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misterMcCoonie

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misterMcCoonie

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About this mod

Allows you to grind bones to bonemeal if you are carrying a mortar and pestle. Allows you to grind all of your bones at once. Optionally supports Shivering Isles bones.

Permissions and credits
*NOTE: This mod is in the Final stage, meaning it will no longer receive regular updates. If you find any bugs, report them to me, and I may (depending on the circumstances) release an updated version to fix the bugs. The goal, after all, is to have something you're happy with.

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Grind Bones
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by misterMcCoonie
Created: January 2009
Latest: April 2010
LatestVersion: v2.1

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Requirements:
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TES4: Oblivion
Official Oblivion Patch v1.2.416
Oblivion Script Extender (OBSE) v0018 or greater
[OPT] Official TES4: Oblivion: Shivering Isles expansion

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Description:
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This mod allows you to grind bones that you pick up in caves etc. into bonemeal as long as you have a mortar and pestle (any type) in your inventory. This type of mod has been done before, but there wasn't an implementation that suited me. Hopefully this mod will suit other players as well. This particular mod is based on BoneGrind v1.2.1 by NVShacker, so full credit goes to him/her for the concept behind this mod; I've just made my own rewrite of it, which makes a few basic changes and adds a few new features. As compared to BoneGrind, this mod:

-does not ask on every bone whether you would like to grind it or not (asks on three)
-does not produce a message box that you must click on after each bone is ground
-grinds all bones in your inventory at once (if you so choose)
-includes the option to give bones prices based on how much bonemeal they produce
-includes an optional reworked alchemy and luck based calculation to determine how much bonemeal you receive
-allows you to optionally increase your alchemy skill by grinding bones
-includes the option to give real-world names to the bones
-gives a certain amount of bonemeal based on the type of bone:
Clavicle - 1 meal (small but dense)
Thin Bone - 1 meal (fairly small)
Big Bone - 2 meal (much larger)
Skull - 1 meal (hollow, thin plates)
Ribcage- 2 meal (very large, but lots of airspace)
Pelvis - 3 meal (Very dense)
If you have Shivering Isles installed, you'll also be able to grind two other bones:
Fractured Humerus - 1 meal (fairly small)
Shambles Skull - 2 meal (large, but lots of airspace)


The options are configurable using the included .ini file, as described below in the 'Usage' section. If this file is missing from your '\Oblivion\Data\' directory, or if left untouched, all options will default to off. Thus, if you want any of the options enabled, you need to alter the .ini file as described below. For the level based calculations, the game's global settings regarding skill levels are used. So, if you are using a mod that, for example, changes the minimum apprentice level to 50 from the default 25, you will be subject to novice level rewards until your alchemy skill reaches 50 (i.e. I haven't hard-coded the levels to 25, 50, 75, and 100, respectively). The same goes for the screen which asks if you'd like to grind all of your bones. This uses the 'iInventoryAskQuantityAt' game setting, as opposed to always asking at 3 bones.

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USAGE:
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Grinding bones:
Click on one (equip it) in your inventory. If you have 'iInventoryAskQuantityAt' (default: 3) or more (in total), you will be asked if you would like to grind all 'x' of your bones, where 'x' is the total number of bones (of all types) in your inventory. If you have the alchemy calculation option disabled, you will also be told how much bonemeal that equals. The second option grinds just the bone clicked. If you have less than 'iInventoryAskQuantityAt' bones in your inventory to begin with, clicking one will grind it, no questions asked. If you aren't carrying a mortar and pestle, you will get a message box upon clicking a bone stating that you must have said apparatus in your inventory to grind bones.

Configuring options:
Make sure the included .ini file is in your '\Oblivion\Data\' directory, then open it with notepad to alter the following settings:
1) pricebones - this option, if set to 1, gives bones prices equal to the amount of bonemeal they produce. If set to 0, vanilla prices are used.
2) skillbased - if set to 1, this option creates a system where by your alchemy and luck skills are taken into account to determine your 'chance' of receiving more or less bonemeal (let's call receiving more 'succeeding,' and receiving less 'failing'), based on your level. The calculation uses the greater of either your alchemy skill or luck attribute to determine your chance. So, if your alchemy level is 5 and your luck attribute is 50, your effective chance of success is 50%. Similarly, if your alchemy skill is 80, and your luck attribute is 50, your effective chance of succeeding is 80%. Thus, either attribute at level 100 will give you a 100% chance of succeeding. Let me reiterate: this does NOT mean succeeding or failing to grind a bone, this means succeeding or failing to win a toss, resulting in you receiving more bonemeal, or less bonemeal. At master level (100+), 'succeeding' will result in you receiving more bonemeal than the maximum stated in the list above, while 'failing' will always give you the full value in bonemeal for each bone. Since your alchemy level isn't taken into account after level 100, you can increase your chances of receiving more bonemeal after level 100 by leveling up your luck attribute. The rewards for each alchemy level are as follows, listed for grinding multiple bones at once (multi), or just one at a time (single):
Novice - Multi: Failure = no bonemeal for any bone; Success = 1 bonemeal for every bone worth more than 1 bonemeal, no bonemeal for bones worth 1.
Novice - Single: Failure = no bonemeal; Success = 1 bonemeal if the bone is worth more than 1 meal, no bonemeal if the bone is worth 1.
Apprentice - Multi: Failure = same as multi novice success; Success = 1 bonemeal for every bone in your inventory, regardless of value.
Apprentice - Single: Failure = same as single novice success; Success = 1 bonemeal for the bone, regardless of value.
Journeyman - Multi: Failure = same as multi apprentice success; Success = 1 meal for bones worth 1, 2 meal for bones worth more than 1.
Journeyman - Single: Failure = same as single apprentice success; Success = 1 meal if the bone is worth 1, and 2 if it is worth more than 1.
Expert - Multi: Failure = same as multi journeyman success; Success = full value for each bone.
Expert - Single: Failure = same as single journeyman success; Success = full value for the bone.
Master - Multi: Failure = same as multi expert success; Success = full value for each bone plus an extra 25% overall.
Master - Single: Failure = same as single expert success; Success = full value for the bone, plus an extra bonemeal.
If you set this setting to 0, you will always receive full value for every bone, regardless of whether you grind them all or individually.
3) advanceskill - by setting this to 1, the mod will increase your alchemy skill by a small amount for each bone you grind, whether you succeed or fail. This is in line with eating ingredients to level your alchemy skill, so whether you eat ingredients or grind bones, you'll add a small amount of experience to your alchemy skill. If set to 0, no skill advances will take place as a result of grinding.
4) namebones - set to 1 to give real-world names to the different bone types. Set to 0 to use the vanilla names 'bone' and 'bones.' A note about the clavicle: in the CS, the bone referred to as a clavicle is actually a scapula, so its real world name is "Shoulder Blade", not "Collar Bone", since the model is that of a scapula.

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Installation:
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STANDARD:
1. Unzip the mod to your \Oblivion\Data\ directory
2. When launching the game, select 'Data Files' from the menu and double click this mod to put an x beside it

OBLIVION MOD MANAGER METHOD: (Recommended)
1. Download the archive to a memorable location
2. Open OBMM, and click the 'Create' button at the bottom of the window
3. Click 'Add Archive' in the middle of this window
4. Navigate to, and select the archive you just downloaded, then click 'Open'
5. When prompted to 'Import omod conversion data,' click 'Yes'
6. Click 'Create omod' at the bottom of this window
7. Double click the mod name in the frame on the right, and the installation script will run
8. The green box will turn blue to let you know the mod has been activated
9. You can now delete the archive you downloaded, if you wish

UPGRADE FROM v1.x:
1. Unload previous version
2. Install this version using one of the above methods

UPGRADE FROM v2.x:
1. Set all .ini options to zero (off)
2. Load your latest save
3. Save again to clear any persistent settings
4. Unload the previous version
5. Install this version using one of the above methods

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Uninstallation:
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STANDARD:
1. Set all .ini option to zero (off)
2. Load your latest save
3. Save again to clear any persistent settings
4. Uncheck this mod in the 'Data Files' window, and delete the .esp & .ini files

OBLIVION MOD MANAGER METHOD:
1. Set all .ini option to zero (off)
2. Load your latest save
3. Save again to clear any persistent settings
4. Double click the mod name in the right frame of OBMM
5. When prompted to 'Deactivate this mod' click 'Yes'
6. The blue box will turn green to let you know the mod has been deactivated
7. Right click the mod name, and select 'Delete' to get rid of the .omod file

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Compatibility:
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KNOWN CONFLICTS:
-Any clutter pricing mod that touches bones at the CS level

CONFLICT CONDITIONS:
This mod will conflict with any mod that alters the 6 base Oblivion bones in any way (clutter price mods come to mind). So, you must load this mod after any mod that touches bones to make sure that the changes are overridden by this mod. Otherwise, you will not be able to grind bones. Also, if you want to grind the Shivering Isles bones, this mod must load after the Shivering Isles .esp.

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Known Bugs:
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Solved by v1.2 - Grinding a single bone may cause a crash for some users.
Solved by v1.4 - The OBSE check doesn't actually work if OBSE isn't installed.
Solved by v2.1 - Using the 'advanceskill' option will cause you to lose any previous alchemy experience when it advances your level.
Solved by v2.1 - The multiple bones prompt always activates at 3 bones, regardless of the value of your 'iInventoryAskQuantityAt' game setting.

*NOTE: 'Equipping' an item that cannot be equipped, such as bones, will produce a message on screen saying 'You cannot equip this item.' There is no way to stop the message from being displayed, so you'll have to live with it. (You can change that message to a blank string in the CS, but it will still 'display' for the length of time it did before).

Please send bugs/problems/issues to me, and I'll do what I can.

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Version History:
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1.0- Initial release of the base mod, plus the alternate priced bones version.
1.1- Fixed potential bug in which single bone might not be removed from inventory
- The amount of bonemeal produced now depends on the type of bone (but not its scale)
- The prices of the bones in the priced version now reflect the amount of bonemeal each bone produces
- All of my mods from this point forward should be distributed in an OMOD-Ready Archive
1.2- Fixed bug where grinding single bone would cause a crash for some users
- Updated readme template to omit 'Technical Description' (which doesn't serve a practical purpose)
- Updated readme template to include 'Future Plans' section
1.3- Added versions for use with Shivering Isles, to allow grinding of the Fractured Humerus and the Shambles Skull
- "... removed" and "... bonemeal(s) added" messages will no longer be displayed
- Updated scripts and ESP descriptions to conform to my current conventions
1.4- Updated OBSE checks to function even if OBSE is not installed, and multiple times if necessary
- Added a Shivering Isles check to the OBSE check for the '_SI' versions
2.0- Integrated all optional .esp's into one, configurable using an .ini file
- Added a level based calculation taking alchemy and luck attributes into account, as requested by theadept
- Added the ability to increase a player's alchemy skill by grinding bones
2.1PF - Fixed bug where player would lose alchemy skill experience when increasing that attribute by using obse v0018 functions
- Fixed bug where multiple bone prompt would always activate at 3 bones or more, now refers to the 'iInventoryAskQuantityAt' game setting
- Added the option of giving the bones real world names
- The pricing function now runs only when needed, as opposed to every game load
2.1F - No changes

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Future Plans:
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- I'd like to avoid altering the bones at the CS level, so if OBSE ever gets its SetScript function to a releasable quality, I'll be updating again. Since I don't think this will happen in a reasonable amount of time, this mod will enter the pre-final and final stages, and will receive this update if this functionality is released.

Final; Critical bug fixes only, if warranted.

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Credits / Legal / Use:
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NVShacker (for the original mod, which I have used on countless characters)
TESCS Wiki (a tome of knowledge I'll be using for all mods I'm planning)
From NVShacker's Readme:
Tegid for his timer script
Ibis, puppetmast3r and Retro42 for helping to debug the script (much appreciated guys)

Additions:
theadept (for requesting a level based calculation)

You may use all parts of this mod freely in any of your own mods, as long as you distribute your mod for free, since this is free. Also, you might let me know when it's done (I might want to try it out :) ). A little citation would be nice, but not required.

DISCLAIMER: I am not responsible for any damages caused to person or property as a result of this mod. I test all of my mods before releasing, and rest assured I do not create mods with malicious intent.

/misterMcCoonie
/Grind Bones