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IsharaMeradin

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  1. IsharaMeradin
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    Regarding Skyrim Special Edition:
    I want to port this to SSE. However, SKSE and SkyUI's MCM are required. As a result, the non-MCM version may be released to SSE until such time as the SKSE and MCM equivalents become available.
  2. IsharaMeradin
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    Released as a separate mod in order to differentiate support between loose script replacers and the MCM configuration. Hope everyone enjoys.

    UPDATE: Added an option to have mining make noise.
  3. Wyvern846
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    So im not entirely sure why, but this mod and others like it will not work on my skyrim. Even with a fresh installation and this as the last installed mod, and so the mod with the final edits, nothing changes the mining in the game. Even mods that make the animation for the mining process instant do not work(and i've tried them separately from this one). I can't wrap my mind around why this is. I appreciate any insight into this matter if someone is willing to contribute. Im sadly not familiar with the files edited by this mod and ones like it. Though id think the animation edits would not affect the files this one does, so im confused on that front. 
    1. IsharaMeradin
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      Have you installed SKSE for classic Skyrim / legendary edition?
      If no, install SKSE: https://skse.silverlock.org/
      If yes, are you running SKSE and letting it start the game?


      There is also an older version of this mod that still works.  It is still offered on a separate page since this version was a complete re-write.  You are welcome to try it as SKSE is an optional requirement rather than hard set for that version. Random Mining
    2. Wyvern846
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      I am running SKSE considering it's a requirement for almost every mod. I did download another mining mod, and switched this one out for it, but that now results in CTDs. So far, this is proving a confusing problem. All I wanted was more ores from veins T-T
    3. IsharaMeradin
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      At this point, I recommend testing on a new game where just this mod and its requirements are installed and active.  See if the mod itself is working as intended.  Then test on another new game where it is just the animation mod and its requirements are installed and active.  See if that mod is working as intended.  If both are working on their own with just their own requirements, try yet another test on a new game and this time have both mods with their requirements installed and active.

      If the mods work after all that testing, then in your full load you may have yet another mod that is conflicting with either or both of them.

      There are some mods that provide their own version of the base game MineOreScript.pex file.  If one happens to have been installed after this one or is set to load after this one then this mod won't work as the MineOreScript.pex file is the main workhorse.

      I do not know the animation mod you mentioned and as such I cannot give any advice beyond the basic trouble shooting steps already outlined above.
    4. Wyvern846
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      So uh, I finally had time to go and do the testing, and I found the conflict. The Amazing Race Tweaks for Orcs is incompatible. the esp file for it is called art_orc_sp0.esp if you feel like doing testing for it. Hopefully it's the only conflict...
    5. IsharaMeradin
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      Do you have a link for said mod, hopefully on the Nexus? 
    6. Wyvern846
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      To my knowledge it's not on the nexus, but rather the Steam Workshop. I can try to find a link though.
    7. IsharaMeradin
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      I saw it on the Steam workshop, but I do not have Skyrim Legendary Edition installed any more.  Thus I cannot subscribe in order to download just to look and see how that mod could affect mining.  However, according to some comments that mod conflicts with a lot of mining related mods or mods that affect mining to one degree or another.
  4. BillyStrzyz
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    For some reason, the spell from Mining For Mages Redux at https://www.nexusmods.com/skyrim/mods/62570 only uses the first level of hard worker. Any values I set on the first level for the amount of ores (eg 2-4) works fine. However, if I have a smithing skill of 55, I should be in the third level, which I set to give 9-12 ores. It gives the correct modded message "1 of 4 ores" and using a real pickaxe works without issue. Additionally, I had one vein that worked properly with the spell, giving 10 ores.
    Also, tweaking the drops in general mode works, so I will use that as a temporary fix.
    1. IsharaMeradin
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      It is a non-issue. When using magic to mine, the magic class selected to gain experience becomes the determining factor for the number of ores received when using the hardworker mode.

      Not sure if I stated that anywhere in the documentation. I seem to always forget something.
  5. R0NlN
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    I, too have the problem where I'm not receiving any ore from mining.

    For some reason I can't remember, I had uninstalled this mod. Just now I reinstalled it, went into the mine in Karhwasten, and tried mining. Mining makes noise (whether or not that option is selected in your MCM menu), the animation plays, I get the notice "Ore vein depleted", but no ore is placed in my bag. Also, the appearance of the vein doesn't change.

    Same result whether I use the pickaxe I found on the floor, or add one via console command. Changing from "Lazy Man" to "Default" settings made no difference.

    It used to work fine, but I don't remember if that was the old version (1.0), or 1.1.

    I tried it with other mods disabled (except SkyUI, SKSE, this one, and "Continue Game No Crash", which I can't disable). The results were the same.
    1. IsharaMeradin
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      If you've done a lot of uninstalling and reinstalling of mods throughout this character run, there could be any number of baked in issues that would cause any number of problems.

      Test the mod out on a brand new game. Let me know if the problem persists.

      If your game is script heavy it might be possible that there is a delay or complete stack dump of the OnCellAttach event. This event is critical for setting the ore vein up properly both for original Bethesda reasons and for proper linking to the MCM script. That is the only point I can think of for there to be any kind of failure and it is only speculation. Without seeing a papyrus log with errors that definitely refer to the mining event, I cannot do any more than speculate.

      FYI - Please do not post a full papyrus log if you do decide to turn logging on. Only post entries related to the MineOreScript, if there is anything.
    2. R0NlN
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      I'm happy to report that, somehow, the issue has resolved itself! Either it was a problem with the vanilla cave I was in, or it needed time to... I dunno what But when I tried this mod out the second day, it worked fine (and continues to work). Thanks!
  6. smartwizard
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    I Installed the mod. The character does the mining animation, then I see the announcment "Ore vein depleted" but the ore field graphics don't change to depleted and I get ZERO ore pieces to my inventory. What could be the problem?
    Thanks!
    1. IsharaMeradin
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      It shouldn't be possible for that to happen. The mod continues to work fine for me.

      In fact, I did a quick test on a separate profile from my existing run and was able to get 8 iron ore and a changed vein graphic without making any changes to the MCM menu default options. That ruled out my thought that maybe something did not work without choosing settings in the MCM.

      I will need more details in order to try and replicate the issue.

      One thing you could try...
      Start up the game. At the main menu bring up the console. In the console type: COC Riverwood Once in Riverwood bring up the console again, type: help pickaxe When the listing appears type: player.additem XX 1 (replace XX with the ID# displayed for the pickaxe. Exit the console and go to an ore vein. There is one across the river from Riverwood just past the bridge on the left by the cliff. See if it works properly. If it does not, repeat the test but with only SKSE, SkyUI and this mod active. If that works, you may have some unforeseen conflict.
  7. yexian7
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    pretty interesting
  8. lt5ive
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    Is there a way to check your level? I'm asking this because I set my strikes at 17-20 and ore gained 1-4 in lowest tier level and at second tier 13-16 strikes 5-8 ores, but now that I'm about to go smelt after long working day my collected ore, I've noticed that I have more than 30 ores in inventory but my last mining of ore vein gave me only 3 ores (like in first tier level). If 1 ore equals 1 level then I should be 30+ level and thus be in second tier (requires min level 25) where I should get 5 to 8 ores.
    1. IsharaMeradin
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      Check your smithing level in the skills screen (the one you access when you level up). Character level does not play a factor in the calculations.
    2. lt5ive
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      I thought your mod creates completely separate skill for mining and each ore gives you exp to that skill. So mining uses smiting, but where does the exp from ore goes: to your main level or to smiting skill level?
    3. IsharaMeradin
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      By default it always goes to smithing when using the pickaxe via activation or attacking. However, you can also set it to assign experience to a school of magic if you use a mod which provides a spell to mine ore with. Since ore veins only use pickaxe when activated, the attack portion has had checks in place to determine if it was hit by weapon or by a spell's projectile. Thus pickaxe hits are always smithing and magic hits (which are appropriately assigned to the mineoretoolslist) will be whatever you designate.

      However, all calculations of the hardworker are based on your smithing skill. So a user of a magic spell to mine with, won't gain the level based adjustments without increasing their smithing skill through other means.
    4. lt5ive
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      Ok, thanks for clarification.
      Great mod - endorsed.
  9. AndrealphusVIII
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    Great mod, I will try it out.

    One question: Is it possible to set it that time passes when you mine (activating the ore vein)? So for instance, gathering 1 piece of the ore passes 15 ingame minutes?

    Kind regards

    Andre
    1. IsharaMeradin
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      No idea. There are some mods that do cause time to pass with other things so I'd assume it is possible. However, it is not a feature that I want to mess with. Especially since time still passes when you are mining. Ever watch your follower watch you mine? Its funny seeing their head bob up and down with the pickaxe
  10. User_6370561
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    Thanks for your great mod!
  11. whismerhill
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    is there specific restrictions for the MCM options ?

    example : min ore 1, max ore 5
    min strike sets : 5, max strike sets : 10

    with these settings I get 1 ore per strike set all the time
    1. whismerhill
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      probably have a problem somewhere, since it appears it's not working right

      the script conflict shows this mod as the winner no idea what is wrong
      unless the script/MCM modifications take time to become active in the world ?
    2. IsharaMeradin
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      You will always get 1 ore per strike set with the hardworker options.

      Let me walk through what happens:
      You select your smithing skill level ranges. These govern when the values in the same subset are applicable.
      You select your range of ore to receive in total from the ore vein = X
      You select your range of strike sets to be required before receiving 1 ore. = Y

      You activate/attack an ore vein, game looks at your smithing level and picks a strike set value from range (X) and a total ore value from range (Y). You will then strike X sets and get 1 ore. Repeat till received Y ore in total. X * Y = total strike sets required to receive total ore Y

      The reason it is called hardworker is so that you can make it harder/longer to obtain ore early in your smithing skill and easier/shorter to obtain ore later.
    3. whismerhill
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      actually learned that mining scripts are attached to objects & retained so I guess it's my fault for installing this mid playthrough.
      I should just wait for a cell reset or move to another cell.
      The thing is that somehow I managed to change once. (CCOR changes took effect immediately)

      sorry for the bother, and here I just travelled & it works. Sorry again I'm such an idiot.
    4. IsharaMeradin
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      Yes, they are attached to objects. But, the way this script is written it should take affect immediately. An easy way to tell if the script itself has been applied is to look at the notification as ore is added. In the base game, it displays "iron ore added" with this version it displays "iron ore: 1 of X"

      However, unlike the non-mcm version the ore script has to get its updated values from the MCM script. Sometimes, it doesn't recognize the default values on the MCM script. Explicitly setting a value (even if it is default) ensures that the ore script will recognize the MCM values.
    5. whismerhill
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      well the cell I've been in (e.g. the starting village/settlement)
      isn't modified "properly" by this mod. it writes 1 of 6 & so on, so it's somewhat working but not picking up the values from the MCM it seems. I believe a cell reset will fix it in time.
      it works fine in other cells (exterior or interior) with the proper expected values from MCM

      (I use hard worker with custom settings)
    6. IsharaMeradin
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      If another mod has changed the property value for ore received on the specific ore vein to something other than 3, then the randomization won't take affect. Its a by-product of ensuring that I don't affect the Hearthfires clay and quarry pits or Dragonborn's geodes for gems.
    7. whismerhill
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      nice thanks for the explanation
  12. User_6370561
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    Thanks for your hard work!