0 of 0

File information

Last updated

Original upload

Created by

mym

Uploaded by

mym

Virus scan

Safe to use

214 comments

  1. origsgtpepper
    origsgtpepper
    • member
    • 0 kudos
    For some reason whenever I change something in the script options, all the items I found after updating to 2.2.1 have their enchantments removed. I think something is going on with the mod thinking it is disabled when it is actually still running.
    I have updated to version 2.4 and it still happens

    Probably has something to do with whatever removes the converted items after you turn the conversions off in the script options.

    I have a picture of the script options grayed out while the conversions are still enabled.

    https://imgur.com/a/mPnAmQu

    Edit: I added a error log image to that link.
    1. mym
      mym
      • premium
      • 30 kudos
      Indeed something is wrong, I'll have to investigate this bug, but I'm off my computer until August 18h. Maybe try an older version until I can fix it.
    2. mym
      mym
      • premium
      • 30 kudos
      I just understood the bug, could you please edit the file "00 Core/scripts/fresh-loot/loot/convert.lua" and replace the line 424: 
      local maxWealthValueWith 
      local maxWealthValue = 0
  2. origsgtpepper
    origsgtpepper
    • member
    • 0 kudos
    I think there is an issue when new storage is spawned with console commands. I can't open crates I spawn that hold weapons, but I can open crates I spawn that hold food.

    Just wanted to make you aware of it. 
    1. mym
      mym
      • premium
      • 30 kudos
      Thx for the report. 
      Could you give me the error log? (F10)
      Or the console commands to reproduce the bug?
    2. origsgtpepper
      origsgtpepper
      • member
      • 0 kudos
      The command is "Placeatpc crate_01_imp_weapons 1 1 1"

      For comparison "Placeatpc crate_01_food 1 1 1"
    3. mym
      mym
      • premium
      • 30 kudos
      Thx, I'll test that in a couple of days 
    4. origsgtpepper
      origsgtpepper
      • member
      • 0 kudos
      I sent you the error logs in a message, but I will also put the link here for ease of access.
      https://imgur.com/a/CblXjAx

      I also noticed the mod "morrowind comes alive" will sometimes spawn enemies in town with no enchanted items(I tested this with enchantment chance at 95%). If I enter and leave a building after killing them all their items will suddenly be affected by the mod.

      Edit: I have no idea why this happens and there are no errors in the log.

      Edit2: If I disable the mod, open the container(<<<I am not sure this step is needed) and then save the game and re-enable the mod the container will work. 
    5. mym
      mym
      • premium
      • 30 kudos
      Fresh Loot doesn't track dynamically added containers, so I'm pretty sure on the cause and how to fix it. I think such containers should not create FL items.

      Regarding dynamically added actors, they should get converted items as soon as they appear. I recently tested that using a placeatpc command. Maybe it's their items that are not supported by FL. I'd need their IDs to confirm that.
    6. mym
      mym
      • premium
      • 30 kudos
      I cannot reproduce your issue.
      Your error log indicates you're not using the last version of Fresh Loot.
      What's your version?
    7. origsgtpepper
      origsgtpepper
      • member
      • 0 kudos
      I will update to the newest one and I am using 2.1.3 currently.

      Thank you for fixing it so I can access the new containers I put down.

      The people from the morrowind comes alive mod have some of the items your mod doesn't recognize. But, most of their items are normal like netch armor and iron armor(I set the item conversion chance to 100% for testing).

      I can even add new items into their inventory and the new items will be converted after I save and load.



      Everything after this line is just my random thoughts and half baked theories.



      Hm...this might be because MCA will spawn thugs to assault you around whatever city you happen to be in. So maybe the thugs spawning at the edge of the loaded area or in an unloaded area of the town is messing with your mod's detection of them.

      Is there a distance where your mod can't see a npc while they are loaded? Maybe with a very small render distance?

      (This may be completely wrong, I have no way of knowing.......) Maybe the preloaded areas somehow make the mod consider the npc items as converted even though they aren't?
    8. mym
      mym
      • premium
      • 30 kudos
      Thx for your analysis. You may be right regarding actors spawning in adjacent cells.
      I'll try to change my approach in order to handle new actors based on when they become active, instead of when the player enters their cell.
    9. mym
      mym
      • premium
      • 30 kudos
      I reworked the way I handle adjacent cells in v2.3, I think that could fix your issue.
    10. origsgtpepper
      origsgtpepper
      • member
      • 0 kudos
      That seemed to work, I haven't seen anymore people spawn without at least one item converted.
  3. dodgeboy121
    dodgeboy121
    • premium
    • 1 kudos
    idk if this mod is causing my problem or not... but heddveld (the nord woman in balmora) is walking around naked... idk how to fix it... this problem just showed up 
    1. mym
      mym
      • premium
      • 30 kudos
      That's weird, I'll check it
    2. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      im really not sure what mod of mine it is.... to make it easy... i just click her and added a robe via the console screen
    3. mym
      mym
      • premium
      • 30 kudos
      I cannot reproduce, the woman is dressed on my setup.
      It may be because of another mod.
    4. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      i appreciate you checking it out. i killed her and she has all her armor in her inventory... its just strange... 

      eventually i just consoled her a robe on... so that took care of her indecent exposure charge. 
    5. mym
      mym
      • premium
      • 30 kudos
      As she had all her stuff in her inventory, it looks like a mod played with her equipment but failed to equip the armors/clothes in the end.
      Fresh Loot does unequip/equip stuff, but it does it the right way, unless another mod is interfering... hard to tell.
    6. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      i did find another nord wandering around with only pants on... thank god he had pants on... 
      it always seems to be the nords... now i know there are "naked" nords around but the ones im talking about are in towns
      and normally have clothing.
    7. mym
      mym
      • premium
      • 30 kudos
      Is your mod setup from a MOMW list? Did you add other mods?
    8. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      no i hand pick and manual install everything. i can paste in a copy of my content list... 
      btw does this mod conflict with hunterwind?
    9. mym
      mym
      • premium
      • 30 kudos
      Full manual setups have a high chance to create mod conflicts. 
      I don't know hunterwind... I'll have to check it
    10. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      i understand that, this is how ive been doing it for 20 years though.
      im running openmw .49 latest btw 

      is there any definite way to test this fresh loot? like where will i clearly see it doing what it does?
      also does it run code or any workings through animal loot?
    11. mym
      mym
      • premium
      • 30 kudos
      You can start a new game, enable FL logs in the settings page, coc to Balmora, check the logs and search for the Nord woman name, look for error or weird logs. Also check the bug is confirmed.

      With FL and probably other mods that play with equipment, the bug should happen as soon as you get teleported to the Balmora cell.

      What's "animal loot"?
    12. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      what i mean by animal loot or creature loot... like when you kill a creature does your mod do anything even a simple check of their inventory? if it does, that would be where i would need "delta plugin" to work properly with hunterwind... delta plugin merges mods that conflict.  

      how do i enable FL logs? i never used it before
    13. mym
      mym
      • premium
      • 30 kudos
      By reading Hunterwind's description, I don't see any possible compatibility issue.
      FL does support creature loot, for those who have weapons/armors/clothing.
      As FL works mostly with Lua, Delta Plugin cannot do anything regarding compatibility.

      To enable the logs, you have to go to Options -> Scripts -> Fresh Loot, then Global Settings -> "Print Log Messages to the Console" -> Debug
    14. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      well the reason i mentioned compatiblity and delta is a direct quote from the author of hunterborn 

      " If you use any other mods that modify the items dropped by animals, be sure to use Delta Plugin to ensure compatibility."
    15. mym
      mym
      • premium
      • 30 kudos
      Indeed, it's for mods that alter the leveled lists set for those animals.
      FL doesn't alter those lists, instead it uses the items picked from those lists and improve them.
      In any case, animals don't have armors/weapons/clothing, so FL is not concerned.
    16. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      i appreciate you explaining this to me, to help me understand. i think i probably could of worded that question better from the get go. but that last message was the answer i was looking for...
      i think the problem is i have not fully understood how HW works... i was "hunting" and found some carcasses. i apologies for that.
      so both mods seem to be working together. i also truly appreciate you taking so much time with me to delve into this topic with me and helping me understand the question that i struggled to find.
      if only more mod authors were like you, there wouldnt be so many questions going around. 
      I am a huge fan of the mods you have release your work is phenomenal i applaud you Mym.
    17. mym
      mym
      • premium
      • 30 kudos
      Thx so much :) If only more players were as grateful as you are with mod authors :D
      Modding is my new way of playing the game, it's challenging and exciting, but I'm taking a break on new mods and big features for now.
      Next step is actually enjoying my mods in a real playthrough.
    18. dodgeboy121
      dodgeboy121
      • premium
      • 1 kudos
      there always comes a time when you gotta sit back and enjoy the fruits of your labor.
  4. Vogti95
    Vogti95
    • supporter
    • 1 kudos
    I like playing with this mod. I started a new playtrough as a cleric and now I got a shining armor that emits light around me. It has a constant effect of Light 3, Mysticism 3 and Conjuration 3. It adds flavour to the game without the items being too op. I didn't change any settings too. It seems very balanced out of the box.

    I also like that enemies wear those new items sometimes or have some swords that will kick your ass. It makes the game more interesting and refreshing.
    1. mym
      mym
      • premium
      • 30 kudos
      Thx for the kind words.
      I'm glad you find it well balanced, I put a lot of effort in that direction, but I could not find the time for a full playthrough to properly test the balance.
    2. Vogti95
      Vogti95
      • supporter
      • 1 kudos
      I am not that far into the game myself but I am planning to play through the main game and the expansions + extra stuff. I will update you when something feels too strong
    3. mym
      mym
      • premium
      • 30 kudos
      That would be lovely. And please note the context where you found the item: location name, enemy levels, number of enemies...
    4. Vogti95
      Vogti95
      • supporter
      • 1 kudos
      While we are at it. I found this dagger on an enemy in the Cave Nammu which had this dagger. He was pretty hard to beat. And I find it a bit strong. I'm not sure which level this guy was but the Wiki says Level 13. Maybe I'm just not supposed to be there yet. But the Imperial Cult quests are so much fun and I'm powering through them :)

      Spoiler:  
      Show


      Edit: I'm in fact not supposed to be there yet. There is a guy that summons 2 Astronachs and has some crazy spells!
    5. mym
      mym
      • premium
      • 30 kudos
      It's actually not a Fresh Loot item :)
      Check Fresh Loot's item window to confirm that.
    6. Vogti95
      Vogti95
      • supporter
      • 1 kudos
      I was under the impression that it was from fresh loot because of the name. I'm not sure which window you are talking about. Is it this one?
      It’s currently not possible to display property modifiers info in the items tooltip, because of the current limitations of OpenMW 0.49 Lua API.
      However, Fresh Loot provides a window with information on modifiers (hotkey customizable).

      I will check this once I have the time. Sorry for the false report.
  5. Yfrere11
    Yfrere11
    • member
    • 0 kudos
    Hi! Found a few items, but it looks like something is wrong with the display of the name (I have character encoding win1251, I use Russian). Strange, although the rest of the items are displayed correctly (although in a non-native language)
    Here's a screenshot:
    Spoiler:  
    Show


    1. mym
      mym
      • premium
      • 30 kudos
      Do you mean that all Fresh Loot items have a broken name?
    2. Yfrere11
      Yfrere11
      • member
      • 0 kudos
      I think so. Or it is just me, i can't figure it out.
      I found a few items, and they were all like this.
    3. mym
      mym
      • premium
      • 30 kudos
      I think I have the same issue with NCGDMW and Russian, but I don't know how to handle it. I cannot test as I only have the English version.
  6. PowerPlayPony
    PowerPlayPony
    • member
    • 0 kudos
    I had to move all of my Steam games to my 4TB extended stoargae so I could, you know, HAVE ROOM, and after getting everything fixed up and re-loaded back in, I get this:

    Failed to load Save Game: Enchantment "FreshLoot_fortifymaximummagicka-constant_5_fortify-restoration-mysticism-constant_5" not found
    1. mym
      mym
      • premium
      • 30 kudos
      Looks like fresh-loot.omwaddon is not loaded or with a wrong version.
    2. PowerPlayPony
      PowerPlayPony
      • member
      • 0 kudos
      It was literally your latest version, upgrading from 1.2.5.

      Between 1.2.5 and this one you threw that enchantment out, and it makes future versions past whichever you threw that enchant out unusable.

      Edit because I didn't admit this: I did test loading the two versions. 2.1.4 gives me the missing enchantment load-save fail message. Reverting back to 1.2.5 loads the save perfectly.
    3. mym
      mym
      • premium
      • 30 kudos
      Upgrades from 1.x to 2.x are not possible sorry, as stated in the changelog, the doc and in an in-game notification.
  7. yuekelong
    yuekelong
    • member
    • 2 kudos
    I tried translating the local dialect, but it didn't work at all. The YAML translations of other MODs are completely fine.
    1. mym
      mym
      • premium
      • 30 kudos
      I'm surprised it doesn't work.
      As the English texts use the YAML localization system, then any language should work.
      How did you proceed?
  8. aehurzy
    aehurzy
    • supporter
    • 0 kudos
    I love the diversity of enchantments you can find. Seems very well balanced without having to tweak any of the settings. I saw in the description that quickloot is explicitly compatible, but through testing i found it is not compatible with the openMW version of quickloot (https://www.nexusmods.com/morrowind/mods/54950). Ended up removing that mod in preference of this. 
    1. mym
      mym
      • premium
      • 30 kudos
      Thx for the kind words :)

      I worked with the author of "(OpenMW 0.49) QuickLoot" to make the two mods compatible. Either something broke since our fix, or we missed a case. What did you experience?
    2. aehurzy
      aehurzy
      • supporter
      • 0 kudos
      After installing QuickLoot with the pickpocket overhaul (not sure if that's relevant), I no longer would find any modified loot from this mod in containers. Npcs would still have their loot modified. Running version 2.1.4 of Fresh Loot, and 1.19 of QuickLoot. Tested it repeatedly on the Sixth Family Manor in Narsis from Tamriel Rebuilt by quicksaving before entering (there are 2 containers upstairs behind a locked door that usually contain multiple pieces of clothing modified by this mod at random). Could not get any modified loot to generate with QuickLoot installed. After uninstalling QuickLoot, I had on average 3 pieces of modified gear in each container.  
    3. mym
      mym
      • premium
      • 30 kudos
      Did you check the log viewer for Fresh Loot errors? (F10)
    4. aehurzy
      aehurzy
      • supporter
      • 0 kudos
      Just did further testing on a fresh save with only this mod installed, followed by this mod and QuickLoot installed (as well as reversing the load order). Had no errors in the logs but the containers were showing as 'resolved' when I'm guessing they shouldn't be. These were some of the logs from my testing:

      Spoiler:  
      Show

      With Fresh Loot Only:

      [16:56:10.178 I] Global[scripts/fresh-loot/global.lua]:Debug: "mavon drenim" owns container "mavon_drenim_closet" with value 13984
      [16:56:25.394 I] Global[scripts/fresh-loot/global.lua]:Debug: Inventory[object0x107429a (Container, "mavon_drenim_closet")] is not resolved, found 1 unlevelled items
      [16:56:25.395 I] Global[scripts/fresh-loot/global.lua]:Information: "mavon_drenim_closet"'s (owner "mavon drenim") inventory wealth is 18624
      [16:56:25.395 I] Global[scripts/fresh-loot/global.lua]:Information: Inventory[object0x107429a (Container, "mavon_drenim_closet")] is resolved, found 4 levelled items and 4 total valid items
      [16:56:25.395 I] Global[scripts/fresh-loot/global.lua]:Information: Loot "mavon_drenim_closet" difficulty level is 15.40 (crowd level 0.00) because of { overridden by owner "mavon drenim" (lvl 23), actor "mavon drenim" (lvl 23->23.00*0.56=12.94) (passive:true seeLoot:true still:false movesAround:false dist:318 (0.11)), actor "salora salobar" (lvl 9->16.00*0.56=8.91) (passive:true seeLoot:true still:false movesAround:false dist:959 (0.32)), actor "ferarilie riscel" (lvl 9->16.00*0.27=4.38) (passive:true seeLoot:false still:false movesAround:true dist:2339 (0.78)), actor "dals sadri" (lvl 9->16.00*0.56=9.00) (passive:true seeLoot:true still:false movesAround:false dist:197 (0.07)), actor "silius fulcinius" (lvl 9->16.00*0.26=4.08) (passive:true seeLoot:false still:false movesAround:true dist:2484 (0.83)), actor "tolmera relenim" (lvl 9->16.00*0.22=3.59) (passive:true seeLoot:false still:false movesAround:true dist:2716 (0.91)) }
      [16:56:25.395 I] Global[scripts/fresh-loot/global.lua]:Debug: First mod chance for loot "mavon_drenim_closet" is base 0.05 + crowd 0.00 + loot lvl 0.05 + lock 0.00 + trap 0.00 + water depth 0.00 = 0.10
      [16:56:25.396 I] Global[scripts/fresh-loot/global.lua]:Debug: From item "extravagant_robe_01", count 1, in loot "mavon_drenim_closet" level 15.40, generated item Generated:0x56, with key "fortify-sneak-security-constant_3", enchant "freshloot_fortify-sneak-security-constant_3", for difficulty level 15.40
      [16:56:25.396 I] Global[scripts/fresh-loot/global.lua]:Information: Converted 1 items in loot "mavon_drenim_closet"
      [16:56:25.396 I] Global[scripts/fresh-loot/global.lua]:Information: "mavon_drenim_closet"'s (owner "mavon drenim") spent 300 to convert items


      With Fresh Loot loading first and QuickLoot second:

      [16:28:32.315 I] Global[scripts/fresh-loot/global.lua]:Debug: "mavon drenim" owns container "mavon_drenim_closet" with value 13992
      [16:29:18.477 I] Global[scripts/fresh-loot/global.lua]:Debug: Inventory[object0x107429a (Container, "mavon_drenim_closet")] is resolved, found 3 unlevelled items
      [16:29:18.477 I] Global[scripts/fresh-loot/global.lua]:Information: Inventory[object0x107429a (Container, "mavon_drenim_closet")] is resolved, found 0 levelled items and 0 total valid items


      With QuickLoot loading first and Fresh Loot second:

      [16:34:37.266 I] Global[scripts/fresh-loot/global.lua]:Debug: "mavon drenim" owns container "mavon_drenim_closet" with value 13989
      [16:35:26.517 I] Global[scripts/fresh-loot/global.lua]:Debug: Inventory[object0x107429a (Container, "mavon_drenim_closet")] is resolved, found 4 unlevelled items
      [16:35:26.517 I] Global[scripts/fresh-loot/global.lua]:Information: Inventory[object0x107429a (Container, "mavon_drenim_closet")] is resolved, found 0 levelled items and 0 total valid items


      Thanks for taking the time to help me troubleshoot this
    5. mym
      mym
      • premium
      • 30 kudos
      I did multiple tests with FL and QL but it works fine with me.
      What are the items considered as not valid in the container?
      Could you ensure your settings are at the default values? (Click on the reset button of each section)
    6. aehurzy
      aehurzy
      • supporter
      • 0 kudos
      You are awesome! I finally got it working. Resetting the settings fixed it. I had "Enable Unlevelled Items Conversion" set to "no". Not surprising it was user error all along.

      Thanks again for the help and making this great mod

      If you take donations let me know :)
    7. mym
      mym
      • premium
      • 30 kudos
      I'm glad we worked it out. Enjoy your playthrough :)
  9. KarlNord
    KarlNord
    • supporter
    • 0 kudos
    You're a god. 
  10. Jawsters
    Jawsters
    • member
    • 1 kudos
    Shouldn't be compatible with diablo 2 items right?
    1. mym
      mym
      • premium
      • 30 kudos
      Fully compatible.
      I don't recommend the Diablo 2 items mod though as it offers many OP items.
    2. Jawsters
      Jawsters
      • member
      • 1 kudos
      True 
    3. Yfrere11
      Yfrere11
      • member
      • 0 kudos
      Is it possible to safely remove the Diablo 2 items mod from the game? I've gone through quite a bit with it, and now these items are either at vendors or just somewhere on the map.
    4. mym
      mym
      • premium
      • 30 kudos
      I think it's ok. The items will just disappear.
    5. Yfrere11
      Yfrere11
      • member
      • 0 kudos
      Thank you! That's how it turned out