Regarding Skyrim Special Edition: I will probably port this to SSE. I would prefer to port the MCM version should the equivalents of SKSE and SkyUI's MCM become available before I get the chance to test this on SSE.
In the meantime, if anyone wishes to give these scripts a try in SSE, please report back on your success or failure. Thank you.
While working on the MCM setup, I ran into a bug in the existing lazy man setup. It is configured correctly for standard veins but for veins that do not have the default value of 3, it gives the incorrect amount. Strike wise it keeps going as it should but quantity given is the max total sans count multiplier. Meaning that mining a stone quarry or clay pit with the lazy man version would yield 1000 stone or clay when it should have been 4.
NO WONDER NO ONE REPORTED IT!!!! That is an awesome bonus
Will not update the current scripts at this time. Will instead finish the MCM setup then adapt that script into standalone variants for those wanting to keep saving ESP space.
Basically at line 143 RandomizeOreAndStrikes() is called before either DoSmithing or DoAlteration is set to true.
I am no good at Skyrim scripting and maybe I missed something but it would explain why I am getting 3 ores and it takes 45 strikes every single time having Smithing 56 when using the Hard Worker version of your mod.
I'm going to scratch all that if you'd read it....
Put it bluntly, I saw a way to adjust the various calls and still get things correct.
What you saw is an issue with activating. Attacking the vein corrects itself because the bools do get set. Activating the vein, the DoSmithing bool wasn't being set for some odd reason.
But I misled you. I should have double checked. I meant line 94 since I was actually activating the veins. Note DoSmithing is set in function playerHasTools() but that function is called only after RandomizeOreAndStrikes().
While the script is meant to be identical for all versions aside from the bool values inside the function definition, only the Hard Worker scripts are affected. I intend to only update the Hard Worker scripts at this time.
However, I will use the new Hard Worker script as the base script when and if I opt to create a MCM. The only downside to an MCM is that it requires a plugin.
Okay I was able to fix that by adding a dummy call to playerHasTools before RandomizeOreAndStrikes() at line 94 but you know that. But man isn't compiling scripts when using MO is such a chore. No doubt you'll fix it soon, here's some kudos and endorsement!
I am uploading a test version under the MISC category. It is a modification of Hard worker + Skill gain. Please test it out on your higher level character and inform me of how it behaves. Thank you.
How much lag are you noticing? I didn't see any. But then I've got another mod that transfers the pickaxe from a container to the player so I probably attributed any lag to that....
EDIT: I'd added one thing to help with another thing then did something else that resolved the other thing and the first thing was no longer needed but left it in cause I forget. Long story short, I'll be able to remove that noticeable delay (which I saw after testing in an "as stock as possible setup")
Yeah I thought it was something like that. I checked the new file and there is just the normal mostly unnoticeable delay cause by the global script lag I am used to. (: Glad I could help!
Yes. See the sticky post. The error only affected the hardworker version despite being within all the versions. I only updated the hardworker versions with the corrections.
I'm not obtaining any gems while using this mod. I don't think any other mod is causing this but I can't rule out that option. This mod is fantastic I like that it works flawlessly and makes mining so much faster and pleasurable.
I just need to know how to check if somehow the obtaining of the gems is messed up, as in where to look at, what file or what console command.
Thanks for an awesome mod.
Update: Uninstalled the mod and started obtaining gems again. Will re-install it and se if the "no gems" problem repeats.
Update 2: I followed your advise and now I use default with skill giving, and yes, gems are obtained as normal or even better since now veins have more than just 3 ores. Amazing mod and thank you very much for your fast response!
Attacking the veins manually decreases mining time considerably.
I did not touch the receiving of gems. That portion still works as normal.
You opted to use the lazy man version. This version gives all the ore for that vein in one go. You still get a chance for gems but that chance is going to be very very rare. Basically the game has to decide if you'll get a gem on that one and only "strike" to the ore vein. One other thing to note about ore veins and gems, not all ore veins have had that property filled. As a result there are some ore veins that do not give gems at all.
Should you opt to use one of the other versions you'll notice that gems will be received per normal.
Strange things happened when I use Hard Worker version. In my previous game, I managed my mods by NMM, when I used hard worker (both exp and non-exp) version, the number of strike (when I activated a ore mine) was multiplied by 2. In my current playthrough, I switched to Mod Organizer to handle the mods. This time Hard Worker version cost me 12-15 strike to obtain 1 ore. Do you have any idea what happened?
The hard worker version does not simply double the number of necessary strikes. It takes smithing level into account and changes the amount required.
In the unmodified game it requires three animation swings (one strike) to obtain one ore. With hard worker it follows this pattern: Skill level -- Strikes needed 91 & up ---- 1 to 2 strikes 76 to 90 --- 2 to 3 strikes 51 to 75 --- 3 to 4 strikes 26 to 50 --- 4 to 5 strikes 25 & less -- 5 strikes
What does this mean? At level 25 and below it takes 15 strikes to obtain 1 ore At levels 26 to 50 it takes 12 to 16 strikes to obtain 1 ore At levels 51 to 75 it takes 9 to 12 strikes to obtain 1 ore At levels 76 to 90 it takes 6 to 9 strikes to obtain 1 ore At levels 91 and up it takes 3 to 6 strikes to obtain 1 ore
So.. If you added this mod after smithing was already above 90 it would have appeared to have not affected the number of strikes or doubled the number of strikes. In a new game, however, your "knowledge" in mining (aka smithing) is minimal and it takes longer to obtain one ore.
What you are seeing is the mod at work. As far as I can tell, nothing is wrong.
That is a fairly rare bug that has happened to me. I've waited and waited for the mine to clear, but nothing happens. At the same time there is no text display indicating ore gain. What I've done is cancel out and re-activate the ore and I get the normal processing. This has happened both with and without my script adjustments.
The only thing that I can guess is that at an earlier part in the script parsing the script decides that it isn't the player which activated it but a "regular" npc. It is so rare tho that it's not really worth delving into, at least that is my opinion.
Shame this mod bugs up when being used with Skyrim Respawn; whenever the ores respawn they have no interaction option so you cannot mine them again. Despite this bug I've used this mod for around 150+ hours and I would suggest that everyone should be using it.
You know Wrye Bash has options when making a bashed patch to adjust the reset times for cells. I cannot be certain, but it may be a better alternative.
I will say this about ore veins. I did try to script them to reset earlier. I could get the graphic to reset but the activator and other aspects that go into an ore vein simply would not cooperate. It may simply be that some things despite settings made with the CK or otherwise will not reset until the designated time (i.e. never visit that cell again for anything less than 31 days)
I like the randomness and that better Smithing can yield a bit more, make it all a little less predictable. Mod seems to work just fine (just saying that I'm not using any major overhauls).
I am using 'Hard Worker - Smith Skill Gain' and I am not sure that I am relieving any smith exp. How do I know if I do, and how much? Why isn't there a bar in the bottom right corner like with alchemy and smithing that displays your progression in smithing?
It may be a mod conflict though, potential ones being: Cooking Perks Cooking Recipes Pack EzEs Artifact Disenchanting (+Heathfire Addon) EzEs Artifact Disenchanting - Silver Pricing Fix Gold Coin Smithing and Smelting JK Crafting Breakdown Mining for Mages (Reccomended) Tanning and Smelting Experience
And all the DLC's.
None of the mods appear to touch MineOreScript.pex though. (unless they can be touched through esp's. I know barely nothing of that file format.)
Why isn't there a bar in the bottom right corner like with alchemy and smithing that displays your progression in smithing?
Alchemy and smithing use an interface menu (a SWF file) thus they have information regarding your current level. Mining is a simple interaction with no interface menu.
How do I know if I do, and how much?
You get only one point per ore. If you look at your smithing skill prior to mining and then look at it after (preferably after mining the whole mine rather than just one ore vein) you should see a small difference. It is not intended to give you massive amounts of skill XP that is what the actual crafting is for.
My laptop which could play Skyrim is broken beyond hope. I do not foresee affording a replacement anytime in the near future. Therefore let this notice supersede any previous permissions settings...
This mod, resource and/or tutorial is to be considered "open permission". Do what you wish, upload where you wish, so long as you give credit where it is due. Thank you.
112 comments
I will probably port this to SSE. I would prefer to port the MCM version should the equivalents of SKSE and SkyUI's MCM become available before I get the chance to test this on SSE.
In the meantime, if anyone wishes to give these scripts a try in SSE, please report back on your success or failure. Thank you.
The MCM version of Random Mining is available here: Random Mining MCM
Please use Random Mining MCM going forward. Thank you.
NO WONDER NO ONE REPORTED IT!!!!
That is an awesome bonus
Will not update the current scripts at this time. Will instead finish the MCM setup then adapt that script into standalone variants for those wanting to keep saving ESP space.
Basically at line 143 RandomizeOreAndStrikes() is called before either DoSmithing or DoAlteration is set to true.
I am no good at Skyrim scripting and maybe I missed something but it would explain why I am getting 3 ores and it takes 45 strikes every single time having Smithing 56 when using the Hard Worker version of your mod.
EDIT: Scratch trace log.
I'm going to scratch all that if you'd read it....
Put it bluntly, I saw a way to adjust the various calls and still get things correct.
What you saw is an issue with activating. Attacking the vein corrects itself because the bools do get set. Activating the vein, the DoSmithing bool wasn't being set for some odd reason.
Will have an update soon. Thank you.
EDIT: Scratch the technical details
However, I will use the new Hard Worker script as the base script when and if I opt to create a MCM. The only downside to an MCM is that it requires a plugin.
Looking forward to MCM support.
Give this thread a read starting with the linked post
http://forums.nexusmods.com/index.php?/topic/1855355-creation-kit-with-mod-organizer/page-2#entry20528544
I am uploading a test version under the MISC category. It is a modification of Hard worker + Skill gain. Please test it out on your higher level character and inform me of how it behaves. Thank you.
EDIT:
I'd added one thing to help with another thing then did something else that resolved the other thing and the first thing was no longer needed but left it in cause I forget. Long story short, I'll be able to remove that noticeable delay (which I saw after testing in an "as stock as possible setup")
I just need to know how to check if somehow the obtaining of the gems is messed up, as in where to look at, what file or what console command.
Thanks for an awesome mod.
Update: Uninstalled the mod and started obtaining gems again. Will re-install it and se if the "no gems" problem repeats.
Update 2: I followed your advise and now I use default with skill giving, and yes, gems are obtained as normal or even better since now veins have more than just 3 ores. Amazing mod and thank you very much for your fast response!
Attacking the veins manually decreases mining time considerably.
Endorsed!
You opted to use the lazy man version. This version gives all the ore for that vein in one go. You still get a chance for gems but that chance is going to be very very rare. Basically the game has to decide if you'll get a gem on that one and only "strike" to the ore vein. One other thing to note about ore veins and gems, not all ore veins have had that property filled. As a result there are some ore veins that do not give gems at all.
Should you opt to use one of the other versions you'll notice that gems will be received per normal.
In the unmodified game it requires three animation swings (one strike) to obtain one ore.
With hard worker it follows this pattern:
Skill level -- Strikes needed
91 & up ---- 1 to 2 strikes
76 to 90 --- 2 to 3 strikes
51 to 75 --- 3 to 4 strikes
26 to 50 --- 4 to 5 strikes
25 & less -- 5 strikes
What does this mean?
At level 25 and below it takes 15 strikes to obtain 1 ore
At levels 26 to 50 it takes 12 to 16 strikes to obtain 1 ore
At levels 51 to 75 it takes 9 to 12 strikes to obtain 1 ore
At levels 76 to 90 it takes 6 to 9 strikes to obtain 1 ore
At levels 91 and up it takes 3 to 6 strikes to obtain 1 ore
So..
If you added this mod after smithing was already above 90 it would have appeared to have not affected the number of strikes or doubled the number of strikes. In a new game, however, your "knowledge" in mining (aka smithing) is minimal and it takes longer to obtain one ore.
What you are seeing is the mod at work. As far as I can tell, nothing is wrong.
The only thing that I can guess is that at an earlier part in the script parsing the script decides that it isn't the player which activated it but a "regular" npc. It is so rare tho that it's not really worth delving into, at least that is my opinion.
I will say this about ore veins. I did try to script them to reset earlier. I could get the graphic to reset but the activator and other aspects that go into an ore vein simply would not cooperate. It may simply be that some things despite settings made with the CK or otherwise will not reset until the designated time (i.e. never visit that cell again for anything less than 31 days)
I like the randomness and that better Smithing can yield a bit more, make it all a little less predictable. Mod seems to work just fine (just saying that I'm not using any major overhauls).
*endorsed*
It may be a mod conflict though, potential ones being:
Cooking Perks
Cooking Recipes Pack
EzEs Artifact Disenchanting (+Heathfire Addon)
EzEs Artifact Disenchanting - Silver Pricing Fix
Gold Coin Smithing and Smelting
JK Crafting Breakdown
Mining for Mages (Reccomended)
Tanning and Smelting Experience
And all the DLC's.
None of the mods appear to touch MineOreScript.pex though. (unless they can be touched through esp's. I know barely nothing of that file format.)
This mod, resource and/or tutorial is to be considered "open permission". Do what you wish, upload where you wish, so long as you give credit where it is due. Thank you.