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  1. Lotus97
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    This seems to work unless you have more than one of a certain item. Even if one is enchanted and the other isn't and both are favorited.

    I've decided that with my current mod setup I prefer the breakdown recipes of Complete Crafting Overhaul Remade by kryptopyr. Is there an easy way to make this compatible with that mod?
    1. quixoticynic
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      Hello Lotus97,

      So, if I understand correctly, you are saying that the favorited items are not currently protected on the version you are using? Thank you for bringing this to my attention. Could you please tell me which version you are using at present?

      kryptopyr was thinking about using PRUFEI at on point -- I'm not sure if she is anymore. Whether CCOR uses PRUFEI or not is up to kryptopyr...

      Thanks again -- I'll take a look to see if I did something silly during the last update.

      Regards,
      --QC

      Edit: I had a quick check and am unable to replicate the above issue. I will do more testing at the weekend. Are you using the latest version?

      Thanks,
      --QC
  2. raxo2222
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    Is it possible to protect items from accidental selling?
    1. quixoticynic
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      Hi raxo2222,

      Thank you for the interesting suggestion. At present I'm not sure how to implement it. The VendorNoSale lets you prevent all items of a particular type from being sold, but I'm not sure how to use this to stop just the favorite item from being sold.

      I'll think on it a bit more.

      Thanks again,
      --QC
    2. raxo2222
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      Well, is it possible to make this mod universal - so it could work with Crafting Overhaul or Ars Metalica?
    3. ipmlj
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      It will work with any breakdown recipe that has the added conditions...limited only by what the game allows to be marked as a favorite. So in essence it is already universal in that sense.

      If I were playing a vanilla Skyrim with DLC, I'd use this with QC's other mod 'Elementary Smelting' because those conditions are already included in the recipes. But personally I also use Complete Crafting Overhaul Remade, Weapons and Armor fixes Remade, Clothing and Clutter fixes, Immersive Armors 7.1, Wet and Cold, Frostfall, Skyrim Immersive Creatures, Organized Bandits in Skyrim, etc.. Each of which add their own items, recipes and conditions. In the case of Frostfall, it even adds survival crafting (a virtual crafting forge/tanning rack) and constructible tanning racks which can be used wherever the character is...in the middle of a dungeon, out in the woods, no-where near a smelter, forge, tanning rack.

      Its just a matter of adding PRUFEI conditions to the existing recipes and making PRUFEI a master to whatever patch file you have/use. I haven't seen anything that protects left hand equipped weapons until this mod. The PRUFEI.esp has a very small footprint / is really quite small. The magic is in the script which makes me wish I knew how to script..lol.
    4. quixoticynic
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      Hello again raxo2222,

      ipmlj hit the nail on the head -- its all in the recipes once PRUFEI is added to the game, and hence it is up to individual mod authors to modify their recipes to incorporate PRUFEI. If I knew of a way to modify their recipes on-the-fly I'd do that, but I think it is beyond what Papyrus (the scripting language) allows.

      Regards,
      --QC
    5. zudzug
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      Obviously, the only simple way to support every mod out there is through a Skyproc patcher. If you wish to go this route, I suggest looking at Lootification or Wintermyst. The first fuses together all leveled lists, the second does so with enchants.
    6. quixoticynic
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      Hi zugzug,

      Thanks for the comment. I'll take a look at Lootification and Wintermyst.

      Regards,
      --QC
  3. ipmlj
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    Really interested in this mod. I'm working on a patch for SRLE (a S.T.E.P. pack) that extends functionality of features found in Kryptopyr's mods (used in SRLE) to the mods that do not (Skyrim Immersive Creatures, Wet and Cold, Frostfall, Immersive Armors,..to name a few).

    From the sounds of the description, will PRUFEI protect one-hand weapons equipped in the left hand from the smelter as long as I add the necessary condition checks to the breakdown recipes in the patch I am making?

    Or is Elementary Smelting a requirement?
    1. ipmlj
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      It works very nicely! I installed PRUFEI as a standalone (without 'Elementary Smelting' because the patch I made for SRLE does much of the same by adding breakdown recipes but adds features from Kryptopyr's crafting mods). I added it as a master to my patch and added the additional conditions to 2 breakdown recipes (steel sword and steel war axe).

      The only thing I found was that a weapon equipped in the left hand still appears in the smelter menu unless it is marked as a favorite. Don't know if that is fixable or not. Everything I can find tells me the game just doesn't read the left hand equipped status. It is too easy to just mark it as a favorite and no longer have to worry about it.

      Other than that, I am very impressed with this mod! I'm going to test a few more items, armor, and load up a ton of items in my inventory to see how the game handles it. This mod may be a 'must have' for me in the future!
    2. quixoticynic
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      Hi ipmlj,

      Many thanks for trying out the mod.

      As you have found out, Elementary Smelting is not a requirement.

      AFAIK, the 'left hand' bug is part of Skyrim, not my mod, and hence is not something I can change unfortunately.

      Please let me know how you get on.

      Thanks again,
      --QC

    3. ipmlj
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      I did some more testing. This time with a full inventory of junk from a dungeon clearing session. I added the conditions to the 89 items/recipes and went testing at the smelter. I had no problems or lag, opening & using the smelter.

      I experienced a slight delay with the smelter menu when un-marking an item as a favorite. The first time I open the smelter, the newly unprotected / i.e. no longer favorite item, did not appear in the menu. Exiting the smelter and Re-opening fixed the issue as the menu repopulated.

      I have a question/recommendation: Can the virtual Frostfall crafting station be added to a PRUFEI addon patch? The workstation in Frostfall is called: _DE_CraftingSurvival [KYWD:0x019831] It is not a physical workstation, it opens a psuedo workstation whenever activated by the player.

      I thought about experimenting with this but I have no experience with scripts and I'm hesitant to break something by modifying/integrating PRUFEI for Frostfall in my SRLE patch. I move deconstruction of most leather/cloth items to the virtual Frostfall crafting station to declutter the default Tanning rack.

      BTW, I'll be adopting PRUFEI as a must have mod and adding functionality to my SRLE crafting patch. I really like your solution to item deconstruction and protection of items.

      Edit: One other recommendation/suggestion - an automated tool to add the conditions to all breakdown recipes would be immensly helpful. Perhaps there is a modder at the S.T.E.P forums who would be willing to create one for you.
    4. quixoticynic
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      Hi ipmlj,

      Many thanks for the feedback.

      I have been meaning to take a look at Frostfall, so I will -- and will have a look to see if I can make the patch you are interested in. (Probably next weekend.)

      >I experienced a slight delay with the smelter menu when un-marking an item as a favorite. The first time I open the smelter, the newly unprotected / i.e. no longer favorite item, did not appear in the menu. Exiting the smelter and Re-opening fixed the issue as the menu repopulated.

      This is the script speed -- sadly Papyrus scripts seem to run a bit slow and it can take up to 6 seconds. The only alternative would be to block access to the smelter during this time. I could do that if you wanted.

      Regards, --QC
    5. ipmlj
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      Thanks QC! Regarding the script: I'd say leave it as is (don't fix what isn't broken if you know what I mean)...its really only a short delay and in most cases the player won't be changing 'favorite' status on their items so frequently as I was during testing. I marked every item as a favorite and went one by one, un-marking them to check the smelter so I don't expect most people will be doing this.

      Will be checking back often for any changes (i.e. Frostfall compatibility). With the help of TES5 Automation Tools I've been able to add the PRUFEI conditions to all the breakdown recipes in my patch. {Over 2000 breakdown recipes!} Just polishing things up now and looking forward to putting it to the test over the next few days with some game time.
    6. ipmlj
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      In my haste, I overlooked the native breakdown recipes in Frostfall. In otherwords, PRUFEI works just fine with the Frostfall virtual crafting station.

      I had added PRUFEI conditions to the recipes I had created rather than overwriting the recipes that are included in Frostfall. (Long story short: I was moving leather/cloth items from many mods -not just Frostfall- so they could be broken down at the Frostfall workstation instead of the default Tanning rack.) This would have been fine but I forgot to disable the FrostFall recipes.
  4. ipmlj
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    I should have included this link in my recommendation post below. You may want to take a look at and try this automation tool by matortheeternal.
    Automation Tools for TES5Edit by Mator: http://www.nexusmods.com/skyrim/mods/49373/?
    I'm going to see if I can get it to add the PRUFEI conditions for my patch file.
    1. ipmlj
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      Just wanted to let you know the Quick Change v2.4 script from the TES5 Automation Tools can add the conditions. I'd be happy to explain how I got it to work if you are interested.

      The only thing I had to do manually was drag and drop the EDID's (from within TES5) to the Inventory Object Field. If I knew how to use the Automation Tools better this would probably not be an issue. There's an option to import data from .csv or table array. I haven't learned how to use it yet.

      It took about 10 minutes for the script to add all 8 conditions to 541 recipes. (Once I figured out how to setup and use the tool.) In any case, this would make quick work of any items that have not been already included in "Elementary Smelting".

      The other manual juggling I had to do is related to the conditions the are pre-existing for other mods...such as CCOR or IA7.1. Because PRUFEI handles the "equipped" check as well as "favorite" protection..I can remove the equipped checks used by the other mods. The only ones that have to stay are the optional checks for MCM toggles.

      Caveat: I still have to examine how PRUFEI handles breakdown recipes for such as daggers when 2 of the item are needed to produce an ingot. I'm not sure if I should tinker with the PRUFEI conditions or just pre-face them with a GetItemCount of >1 or >=2.

      Edit: Laughing at myself right now... just learned how to export/modify/import values using the scripts... this makes short work of the missing EDID's for the new conditions. I spent 2 days on the new conditions for leather/cloth items in my patch (about 680 ish records). I spent 3 hours today, adding the PRUFEI conditions to 700 ARMO/WEAP records..! <facepalm>
    2. quixoticynic
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      Hi ipmlj,

      Thanks for all of this info. Real life is getting in the way a bit at the moment, but I will definitely look at the Automation Tools when I get more time. Sounds like they could have saved me a lot of work.

      Thanks again & regards,
      --QC
  5. quixoticynic
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    Thanks for the comment, Hublo11. Glad you like it.
  6. Hublo11
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    V0.6.2 works great . Thank you .
  7. quixoticynic
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    I have a working version of PRUFEI v0.6.1b. It should be much more robust than the previous script (which works, but is vulnerable to Skyrim 'glitches' ). If anyone wants it, please contact me. I'm not going to release it officially until it has undergone more testing.

    Thanks & regards,
    --QC