Crafting Framework installed? It is listed on the main page as a requirement if not.
Yes, I think I used the crafting framework in that time. In fact, this mod and Necrocraft are the only mods that come to my memory for which I've used the framework.
I hope you'll come back to fix this. The mod deserves it.
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===HH: Refreshing coffer balance
===HH: Amount:0
Also, the Ebony Infused Chitin thing doesn't close the crafting window when crafted, making it really hard to read the popup window.
I cannot hire workers nor guards.
I find workers and guards for hire in the cities, an I can hire them via dialogue. They then disappear as intended and I go to the mine to check if they're there, however not only they're nowhere to be found, but in the ledger there are no miners nor guards hired.
I've the latest version of OAAB and MWSE and I already did all the other contents of the mod: done the quests, improved everything, trained the foreman, done the experiments... And the mine, without workers, already produces some hundreds of coins each day, but, as said, there are no miners nor guards.
I also have a lot of money in the chest.
For testing purposes, I loaded this mod last, just before the multi patch.
Thanks in advance for your kind patience.
I'm sorry for having raised the alarm... I'll try to better study the mechanics of the mod and maybe share a guide, in this way none will stumble upon something unexpected.
craftingFramework.Recipe.getRecipe("helvilMine:ashStatueRecipe"):unlearn()
This seems to be part of the operation triggered when the player upgrades the pickaxes. Why is that? What does the recipe related to enchanting ash statues have to do with your pickaxe quality? Could this script running when I haven't learned anything about ash statues before upgrading the picks be what caused the game to crash when I tried to upgrade them?
The quests were amusingly unhinged, since it was post-MQ for me when I played it I said "sure, why not?" to
I know anyone smart, or who knows what they're doing, wouldn't do the dialogue, but it still seems to beg to cause problems
Mod is pretty ambitious and I would really love to have it in all my installs. It sadly has a lot of bugs, starting from the initial dialogue.
1) You can get your first "bug" just as you talk to the owner of Helvil - the dialogue, if you tell him you're a sixth house member, makes a pop up error appear.
2) You can tell him "if the pay is right, you’ve got yourself a deal", but the dialogue that follows right after has the guy acting like if you’ve just said something kind to him, while you were neutral. He can’t call you compassionate by choosing such an option.
3) The laboratory, whereas you are supposed to use crafting, has issues too. I tried to clone the Kwava queen and it gives me a null pointer issue and crashes the game. Seems to happen for everything you can craft.
4) It would be cool if after waiting a couple of weeks and you did
5) It's not good that
6) For the guards, even if they are level 4, I get a "you cannot train a guard higher than level 5".
7) Couldn't find any miner anywhere. Where are they? Because I was able to find guards, but miners are nowhere to be seen.
I hope you'll come back to fix this. The mod deserves it.