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This page was last updated on 02 November 2019, 12:44AM
- Changelogs
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Version iNeed1.1
- User x4554ul7 provided a bugfix for his iNeed patch: fixed hopefully an issue where the jarl ref couldn't be determined in barrel crate maker. Redone the spoilage state attribution, now you can't get spoiled food from cooking in the wild.
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Version iNeed1.0
- x4554ul7's changes:
Using iNeed ? Using Dynamic Things Enhanced ?
Miss the spoiled food barrels feature from RND ?
Finding too much unguarded loot in those dynamic crates and barrels laying around in the city ?
here's a patch for both mods :
makes food found in vanilla non owned barrels on the city/town roads come most of the time stale/rotten (ineed script replacer bundeled with this)
Dynamic containers in cities/towns are assigned loot depending on surrounding and ownership:
if the barrel is in a habitation but not a dwelling (ie on the streets in the town or city)
and it is not close to anything in stufftolookfor
we'll check if it is next to a crate
if it's not , it's then trash, it will get one of 5 loot categories
Mage trash
Alchemists' trash
Smiths' trash
common household trash
or Mead .... Mead is not trash, mead is always owned.
that's where we come to ownership
in cities/town on the streets
crates are always owned, and don't contain trash and so are the barrels stored next to these crates, and mead barrels regardless of location
if no nearby reference is found to assign ownership, ownership goes by defaut to the Hold's jarl.
if that somehow fails, the eastempire company will own it
owned cbarrels contain one of these sets of loot
Mage cache
Alchemists' cache
Smiths' cache
Food
or Mead
One more thing ( a modified CWThreatCombatBarksScript.psc) is in the source folder
Tree isn't a f***ing variable but apparently Treee is !
anyway all i did was replace the 3 "Tree" occurences with "Treee"
- x4554ul7's changes:
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Version 1.552
- Bugfix: found a missing parentheses in the wizfirewoodplayeraliasscript which could create a lot of errors like "Cannot call HasKeyword() on a None object".
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Version 1.551
- Thanks to the problems mentioned by the user Avastgard I found a small bug in the compatibility script. The compatibility with Frostfall was broken if (and only if) you had Frostfall and vanilla Dynamic Things installed and update to DT-E on a running game. Starting a new one was working! Thus, if you started a new game with DT-E 1.55 you don't need this version... Even if does not hurt ;)
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Version 1.70
- Added compatibility for Cheskos Campfire which replaces the old wood-related content of Frostfall 2.6. Note that Frostfall 2.6 is still compatible, but if you load Frostfall 2.6 together with Campfire (which would be weird and wrong) you will get sometimes Frostfalls deadwood and sometimes Campfires branches/kindlings/whatever... Don't do that! Just don't use old Frostfall with new Campfire. If you want to use the old Frostfall, you can also stick with version 1.61 of this mod and don't need to upgrade, even if it should work without problems.
Anyway, the changes:
Trees with collision will now provide a mixture of firewood, deadwood, kindlings, branches, and wood shavings once you fell them. Trees and bushes without collision provide branches and kindlings. Driftwood at the shores only provides branches. Stumps give deadwood and firewood.
- Added compatibility for Cheskos Campfire which replaces the old wood-related content of Frostfall 2.6. Note that Frostfall 2.6 is still compatible, but if you load Frostfall 2.6 together with Campfire (which would be weird and wrong) you will get sometimes Frostfalls deadwood and sometimes Campfires branches/kindlings/whatever... Don't do that! Just don't use old Frostfall with new Campfire. If you want to use the old Frostfall, you can also stick with version 1.61 of this mod and don't need to upgrade, even if it should work without problems.
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Version 1.61
- Small bugfix to the miscmarker script.
Now the size of misc stuff is set correctly when they are created. Thus, it only affects NEW misc stuff like the practice dummies in Hearthfire houses. To have the size set correctly for existing stuff they need to be deleted. Deactivate all misc stuff in the MCM, leave the cell, reenter, and now activate the misc stuff again. This is how it worked for me...
- Small bugfix to the miscmarker script.
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Version 1.60
- - Changed the toggle key. It is now used to turn the mod temporarily off. The quest is not running anymore! But you can still chop trees and collect bushes: if you equip an axe the markers are relocated to the nearest tree/bush. Unequip and equip again to change the position of the markers. Added small info text to inform the player if DT was toggled on or off.
- Added compatibility for Mörskom and Elysium Estate. Containers added by these mods are considered to be safe containers (no questions if you want to convert to safe container). Barrels/crates added by these mods are NOT converted to dynamic containers. This should solve most problems reported by some users.
- Added in MCM menu "Misc/Util" information which mods were detected by DT.
- If the new barrel/crate owner system is enabled:
If the barrel/crate is in a settlement but not owned by somebody, the owner is set to the cell owner.
I thought that this would set the owner to, e.g., the Jarl however most cells seem to be not owned by somebody. Yet, if another mod changes this, it should be taken into account ;)
- - Changed the toggle key. It is now used to turn the mod temporarily off. The quest is not running anymore! But you can still chop trees and collect bushes: if you equip an axe the markers are relocated to the nearest tree/bush. Unequip and equip again to change the position of the markers. Added small info text to inform the player if DT was toggled on or off.
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Version 1.55
- Added option to disable food distribution. Every barrel/crate which would contain food is empty if the option is enabled.
- Changes to the compatibility script reducing the log output.
- Added option to empty the ignore container list.
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Version 1.52
- Bugfix: in the last version it was impossible to mine rocks when you activated chopping trees with battle/war axes. But you could use your pickaxe to chop trees... Thanks dean1012 for reporting!
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Version 1.50
- Added ale kegs.
Added compatibility with Requiem. You can now fill empty wine bottles at water kegs (and of course also drink it). Requiems changes of the Haggling perk are taken into account. However, the keg script still takes not Fortify Barter effects into account since this would be too complicated. The script is already quite slow. Furthermore, refilling your bottles with, e.g., mead is now slightly cheaper than buying the mead since you take your own bottle(the gold value of the bottle is substracted).
The keg script now uses the global variables to calculate the price for the drink you take. Thus, it should automatically include changes by other mods like Trade & Barter.
Table of the chance to get a certain keg:
1 - Ale
2 - Nord Mead
3 - Honningbrew Mead
4 - Black Briar
5 - Black Briar Reserve
6 - Water (if RND, iNeed, or Requiem installed)
7 - Skoma (in bandit camps)
A Normal - normal cell, i.e., no bandit camp
B Normal + Water
C Normal + Skoma (i.e., bandit camp)
D Normal + Water + Skoma
--|--A--|--B-|-C--|--D
1-|-38-|-27-|-30-|-22
2-|-38-|-27-|-30-|-22
3-|-13-|-10-|-10-|-10
4-|-10-|--8-|--8--|--8
5-|--1-|--1-|--1-|--1
6-|----|-27-|----|-22
7-|----|----|-21-|-15
- Added ale kegs.
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Version 1.42
- RND compatibility bugfix: Refilling mead at kegs in inns now cost the same as drinking - not only one septim.
- iNeed compatibility bugfix: Refilling water now refills all skins at once...
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Version 1.41
- Bugfix: Degradation of woodcutter's axes for using them to cut a tree in pieces was not working as intended.
- Bugfix: Woodcutter's axes are not degraded if this would have to be done with the last hit of a tree before it fells. This prevents the unlogical situation in which the axe breaks and you are cutting the tree into pieces without having an axe...
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Version 1.40
- The mead keg script is changed and now you will never be attacked again by your summoned followers if you drink mead or skooma in a bandit camp.
You can toggle the usage of your battle-/war-axe to chop trees.
You can set the number of hits needed until the woodcutter's axe is degraded.
- The mead keg script is changed and now you will never be attacked again by your summoned followers if you drink mead or skooma in a bandit camp.
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Version 1.25
- Added a hotkey with which you can toggle between two quest update times. Setting the toggle time to a hugh value (and then toggle to this time) can reduce script lags for script intensive setups in certain situations such as fights for a city.
- Removed a small bug in the barrelmarker script which could lead to errors in the log.
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Version 1.23
- Fixed a small bug/inconsistency in the determination of the owner of DT containers. Normally, the owner of the closest non-DT container is used as a reference and the owner of the DT container is set to this owner. The closest non-DT container is found by searching for forms nearby and comparing them to a list of reference forms. This list of references contained all containers of Skyrim.esm, but I forgot to add those of Dawnguard, Dragonborn, and Hearthfire. Now those containers are automatically added to the list if you have the corresponding addon.
Furthermore, I completed the compatibility-script overhaul. Now, everything is correctly uninstalled from DT if one of the supported mods is removed.
- Fixed a small bug/inconsistency in the determination of the owner of DT containers. Normally, the owner of the closest non-DT container is used as a reference and the owner of the DT container is set to this owner. The closest non-DT container is found by searching for forms nearby and comparing them to a list of reference forms. This list of references contained all containers of Skyrim.esm, but I forgot to add those of Dawnguard, Dragonborn, and Hearthfire. Now those containers are automatically added to the list if you have the corresponding addon.
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Version 1.22
- Adjusted RND compatibility. Now, using the water keg refills all empty bottles and skins... In an inn this will cost you 10 gold.
- Small bugfixes concerning the kegs. Water keg should now be deleted upon cell attachment, if neither RND nor iNeed is loaded.
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Version 1.21
- Adjusted gold prices of RND compatibility. Refilling bottles or water skins at water kegs costs 10 and taking water 3. However, only one bottle/skin is refilled per activation (will change this maybe in the future), so it's still cheaper to ask the inn keeper. Drinking the water is not showing the "Empty bottle" message anymore since the script now uses the Flagon of water...
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Version 1.20
- iNeed compatibility.
If iNeed is loaded, mead kegs can also get filled with water. You can refill your water skin similar to the RND compatibility.
Changes in the RND compatibility.
You can only use the small RND empty bottles to fill in mead, if RND is running and you have no empty wine bottles (those of Skyrim which are normally transformed into RND empty bottles). All RND empty bottles can be filled with water. Smallest are filled first. However, it is not possible to fill all at the same time. Also, the price would be higher than if you directly ask the inn keeper. RND itself is a little bit strange in this aspect.
Small bugfixes here and there. (in wizwoodpilemarkerscript, wizmiscmarkerscript, wizmeadbarrel01staticscript, wiztreemarkerscript, wizdtcompatibility)
- iNeed compatibility.
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Version 1.10
- Rewrote the compatibility script for RND. The water kegs should now fill the correct bottles and should give boiled water.
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Version 1.01
- Changes in the Frostfall compatibility script. Now it works also without Frostfall :) Unfortunately, the way it works now does not allow for disabling the MCM menu point "Woodcutter's axes degrade with usage" when the degradation is disabled in Frostfall. However, toggling it on/off has no effect.
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Version 1.00
- Initial release. See the main page for a complete list of changes.
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- Author's activity
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May 2022
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01 May 2022, 7:12PM | Action by: FleischHals
Tracked
'Dynamic Things - Enhanced'
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01 May 2022, 7:12PM | Action by: FleischHals
Untracked
'Dynamic Things - Enhanced'
November 2019
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02 Nov 2019, 12:44AM | Action by: FleischHals
File added
Dynamic Things - Enhanced v1.8-beta [version 1.8-beta]
October 2019
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31 Oct 2019, 11:16PM | Action by: FleischHals
File added
Dynamic Things - Enhanced v1.8-beta [version 1.8-beta]
August 2018
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30 Aug 2018, 3:32PM | Action by: FleischHals
Attribute change
Description changed.
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01 Aug 2018, 8:48PM | Action by: FleischHals
Attribute change
Description changed.
February 2017
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27 Feb 2017, 7:57AM | Action by: FleischHals
Attribute change
long description changed
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10 Feb 2017, 10:01AM | Action by: FleischHals
Attribute change
long description changed
August 2016
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04 Aug 2016, 8:20AM | Action by: FleischHals
Changelog added
Change log added for version 1.70
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04 Aug 2016, 8:20AM | Action by: FleischHals
Changelog added
Change log added for version 1.60
March 2016
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19 Mar 2016, 2:57PM | Action by: FleischHals
Attribute change
file visible to the public
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19 Mar 2016, 2:55PM | Action by: FleischHals
Attribute change
long description changed
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19 Mar 2016, 2:54PM | Action by: FleischHals
Changelog added
Change log added for version 1.7
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19 Mar 2016, 2:52PM | Action by: FleischHals
Changelog added
Change log added for version 1.7
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19 Mar 2016, 2:42PM | Action by: FleischHals
Attribute change
long description changed
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19 Mar 2016, 2:35PM | Action by: FleischHals
Attribute change
Dynamic Things - Enhanced v1.61 category changed
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19 Mar 2016, 2:35PM | Action by: FleischHals
File added
Dynamic Things - Enhanced v1.7
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19 Mar 2016, 2:32PM | Action by: FleischHals
Attribute change
file hidden from public viewing
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05 Mar 2016, 12:44PM | Action by: FleischHals
Attribute change
iNeed - Dynamic Things Enhanced extra patch by x4554ul7 category changed
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05 Mar 2016, 12:44PM | Action by: FleischHals
Attribute change
iNeed - Dynamic Things Enhanced extra patch by x4554ul7 category changed
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- Mod page activity
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April 2024
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25 Apr 2024, 6:13AM | Action by: Skippy333
Endorsed
'Dynamic Things - Enhanced'
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24 Apr 2024, 12:52AM | Action by: MrIchigo
Untracked
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24 Apr 2024, 12:14AM | Action by: Ollorin
Endorsed
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22 Apr 2024, 9:17AM | Action by: DoarLumina
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20 Apr 2024, 10:10AM | Action by: H0lyPr13st
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19 Apr 2024, 4:02PM | Action by: DRAKE187
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10 Apr 2024, 7:15PM | Action by: Norma241
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01 Apr 2024, 7:34PM | Action by: Kaedius
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March 2024
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19 Mar 2024, 10:07PM | Action by: hsnupug
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12 Mar 2024, 7:35PM | Action by: Estaprohibidofumar
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11 Mar 2024, 5:07PM | Action by: kierons101
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08 Mar 2024, 12:39AM | Action by: Deleted199422641User
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06 Mar 2024, 12:28AM | Action by: Jack82986
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04 Mar 2024, 9:14AM | Action by: jaketheartist
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February 2024
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26 Feb 2024, 7:48PM | Action by: johnhson55
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26 Feb 2024, 3:34PM | Action by: dmitri1296dmitri
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26 Feb 2024, 1:06PM | Action by: Drowsy
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24 Feb 2024, 11:46PM | Action by: Renanchessus
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19 Feb 2024, 3:36AM | Action by: nottherussian47
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17 Feb 2024, 8:29AM | Action by: shadowtheimpure
Endorsed
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