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  1. SolarTails
    SolarTails
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    Locked
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    Now Available! Version 1.4!
    Now with MORE artificial preservatives!
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    ° *NEW* Menu added to the item you drop from your inventory. This gives you the options to Place the crafting station where the marker sits, pick it back up into inventory, or exit if you want to move it around some more. No more crouching to pick up, or accidentally finalizing the marker's position.

    ° *FIX* Small bug fix to the Disenchanting Font quest, which was causing the quest not to always trigger. I redid the start conditions to ensure it will trigger when it's supposed to. It should work fine now, as it triggers constantly for me on my clean save when testing other stuff.

    ° *FIX* Havok fixes to a couple items during the placement phase. Woodcutting Block, for example, was acting strange.

    ° *FIX* Finally fixed dropping the items from inventory, so they appear in front of you (most of the time. Skyrim has it moments), instead of behind or on top of you.

    ° *FIX* Moving markers around is now more stable. Walking into them (with the exception of smaller objects, such as the Orb of Dispulsion or the Mortal and Pestal for example), will no longer move them or cause them to spaz out. Plus you now walk when moving the objects, due to improvements in their Mass and Inertia (again, with exception to smaller marker), which allows a more realistic method of movement when first placing a station, and minimizes chances for the Havok to spaz out.

    ° *FIX* Collision fixes for a few items. Scribe's Study, for example, shouldn't have Havok enabled after it'd been placed and ready for use.

    ° *FIX* Fixed some potentially major instabilities with a few of the meshes. Even though they were just vanilla meshes that were re-centered, they were giving Block Pointer errors in NifSkope and crashing the Creation Kit when it loaded the loose files.

    ° *FIX* Did some repair work on a few models that weren't displaying animation or lighting effects properly

    ° *FIX* Smelter marker is finally moveable as it should be. The model's internal collision was repaired.

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    Be sure to throw me a message if there's any bugs or you just have an idea on how to make this better. I take all comments seriously, and there's no such thing as a stupid question. Just stupid people! =P

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    Don't forget to check out Solar's Portable Containers!
    http://skyrim.nexusmods.com/mods/42590/?

    A nice compliment to any house or encampment you might call your home! Place, move and customize containers as easily as you do Crafting Stations with this mod! It even has a sorting system for easily stashing items away.
  2. Bladedge404
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    I am not sure if I found a problem or not but I followed the instructions I found an immuning station I touched it I pulled the lever I opened it I crafted a spider I even rubbed up against it but nothing made it craftable. So I'm not entirely sure what it means by I have to discover it. 
    1. SolarTails
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      The Imbuing station should become craftable when 2 requirements are met. Finding Whiteride Barrow (As in, the map marker becomes discovered and you can fast travel to it), and your alchemy skill is 60 or higher. How high is your alchemy?
    2. Bladedge404
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      I have no idea what my alchemy level is but I can guarantee you it's not at 60. So then I kind of have to ask why is that not on the page itself? Because even with that particular station it just says the requirement is to find it. It feels like that just creates a problem where well I mean like with me I didn't think it was working but no actually there was a hidden requirement that I couldn't have possibly known about. 

      I'm not mad or anything it's just this feels like a requirement that either needs to be removed or added on to the page so people know.
    3. SolarTails
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      the lack of listing the skill level is probably an oversight due to most of my posts/uploads being after long days at work. I know the readme included and listed here under Docs lists it, but I must have missed it on the main page. My appologies
    4. Bladedge404
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      No worries and I get it that's why I was explaining how I'm not upset. And that is good to know that the read me comes with it but I should make mention that most people probably aren't going to read that because like me they'll just hit the download with vortex button and take care of it all automatically. 

      As for the stuff here I kind of assumed there was some level lock when I looked through the comments and other ones were mentioned to have a level lock but that doesn't tell me what skill and what level only for that particular one and it's a possibility that the one I'm looking for needs to have one skill between level 40 and level 60. 

      So yeah no worries just pointing out that without that information on the main page it's confusing.
  3. petrelli78
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    First of all, thanks so much for a most useful mod! I'm trying to make a patch for both this mod and this one (using both as masters): Enchantment Swapper. This mod changes the function of the enchantment table if some item (book) is found in your inventory.

    I've added your furniture activators (solar_pcrafting_ench01_ACT and so on) to the list of conditions (that includes the vanilla furniture activators) that this mod has to check to kick its function in (when the cursor is over the furniture) but no use, the default, enchanting function predominates here.

    I know that you owe no help concerning another mod, but thanks anyway!
    1. SolarTails
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      Make sure properties are set on the item using the pcrafting scripts, but honestly, I think functionality for the Enchantment Swapper might have to be added into the menu for pcrafting system, or my system added into the Enchantment Swapper's system somehow. I never used that mod, but I assume it conflicts similar to Complete Crafting Overhaul Remade. ( https://www.nexusmods.com/skyrim/mods/49791 ). Where my menu won't pop up for the Alchemy Lab, since CCOR's menu takes priority and pops up instead. I sadly never had time to make a compatibility patch due to constant overtime at work week after week sucking up my free time, lol.
    2. petrelli78
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      Ooh too bad if it involves tweaking scripts, I have zero knowledge in scripting. No prob, your mod is already awesome as it is now. I can always make a quick stop in some major city when I need to swap enchantments. And the disenchantment font is one of the better features, if not the best. Most disenchantment fonts that I've seen in mods can't disenchant items that are not enchanted by the player. Kudos!

      Thanks for answering!
    3. SolarTails
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      Thanks. The Disenchantment Font was actually one of the original parts of this mod when I first created it. I saw other mods with the feature, but most were either broken, no longer maintained, or buggy (Not to say all were, just ones I tried), so I rebuilt the script. It's not perfect, but gets the job done and is great for resetting player modified items
  4. ivanroca
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    Very thanks , i like the immersive progression , perfect ! :))
  5. SolarTails
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    Waiting on the rest of what?
  6. outtamercy
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    got 3-4 of them. still waiting on the rest.
  7. leonardo69tigre
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    Is this mod compatible with Ordinator and CCO/CACO?
    1. SolarTails
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      Unless the core vanilla crafting system is changed, suck as the keywords, everything should be compatible. These portable stations use Keywords to define them as specific stations. Unless a mod changes these keywords, these stations can use the same recipies any other similar station can. Even if it's a custom made station or the recipe itself was edited by another mod.
  8. terrorofskyrim
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    Thanks for creating this mate. I was trying to go for a nomad necromancer build. This means i will not buy any player home in the game (unless there is either no way around it or it is a quest reward) and together with this and morthernrangers buildable campsite that is now finally possible (more or less). :)
  9. eu4orick
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    Quick question

    I cannot find where you craft a smelter, or if there is some sort of prerequisite. I can see everything else bar that.
    1. SolarTails
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      I checked the requirements and it looks like it requires a base Smithing skill of 25. I listed no requirements (besides necessary requirements) in the documentation, so that was my bad. Outside that, it should show up at any Forge/Anvil. Under "Misc" as "Crafting Kit - Smelter"
  10. georgejbps
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    I cant believe I haven't seen this before now! I always wanted to put an Arcane table next to my outside forge and smelter near by so I wouldn't have to go inside to use an Arcane station! Some of the houses you can buy (like in Windhelm) don't have a Smelter or any metal crafting equipment (workbench, grindstone, etc.) Same with Solitude. Now I can put a complete crafting system at those locations. Its VERY convenient to be able to melt down materials to ingots, then use the forge to create armor/weapons, grindstone/workbench to temper them, and an Arcane table to enchant them all in one location! Now you can use your container creater to place containers near the stations to hold material, ingots and soul gems so everything is handy! THANK YOU!
  11. Stardustjyn
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    Hi, I cant craft a normal enchanting station. The description says its vanilla crafting station and dont need a quest to get it. But I cant craft it
    1. SolarTails
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      You need an enchanting skill of at least 40 to craft it
    2. Stardustjyn
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      Thx.