With 1.2 I hopefully finallyfinally finally fixed the dumb cell reset for good. At some point - most likely after some testing that still worked - I managed to forget some && somewhere and the whole script crashed.
I'll die happy if I never see another SetCellResetHours again in my life.
I also fixed the missing textures for 2 potion bottles in the potion bottle box, which I wrongly assumed to be just a CS display error. It was not. And a missing texture for the white rug, for which I don't even know if it broke in 1.1 or while I was working on 1.2.
As an added bonus, the fire now burns down after a few hours, leaving some cozy embers.
Charming mod, thanks. I don't know whether it's intentional, but some scripted activators in the tent (e.g., herbs, lights rope, light dimmer, logs, embers, terrarium, change decor) don't have names and can't be used. They seem to work properly when given a name in xedit, though. Or am I missing something and there is an alternative way to use them?
Excellent mod, thank you very much! Enjoying it with great pleasure so far.
Unfortunately I've experienced an annoying bug: when I pick up the tent (take it down) it adds the second copy of the Tent Materials into my Inventory. So eventually I can get so many copies of Tent Materials as how many times I've used it. And sell the redundant copies for profit.
EDIT: Further investigation has proved that it occurs only if I try to raise the tent in Sneaking Mode (strangely enough - I should pick up the Tent Materials in Sneaking Mode instead of raising the tent). If I raise it while I'm standing upright (i.e. not Sneaking) it doesn't add another copy of the Tent Materials into my Inventory when I take it down later. As it normally should be.
I think that it occurs because there is no check for the Sneaking Mode in the GameMode block of lTTTentMaterialsScript. So when I activate the Tent Materials in Sneaking Mode it adds the Tent Materials into my Inventory (i.e. I pick it up normally) AND raises the tent. When I take the tent down later it adds another copy of the Tent Materials into my Inventory according to lTTTentExtScript.
Came back to thank you for this mod. I just used the cooking feature for the first time. What a cool feature and really good for roleplay purposes. Endorsed!
After looking into this, he's support to be zapped out of existence when the player leaves the cell he's in, so leaving and reentering the tent should work, even in the current version.
I don't comment on mods that often, but I must say — I love it! Best tiny player home I've ever seen, the atmosphere is warm and cosy, there are so many functions and a ton of cosmetic options, I was really surprised! The lights, the corner options and the cooking functionality stole my heart. Thank you so much for this, gladly endorsed!
72 comments
finallyfinally fixed the dumb cell reset for good.At some point - most likely after some testing that still worked - I managed to forget some && somewhere and the whole script crashed.
I'll die happy if I never see another SetCellResetHours again in my life.
I also fixed the missing textures for 2 potion bottles in the potion bottle box, which I wrongly assumed to be just a CS display error. It was not.
And a missing texture for the white rug, for which I don't even know if it broke in 1.1 or while I was working on 1.2.
As an added bonus, the fire now burns down after a few hours, leaving some cozy embers.
I don't know whether it's intentional, but some scripted activators in the tent (e.g., herbs, lights rope, light dimmer, logs, embers, terrarium, change decor) don't have names and can't be used. They seem to work properly when given a name in xedit, though.
Or am I missing something and there is an alternative way to use them?
Unfortunately I've experienced an annoying bug: when I pick up the tent (take it down) it adds the second copy of the Tent Materials into my Inventory. So eventually I can get so many copies of Tent Materials as how many times I've used it. And sell the redundant copies for profit.
EDIT: Further investigation has proved that it occurs only if I try to raise the tent in Sneaking Mode (strangely enough - I should pick up the Tent Materials in Sneaking Mode instead of raising the tent). If I raise it while I'm standing upright (i.e. not Sneaking) it doesn't add another copy of the Tent Materials into my Inventory when I take it down later. As it normally should be.
I think that it occurs because there is no check for the Sneaking Mode in the GameMode block of lTTTentMaterialsScript. So when I activate the Tent Materials in Sneaking Mode it adds the Tent Materials into my Inventory (i.e. I pick it up normally) AND raises the tent. When I take the tent down later it adds another copy of the Tent Materials into my Inventory according to lTTTentExtScript.
Endorsed!
Just keep him around forever as husband and call it a feature.
On a more serious note, the update I am currently testing adds real doors, this might fix it, I'll test it for that especially, thanks for reporting.
Sad side effect, no permanent murder husband :(
<3!