As everyone is undoubtedly aware, the official Oblivion Remastered is now a thing. This mod is not compatible and can't be used in remaster, and direct porting is not possible. Apart from modding tools not (yet?) being available, parts of the game (particularly, the UI) had been changed - so, even hypothetically, if a mod with similar features were to exist in remaster, it would need to be re-created from scratch.
At the same time, I feel like continuing to develop mods for classic Oblivion - the game which was basically made obsolete now - is not really productive. This mod will receive at least one more proper update - to fix the remaining bugs, and to add any features I already started working on - but from that point onward, it will only be updated if significant bugs are discovered.
Couple more questions. Where can I find the oven, and where are the cooking stations in the Mages Guilds? I found a cooking pot on the floor in the basement of the Fighters Guild, but for the life of me, I can't find one in the Mages Guild. And what level Armorer Skill is needed to craft at the Anvil? My Anvil shows no recipes. Thank you.
Ovens aren't actually placed anywhere with just base mod. Cooking pots replace vanilla static cooking pots - so they are kinda all over the place, both in houses and in the wilderness, but there's no specific system or guarantee they'll be in guilds. I admit that this placement of crafting stations is not ideal
Many of the regular barrels (non food) now have ore in them as well as wolves and zombies. I just thought these were very peculiar places for ores to be showing up. I think it was iron ore that was in the wolves and zombies. The barrels had an assortment. I'm following the Reign of the Septims modding guide if that helps to sort this in any way. Thank you.
Low level ores are supposed to be common, they're added to leveled lists and can show up in random containers. As for wolves and such, like I answered in another comment, it's Bethesda that gave them weird leveled lists as loot.
Ironically, I had the opposite problem, with ingots rarely appearing :) I'm using a lot of mods that change the lists though, so not really surprising.
Something just occured to me: It might not be very hard to implement the possibility to associate a scripted function with a recipe, that gets called whenever the corresponding item gets crafted.
This could be used for a variety of things, such as returning extra items (simulating "many to many" recipes), playing sound effects, triggering explosions, sending messages or even triggering quest stages.
I would immediately use it to return empty containers in some recipes.
Actually, the sound effect might even be worth making its own variable, such that e.g. a "hammer and saw" effect could be played for carpentry.
More musings (not a feature request, just a random idea that popped up in my head):
Recipes, the availability of which depends on quests having reached a certain stage.
Example of a use case:
I'm currently implementing a system for crafting paintings (using an easel as a crafting station). Browsing through the modder resources on this site, I found many examples of paintings to use, but a lot of them depict certain locations or events in the game, that the player character doesn't necessarily "know about" from the beginning of the game. So different painting options could become available as the player progresses through different quests.
I'm not sure I understand your question. Northern UI is supported, but not required. And if you play with controller, you kinda have to use Northern UI anyway.
There are very little changes from 1.03 to 1.04, just some small bugfixes. I don't imagine how it could cause any issues. When you say "on load", what do you mean exactly? And do you use any other mods that are dependent on this one?
I can confirm what he is saying. for me, it crashes the game when the game attempts to load to the main menu. i have narrowed it down to this mod by simple process of elimination. if anything else can help figure out what the problem is, let me know and i'll be happy to provide if i am able.
So, if I understand you correctly, you have just Oblivion.esm and OCRAFT.esp activated and the game crashes before main menu? And if you deactivate OCRAFT.esp, leaving everything else the same, it does not crash?
I have multiple other mods in my load order, but the crashing only occurs when i add ocraft to the active mod list. deactivating ocraft eleminates the problem. MO2 shows no colflicts between ocraft and the rest of my load order, unless something is happening behind the scenes that MO2 is not detecting. i can send a full plugin list if that would help. would really love to have this in my load order for my upcoming playthrough.
141 comments
As everyone is undoubtedly aware, the official Oblivion Remastered is now a thing.
This mod is not compatible and can't be used in remaster, and direct porting is not possible. Apart from modding tools not (yet?) being available, parts of the game (particularly, the UI) had been changed - so, even hypothetically, if a mod with similar features were to exist in remaster, it would need to be re-created from scratch.
At the same time, I feel like continuing to develop mods for classic Oblivion - the game which was basically made obsolete now - is not really productive.
This mod will receive at least one more proper update - to fix the remaining bugs, and to add any features I already started working on - but from that point onward, it will only be updated if significant bugs are discovered.
Cooking pots replace vanilla static cooking pots - so they are kinda all over the place, both in houses and in the wilderness, but there's no specific system or guarantee they'll be in guilds.
I admit that this placement of crafting stations is not ideal
As for wolves and such, like I answered in another comment, it's Bethesda that gave them weird leveled lists as loot.
I intend to keep developing for Classic Oblivion for now. The Remaster has a long way to go to catch up with a 20 year old mod library.
Something just occured to me: It might not be very hard to implement the possibility to associate a scripted function with a recipe, that gets called whenever the corresponding item gets crafted.
This could be used for a variety of things, such as returning extra items (simulating "many to many" recipes), playing sound effects, triggering explosions, sending messages or even triggering quest stages.
I would immediately use it to return empty containers in some recipes.
Actually, the sound effect might even be worth making its own variable, such that e.g. a "hammer and saw" effect could be played for carpentry.
Just something to think about.
Adding a custom function call per recipe is a niche request, although an interesting one. If I decide to update the mod again, I'll look at it.
I'm glad you like the idea.
I'm working hard on the next release of Stations. Will probably be ready in a few weeks.
Recipes, the availability of which depends on quests having reached a certain stage.
Example of a use case:
I'm currently implementing a system for crafting paintings (using an easel as a crafting station). Browsing through the modder resources on this site, I found many examples of paintings to use, but a lot of them depict certain locations or events in the game, that the player character doesn't necessarily "know about" from the beginning of the game. So different painting options could become available as the player progresses through different quests.
And if you play with controller, you kinda have to use Northern UI anyway.
When you say "on load", what do you mean exactly? And do you use any other mods that are dependent on this one?
Do you have any mods that have OCRAFT as dependency?
https://www.nexusmods.com/oblivion/mods/54855