I would love to see an update to make this compatible with Loot Menu, so that it would show a container as looted when the loot menu searches through it.
Hello, PushTheWinButton. I've already sent you a message with the same content, but just in case, I'm posting it here as well.
----------------------------------- I recently installed your Mod, but I encountered some issues, so I created the modified version that address those problems. Please allow me to provide the details.
First, I attempted to fix the potential issue with Harvest Containers xOBSE. The issue is that it allows containers that shouldn't be opened under specific conditions to be opened unconditionally (such as Diligence Crux reported by Dispensation, or the chest in the Sanguine's quest, or containers from numerous other Mods). Because the Activate command forcibly opens the container, if the container's script contains the following code, it will be ignored:
Spoiler:
Show
Begin OnActivate if unlocked == 1 Activate else ; Code to be executed without opening the container Message: "The container is locked." endif I searched for a way to automatically distinguish scripts of this type, but unfortunately, I found that I need to add custom OBSE commands like Loot Menu's HasScriptBlock and ScriptHasActivate to achieve that.
As a workaround, I created a compatibility script that checks whether to play the animation by registering the scripts of the problematic containers and their conditions in an ini file and reading that information. With this approach, there's no need to save the records of the corresponding scripts in the ESP, and since multiple ini files with a common naming convention can be loaded, others can easily prepare patches for Mod containers.
Of course, this isn't a fundamental solution and might not cover non-famous Mods. So, as an additional workaround, I added an option to disable animations for containers with attached scripts that could cause problems.
I have also addressed the compatibility issue with the Loot Menu. As you can see from my changes, this is a very simple fix. Additionally, I added configuration values to the ini file, but there seems to be an issue with the initialization process of PWBHarvestQuestSCRIPT, as sometimes the ini settings were reset to 0 (I'm not sure if GetGameRestarted or GetGameLoaded is more appropriate for this).
Finally, I have created a "patch" plugin to remove the scripts derived from Harvest Containers from Obscuro's Oblivion Overhaul. Of course, since the original plugin is required for loading, wouldn't this format help circumvent permission issues? There are already several such patches distributed by others for OOO. -----------------------------------
Feel free to use what I have provided in any way you like. I don't claim any rights to my modifications. I hope these are of some help to you. Here are the download link: URL (as mentioned in the message)
EDIT: I've come up with a simpler solution: Just have the Mod use the Loot Menu's DLL directly.
I've updated my modified version and added a process to check containers that could potentially cause issues with the HasScriptBlock and ScriptHasActivate commands in Harvest Containers xOBSE. After testing with only the Loot Menu DLL installed, it seems like I was able to completely resolve the issue without enabling the UI features of the Loot Menu. Of course, the same resolution applies if Loot Menu is fully installed.
Well, there might be some inconvenience in asking users to install the Loot Menu DLL, and there could potentially be licensing issues as well. However, this is probably considered one of the fundamental solutions. I would be glad if you could give it a try.
EDIT:10-12-2023 Hi agaiin. I've made improvements to the patch I provided you with last time. It's working perfectly fine in my Oblivion.
Spoiler:
Show
Deletions since the last patch: * Removed code that utilized the NG list for containers using arrays and Ini. Additionally, removed the option to ignore script-attached containers (both unnecessary due to the addition of commands in LootMenu DLL).
New changes: * Removed the check for PWBHarvestTokenNoAnim to address an issue where animations for some containers would indefinitely not switch due to significant script delays in setups like heavy modded ones. * Fixed an issue where the bIgnoreOwnedSafeContainers option was being applied to containers associated with factions unrelated to the player. * Made sure to always check if a container is locked even when it's owned by the player (to address the issue of containers animating when locked). * Changed the initialization process of the mod to occur in the GetGameLoaded block of GameMode; this ensures it happens not only right after a game restart but also after reloading a saved game.
While this patch can still be used without the LootMenu DLL, having the DLL is essential to address issues that occur with scripted containers. However, in my opinion, there should be quite a few people who would need this solution even if it requires additional effort, because your mod is fantastic.
If you're willing, I'd be grateful if you could incorporate it in some way, even partially, at some point.
Nope. Based on what I've seen in the Permissions section of the page, it seems that Harvest Containers xOBSE is prohibited from modification without permission. So I have no intention to release it publicly, and it probably shouldn't be done (even in the form of a patch), especially since the author is still active.
Hi, I changed my mind and decided to release my patch. I haven't asked the author for permission, so I might unpublish it if there are any problems. Harvest Containers xOBSE 2.1.2 Unofficial Patch
@PushTheWinButton Please let me know if there are any problems, I'll unpublish it if so.
So, containers that become non-respawning (the only examples I know of being in Benirus Manor, after the quest is over) will be forever stuck in their "open" model if they were open when they changed. Is there some kind of console command I can use to reset the container to the closed state? The drawers and cabinets in Benirus Manor now seem to be permanently stuck in the open state, even if I uninstall and reinstall the mod.
So being the Harvest Flora mod has not been updated since 2008 could you not enable your harvest flora code and state in the credits to the original mod that it would be removed if one of the original authors objected which would seem unlikely....
I agree. The effort has been made to reach out, and the original mod is extremely unlikely to ever receive further updates at this point. That's all one can really do.
The benefit of having it be much more optimized is worth it imho.
Well, actually lol... no effort as far as I know was made to reach the Harvest Flora creators... Uhhhhh... Cause it was my project lol... And our dear @PushTheWinButton didn't contact me... or Quarn as far as I know... BUT that said he has my full permission to use the mod and update it to xOBSE... I am so happy with xOBSE, it is a game changer...
Permission to use the Harvest Containers assets was given on the original mod page, so I didn't contact anyone.
There wasn't similar permissions for Harvest Flora, so I instead contacted XmirroR (the uploader) and Quarn (the other listed author apart from yourself). Your name didn't come up as the uploader for any files when I searched, so I was under the impression that XmirroR was your alias, since there were two files that were authored by you and had XmirroR as the uploader. Sorry for any confusion.
Quarn has also stated in his profile that all his Oblivion and Fallout 3 mods were free-use, but I wasn't sure if that applied to Harvest Flora too, since it had multiple authors.
@ShaggyMonster Not wanting to speak on Push's behalf, but I'm thinking probably so. The only real hang-up affecting its release was the permission(s) to release it without requiring user-input, as far as I can tell.
@dejunai Wow, so you're the original creator of HF? Gotta say, you made such a great contribution to the game. I hope it didn't sound as though I was being dismissive of wanting your blessing for the mod to be released. I assumed much like Push and thought XmirroR was just your alias, and since the last time the mod was updated was over 15 years ago I was just thinking we'd never be hearing one way or the other, since the game's so old at this point. Thanks so much for popping in to confirm!
Here to post a bug/problem I'm having. I'm on the Thieves Guild, particularly the Elven Maid, and I find myself stuck when it's time to put the Lthasa's Bust in Myvryna's Cupboard because it won't activate the trigger that would automatically put the bust in the her cupboard. Transferring the bust manually is impossible due to the fact it's a quest item therefore cannot be removed by the player.
Since this is a light script mod, deactivating and activating the mod when it comes to containers that have a script attached to them should solve this issue.
Seems that the some vanilla quests can not be completed when using this mod. I experienced issues in two quests : The Elven Maiden and Misdirection where you need to place quest items in a cabinet and chest. When wanting to place the items, the quest stage does not progress and the item does not get removed from your inventory. Instead it opens the containers.
If you disable this mod, the quest can be progressed
I made a mod where I gave the Arena Lockbox a key, but when I open the chest I get the message that I opened it with a key and then the animation plays but the chest does not open, I have to re-activate it to open it. Is there something I need to do for it to work with this mod?
132 comments
I've already sent you a message with the same content, but just in case, I'm posting it here as well.
-----------------------------------
I recently installed your Mod, but I encountered some issues, so I created the modified version that address those problems. Please allow me to provide the details.
First, I attempted to fix the potential issue with Harvest Containers xOBSE.
The issue is that it allows containers that shouldn't be opened under specific conditions to be opened unconditionally (such as Diligence Crux reported by Dispensation, or the chest in the Sanguine's quest, or containers from numerous other Mods).
Because the Activate command forcibly opens the container, if the container's script contains the following code, it will be ignored:
Begin OnActivate
I searched for a way to automatically distinguish scripts of this type, but unfortunately, I found that I need to add custom OBSE commands like Loot Menu's HasScriptBlock and ScriptHasActivate to achieve that.if unlocked == 1
Activate
else
; Code to be executed without opening the container
Message: "The container is locked."
endif
As a workaround, I created a compatibility script that checks whether to play the animation by registering the scripts of the problematic containers and their conditions in an ini file and reading that information.
With this approach, there's no need to save the records of the corresponding scripts in the ESP, and since multiple ini files with a common naming convention can be loaded, others can easily prepare patches for Mod containers.
Of course, this isn't a fundamental solution and might not cover non-famous Mods. So, as an additional workaround, I added an option to disable animations for containers with attached scripts that could cause problems.
I have also addressed the compatibility issue with the Loot Menu. As you can see from my changes, this is a very simple fix.
Additionally, I added configuration values to the ini file, but there seems to be an issue with the initialization process of PWBHarvestQuestSCRIPT, as sometimes the ini settings were reset to 0 (I'm not sure if GetGameRestarted or GetGameLoaded is more appropriate for this).
Finally, I have created a "patch" plugin to remove the scripts derived from Harvest Containers from Obscuro's Oblivion Overhaul.
Of course, since the original plugin is required for loading, wouldn't this format help circumvent permission issues?
There are already several such patches distributed by others for OOO.
-----------------------------------
Feel free to use what I have provided in any way you like. I don't claim any rights to my modifications. I hope these are of some help to you.
Here are the download link:
URL (as mentioned in the message)
EDIT:
I've come up with a simpler solution: Just have the Mod use the Loot Menu's DLL directly.
I've updated my modified version and added a process to check containers that could potentially cause issues with the HasScriptBlock and ScriptHasActivate commands in Harvest Containers xOBSE.
After testing with only the Loot Menu DLL installed, it seems like I was able to completely resolve the issue without enabling the UI features of the Loot Menu. Of course, the same resolution applies if Loot Menu is fully installed.
Well, there might be some inconvenience in asking users to install the Loot Menu DLL, and there could potentially be licensing issues as well. However, this is probably considered one of the fundamental solutions.
I would be glad if you could give it a try.
EDIT:10-12-2023
Hi agaiin. I've made improvements to the patch I provided you with last time. It's working perfectly fine in my Oblivion.
Deletions since the last patch:
* Removed code that utilized the NG list for containers using arrays and Ini. Additionally, removed the option to ignore script-attached containers (both unnecessary due to the addition of commands in LootMenu DLL).
New changes:
* Removed the check for PWBHarvestTokenNoAnim to address an issue where animations for some containers would indefinitely not switch due to significant script delays in setups like heavy modded ones.
* Fixed an issue where the bIgnoreOwnedSafeContainers option was being applied to containers associated with factions unrelated to the player.
* Made sure to always check if a container is locked even when it's owned by the player (to address the issue of containers animating when locked).
* Changed the initialization process of the mod to occur in the GetGameLoaded block of GameMode; this ensures it happens not only right after a game restart but also after reloading a saved game.
While this patch can still be used without the LootMenu DLL, having the DLL is essential to address issues that occur with scripted containers. However, in my opinion, there should be quite a few people who would need this solution even if it requires additional effort, because your mod is fantastic.
If you're willing, I'd be grateful if you could incorporate it in some way, even partially, at some point.
I haven't asked the author for permission, so I might unpublish it if there are any problems.
Harvest Containers xOBSE 2.1.2 Unofficial Patch
@PushTheWinButton Please let me know if there are any problems, I'll unpublish it if so.
So being the Harvest Flora mod has not been updated since 2008 could you not enable your harvest flora code and state in the credits to the original mod that it would be removed if one of the original authors objected which would seem unlikely....
Cheers
Shaggy
The benefit of having it be much more optimized is worth it imho.
-Dejunai
There wasn't similar permissions for Harvest Flora, so I instead contacted XmirroR (the uploader) and Quarn (the other listed author apart from yourself). Your name didn't come up as the uploader for any files when I searched, so I was under the impression that XmirroR was your alias, since there were two files that were authored by you and had XmirroR as the uploader. Sorry for any confusion.
Quarn has also stated in his profile that all his Oblivion and Fallout 3 mods were free-use, but I wasn't sure if that applied to Harvest Flora too, since it had multiple authors.
So the question is, are you going to activate/publish the flora aspect/part of this mod? :-)
@dejunai Wow, so you're the original creator of HF? Gotta say, you made such a great contribution to the game. I hope it didn't sound as though I was being dismissive of wanting your blessing for the mod to be released. I assumed much like Push and thought XmirroR was just your alias, and since the last time the mod was updated was over 15 years ago I was just thinking we'd never be hearing one way or the other, since the game's so old at this point. Thanks so much for popping in to confirm!
Here to post a bug/problem I'm having. I'm on the Thieves Guild, particularly the Elven Maid, and I find myself stuck when it's time to put the Lthasa's Bust in Myvryna's Cupboard because it won't activate the trigger that would automatically put the bust in the her cupboard. Transferring the bust manually is impossible due to the fact it's a quest item therefore cannot be removed by the player.
Since this is a light script mod, deactivating and activating the mod when it comes to containers that have a script attached to them should solve this issue.
If you disable this mod, the quest can be progressed