Oblivion

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Created by

DZ

Uploaded by

devonz

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About this mod

COMPLETELY independent NON-CONFLICTING (no changes to ANY object in Oblivion). Harvests all allowed (won\'t steal) flora and ingredients around the player including inside containers. Requires OBSE >= 0014a. This is a convenience cheat.

Permissions and credits
VOTE VOTE VOTE PLEASE and comment too, silly as it sounds, votes and comments help motivate many modders, or me at least :) Its just nice to know what people are thinking about a mod. Suggestions for improvements or other mod ideas are welcome too! Keep in mind I'm not a graphics person, I'm more of a gameplay/effect/script person :)

Version: 1.1
Date: 07/06/2008
Category: Gameplay Effects and Changes
Requirements: Oblivion Script Extender (OBSE)
Recommended: Oblivion Mod Manager
Author(s): DZ
Source: http://www.tesnexus.com/downloads/file.php?id=17984

Description
===========
Automatically harvests all flora, food, and ingredients around the player, including those inside containers, though it will not steal. Requires OBSE version >= 0014a. This mod makes NO changes to the Oblivion world other than its own ring and quests so there is NO chance of ANY type of conflict.

Why this mod when there are others? This is the only mod which does NOT attach scripts or make changes to the Oblivion world to function. This avoids all possible conflicts or issues with other mods. PLUS, this allows my mod to harvest/gather any NEW content added via mods or expansions. I haven’t found any 100% effective harvest mods besides this one either. When the plant density is high, they tend to miss some.

Location
========
This new version no longer has a ring and automatically adds the configuration and harvest spells to the player upon starting a new game or running the console command “startquest dzautoharvestquest” for an existing saved game/upgrade

Details
=======
This mod does not alter ANYTHING inside Oblivion. Deactivating this mod will cause no problems either. I repeat, no scripts are attached to any other objects, and nothing at all is changed in Oblivion. This mod will harvest ANY object with the type flora or ingredient which would not be considered stolen if taken. This mod now DOES look inside containers.

To minimize CPU usage, this mod only auto scans for flora and ingredients when the player enters a new cell. The check for a new cell currently occurs twice per second, but this is a very minimally processor intensive test so this causes no issues at all. It uses functions from OBSE to find all references to flora and ingredients and therefore currently uses the 1 cell radius option by default, though this can be changed to only the current cell, meaning the player cell, plus the 8 adjacent cells are searched. I do not know what will happen with flora/plants which are aggressive. Activate is called on them, and any OnActivate scripts are allowed to run as usual.

Version 1.1 Changes:
The ring has been removed from the mod. Now there are 4 new spells added to the player upon startup.

The first is for configuring the mod via a menu containing options for turning on/off auto harvesting, setting the range (current cell only or 1 additional cell radius around the player), toggling on/off harvesting inside containers (on by default), removing the harvest spells, and totally uninstalling all spells.

The other 3 spells allow for a 1 time harvest at different ranges. The spells differ in name only slightly. The “near” version only harvests the current cell, near the player. The “moderate” version is the same except it harvests 1 extra cell radius the same as the default auto harvest. And the “far” version searches an additional 1 cell radius, 2 total, which can result in MANY MANY ingredients being harvested. This last will take a bit of time to complete.

If nothing else, take a look at how I did some things for use in your own mods :) Player start quests, spells which trigger quests for menus so button clicks can be processed more easily, centralizing code into one script/quest combination using globals to configure what that code does when triggered/started from other quests or spells (to avoid code duplication), and other things like this :)


Install
=======
This archive is distributed in what LHammonds calls OMOD-Ready format.
It allows you to manually extract and install like most other mods but it also allows you to use Oblivion Mod Manager and import this archive with all the settings pre-configured for an OMOD file.

Pick which method you are going to use for installation:

Manual Installation
- = or = -
OBMM Installation

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to the Oblivion Data folder. You can ignore or delete the "omod conversion data" folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

OBMM Install
------------
Create the OMOD (Do this section only once)
1. Copy archive to (install folder)\Oblivion\obmm\omod\
2. Start Oblivion Mod Manager.
3. Click the Create button.
4. Click the Add Archive button, find and select the archive, then click Yes.
5. Click the Create omod button, then click OK when it finishes.

Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen.
(icon should turn blue)

Uninstall
=========
Pick which method you are going to use for uninstall based on how you installed it:

Manual Uninstall
- = or = -
OBMM Uninstall

Manual Uninstall
----------------
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

Example #1 (unique folders to your mod - RECOMMENDED):
Oblivion\Data\Meshes\Armor\MyMod\
Oblivion\Data\Meshes\Weapons\MyMod\
Oblivion\Data\Textures\Armor\MyMod\
Oblivion\Data\Textures\Weapons\MyMod\
Oblivion\Data\Textures\Menus\Icons\MyMod\
Oblivion\Data\MyMod.esp
Oblivion\Data\MyMod Readme.txt

Example #2 (specify files which are in common folders):
Oblivion\Data\Meshes\Armor\MyMod_Helmet.nif
Oblivion\Data\Meshes\Weapons\MyMod_Sword.nif
Oblivion\Data\Textures\Armor\MyMod_Helmet.dds
Oblivion\Data\Textures\Armor\MyMod_Helmet_n.dds
Oblivion\Data\Textures\Weapons\MyMod_Sword.dds
Oblivion\Data\Textures\Weapons\MyMod_Sword_n.dds
Oblivion\Data\Textures\Menus\Icons\MyMod_icon.dds
Oblivion\Data\MyMod.esp
Oblivion\Data\MyMod Readme.txt

OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen,
click Yes. (icon should turn green)

Upgrade
=======
To add the new spells type the console command “startquest dzautoharvestquest”.

Incompatibility
===============
That is the beauty of this mod, its compatible with EVERYTHING :) I suppose if you have another auto harvest mod, they will fight over which one harvests first, but this should not cause any problems. Any mods or add-on content which add new flora or ingredients will also be harvested.

Known Issues or Bugs
====================
There is DEFINITELY a problem in Anvil after the rats quest/contract for the fighters guild. If you auto-harvest AFTER witnessing (spoiler) Quill Weave the game crashes to the desktop. The simple solution to this is to turn off auto-harvesting while in Anvil and don’t cast the harvest spells either.

If you are inside a player owned home, with auto harvest activated and harvesting inside containers turned on, then any ingredients you put in containers in your house will be auto harvested back into your inventory the next time you enter your house. I MIGHT add a check for vanila house cells some day to avoid this, but probably not.

As I said before, there MAY also be an issue with aggressive plants when activated/harvested.

History
=======

1.1, 2008/07/06 – Now harvests inside containers!!! Added config spell instead of ring, removed the ring, added harvest spells, cleaned up the scripts and added more configuration options.
1.0, 2008/06/24 - Initial release, does not harvest inside containers.

Contact
=======
Sorry, but I MIGHT check for messages here in the comments section, but otherwise there's no way to contact me.

Credits
=======
I LOVE TES4View/Edit!!! It’s a very nice easy way to look inside mods by other to get ideas for how to do things in quests, scripts, and spells. I learned a lot of good tricks/ideas this way. I highly recommend it!


Tools Used
==========
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES4View -
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but do not complain to me if it does not work or your PC blows up.