updated to Beta3 - Added sounds of falling trees It is not a perfect solution - the sound is played automatically, regardless of whether the tree falls or not. The sounds "is as is", I have no better sounds files (sound dynamic is too flat).
- small changes in recipes - small changes in name of items - added a few "small meditation rugs" as a result of the small experiment over the Tinuvia question - added a few placeable "sitting markers"
Updated to 0.94Beta3, played around and found some bugs.
First, I have cut a tree close to the bandit camp outside helgens cave and this happened: https://www.youtube.com/watch?v=zV4DZwpcOs4 https://www.youtube.com/watch?v=0Vg5UcdaXig It has collision but It can't be cut again and It just stays there even if I reload or disbranch the tree.
I really love the sounds in the update, they fit very well even when the tree get stuck (I don't really care) I only think that the sound should be a little louder, but that might be my sound volume.
Another minor issue: When I reload a game around the trees I have cut, the game play the falling sounds of all of them around me at the same time.
Also just one quick video of me folling around on skyrim physics https://www.youtube.com/watch?v=DbvzjXquKo8
Try provoke this error again, from save before you start cutting down this tree. and describe exactly what you did between the first hit to this tree and shown this errors...
updated to Beta4 - small changes in recipes - straw can by created from baskets - small changes in name of items - wood storages now works only for logs, beam, planks and similar items
Update to beta5 - straw/hay bale and some mound of straw/hay can by "cutted down" by "wooden pitchfork" - straw/hay bale now provide 20 "Straw", big straw/hay mound 6 "Straw", two small straw/hay mounds provide 1 "Straw" - adapted model for "weaponized" pichforkforks, weapon renamed to "Wooden pitchfork" - exchanged model.nif for object HayMound02 to new model.nif with collision model - some small changes
Update to beta6 - many parts for house and huts - - There are several versions of home - - Each house consists of a basic structure, roof structure and roof. The walls of the house are separate parts. - - Parts of the huts are taken from the vanilla version - don't seek logic in their form. - recipes - for create tents you will need a book, that you can write on any scriptorium
My friend and co-worker ttl269 massively updated and modified whole woodcutting system (comming soon, I hope):
Woodcutting fixes/changes/addings in beta7 (095i):
Fixed: Flickering of bright object on the tree after 1st hit.
Fixed: Short flash of aspen object on non-aspen trees.
Fixed: No more message spam. Inormation about cutting is attached on cutted object itself.
Fixed: Some trees didn't disappeared after being cutted down. Due to game design some objects can't be deleted from game world. Now, in case of tree, player get message and that tree will not be cutted.
Fixed: Collision models of woodcutter axes, added blood meshes.
Improved: Problems with hitting a tree for the fist time (to mark it for cutting).
Improved: Detection of flora objects attached on cutted obejct (mostly the mushrooms on cutted down trunks) and added detection of multiple flora items attached on cutted object.
Changed: "Number of hits to cut down" replaced with percentual points of work done.
Added: Different woodcutting tools have different cutting power of hit. The power of hit take into account damage value of given tool, player's skill in one-handed or two-handed weapons and level of perk Armsman (for one-handed) or Barbarian (for two-handed). ........................................................................
New (soon): ttl269 create house construction system in the exterior, that after construction have real interior accessible through a house door (similar as standard house).
After a long time ... I'm finally home, and I hope it will stay this way. Thank you for your support and blessing.
(google translator) Back to work. The plug-in is still beta, but has undergone significant internal editing. Changed is a significant part of the scripts (others are waiting in the near future) and models, some objects have been renamed (some exiting objects from previous versions may disappear ).
What is new? Cutting trees * Now, progress in work is indicated in percent. * For better orientation, the "just active" object is marked with a mark that can be switched on/off by key G
Tree planting * It is possible to produce tree seedlings and plant trees that are regular trees. However, they do not have a "remote flat model" and are not displayed in the LOD system, so they can not be seen from a long distance until they are zoomed in. Tree seedlings are made from branches, the seedlings can be grasped and positioned exactly within about one minute after being removed from the inventory, then the control script is activated. Trees grow for a long time and grow through several phases during growth - see pictures of suggestions. The final shape and size of the tree is random. A typical growth time is 80-100 days, a maximum of about 150-180 days. The tree can be cutting down during growth, but it is likely to be an orphaned script.
House boulding * One house (the 4x4L house, the only surviving unsuccessful "optimization" of the NIF models) is ready for a semi-automatic, script-managed construction, and when finished it has a regular interior in a separate cell The construction of the house begins with the "scriptorium", the creation of a book and subsequently the building model. The building site has its own control of the position described in the object itself. The next construction process is controlled by commands from a building site - the player's inventory is selected and the elements added - pillar, basement, roof and roof, floor, doors, fireplaces, walls are added to and added to the game world ... The exterior construction ends with the addition of the last element By naming the House (ie the interior cell). The control console is then moved to the interior to allow it to be completed and finalized (just to preview the options). Interier accurately copies the elements of the house used in the exterior. The basement in the final interior is absolutely independent of the terrain and the base plates in the exterior.
Other: * A number of minor edits in the recipes * Lime ("lime", need for white walls) can be produced in a melting furnace from crushed bones. Crushed bones can be made from different bones in a handmill (for example, in Ivarstead, or in your own) * Additional plugin for "More Interactive Items" adds a few more recipes * It is possible to produce a large cast iron boiler (kettle) and a boiler distiller, but it is an experimental joke.
Woodcutter has been converted for SSE https://www.nexusmods.com/skyrimspecialedition/mods/13204/? SSE Version is makred as 0.9.0.001, but realy is converted from 0.9.7.010
My problem is that whatever kind of follower I take there with me, they behave strange: 1. Sometimes they don't follow me into the house, sometimes they do. 2. What is a permanent issue: Even if they follow me into the house, they just stand in one place, not making a single step to any direction. (Same in the basement.) 3. (I think, because of it) I can't make them to do anything (sitting on a chair or sleeping on a bed e.g.).
It brings up the question: is the house navmesh-ed or do I have to do it in CK?
Love the mod. I noticed that to make anything from stone (walls, fences...) you need a Stone Block Big, Medium or small. But none of the benches have stone blocks and i don't know how to change the quarried stone into stone blocks.
Also a book with a little tutorial and or info on the benches would be helpful.
Also could you add servants and maids, like hearthfires houses have?
there is a way to go around this,what I do is I copy the tree with jaxons positioner and than i move the copy to a side and drop it, this way dont touch the original tree..
Is there a way to change how fast it takes to cut down trees? It takes almost 400 swings to cut and debranch a giant tree. If we could cut that number in half it would be more enjoyable.
There is solution but is kinda of a cheating. If you have mod called cheat room you can get smithing ring to improve weapons like 1000% or something like that. After you improve axe it is one hit to cut down and few hits to debranch. Or just improve axe normal way as much as you can it should help.
Please update the requirements to use this. I keep getting errors now using this about needing "More Interactive Items" and there's no mention of it in your mod info. I've used this before and never needed it but now I do it seems.
22 March 2020, 9:37PM got it..in my nexus mod on plung in list there 2 stmx woodcutter… u need deactivate the 1 wich requires more interactive items and leave activated the one working with Jaxson positiner
So I downloaded this mod and installed it with MO and now it is saying that I'm missing the Masters. I downloaded the "Woodcutter Beta8 (v0.9.7.008)"" which I think is the one that carries the masters. The message is as follows:
The masters for some plugins (esp/esl/esm) are not enabled. The game will crash unless you install and enable the following plugins: More Interactive Items [Dawnguard].ESM More Interactive Items [Hearthfire].ESM More Interactive Items.ESM
The mod requires the More Interactive Items Mod to work witch was not under the requirements tab.
got it..in my nexus mod on plung in list there 2 stmx woodcutter… u need deactivate the 1 wich requires more interactive items and leave activated the one working with Jaxson positiner
One of the taller pine trees, you can measure up and estimate the wood they drop by looking at their names, the one you looking for is 5x40 half the length of the tallest pine tree log of 5x80.
591 comments
small changes - simplified recipes, removed "material conditions" for displaying recipes
- Added sounds of falling trees
It is not a perfect solution - the sound is played automatically, regardless of whether the tree falls or not. The sounds "is as is", I have no better sounds files (sound dynamic is too flat).
- small changes in recipes
- small changes in name of items
- added a few "small meditation rugs" as a result of the small experiment over the Tinuvia question
- added a few placeable "sitting markers"
First, I have cut a tree close to the bandit camp outside helgens cave and this happened:
https://www.youtube.com/watch?v=zV4DZwpcOs4
https://www.youtube.com/watch?v=0Vg5UcdaXig
It has collision but It can't be cut again and It just stays there even if I reload or disbranch the tree.
I really love the sounds in the update, they fit very well even when the tree get stuck (I don't really care) I only think that the sound should be a little louder, but that might be my sound volume.
Another minor issue: When I reload a game around the trees I have cut, the game play the falling sounds of all of them around me at the same time.
Also just one quick video of me folling around on skyrim physics https://www.youtube.com/watch?v=DbvzjXquKo8
and describe exactly what you did between the first hit to this tree and shown this errors...
- small changes in recipes - straw can by created from baskets
- small changes in name of items
- wood storages now works only for logs, beam, planks and similar items
- straw/hay bale and some mound of straw/hay can by "cutted down" by "wooden pitchfork"
- straw/hay bale now provide 20 "Straw", big straw/hay mound 6 "Straw", two small straw/hay mounds provide 1 "Straw"
- adapted model for "weaponized" pichforkforks, weapon renamed to "Wooden pitchfork"
- exchanged model.nif for object HayMound02 to new model.nif with collision model
- some small changes
- many parts for house and huts
- - There are several versions of home
- - Each house consists of a basic structure, roof structure and roof. The walls of the house are separate parts.
- - Parts of the huts are taken from the vanilla version - don't seek logic in their form.
- recipes
- for create tents you will need a book, that you can write on any scriptorium
Woodcutting fixes/changes/addings in beta7 (095i):
Fixed: Flickering of bright object on the tree after 1st hit.
Fixed: Short flash of aspen object on non-aspen trees.
Fixed: No more message spam. Inormation about cutting is attached on cutted object itself.
Fixed: Some trees didn't disappeared after being cutted down. Due to game design some objects can't be deleted from game world. Now, in case of tree, player get message and that tree will not be cutted.
Fixed: Collision models of woodcutter axes, added blood meshes.
Improved: Problems with hitting a tree for the fist time (to mark it for cutting).
Improved: Detection of flora objects attached on cutted obejct (mostly the mushrooms on cutted down trunks) and added detection of multiple flora items attached on cutted object.
Changed: "Number of hits to cut down" replaced with percentual points of work done.
Added: Different woodcutting tools have different cutting power of hit. The power of hit take into account damage value of given tool, player's skill in one-handed or two-handed weapons and level of perk Armsman (for one-handed) or Barbarian (for two-handed).
........................................................................
New (soon): ttl269 create house construction system in the exterior, that after construction have real interior accessible through a house door (similar as standard house).
https://www.youtube.com/watch?v=5Wlml7G-LCQ
Thank you for your support and blessing.
(google translator)
Back to work. The plug-in is still beta, but has undergone significant internal editing. Changed is a significant part of the scripts (others are waiting in the near future) and models, some objects have been renamed (some exiting objects from previous versions may disappear ).
What is new?
Cutting trees
* Now, progress in work is indicated in percent.
* For better orientation, the "just active" object is marked with a mark that can be switched on/off by key G
Tree planting
* It is possible to produce tree seedlings and plant trees that are regular trees. However, they do not have a "remote flat model" and are not displayed in the LOD system, so they can not be seen from a long distance until they are zoomed in.
Tree seedlings are made from branches, the seedlings can be grasped and positioned exactly within about one minute after being removed from the inventory, then the control script is activated. Trees grow for a long time and grow through several phases during growth - see pictures of suggestions. The final shape and size of the tree is random. A typical growth time is 80-100 days, a maximum of about 150-180 days. The tree can be cutting down during growth, but it is likely to be an orphaned script.
House boulding
* One house (the 4x4L house, the only surviving unsuccessful "optimization" of the NIF models) is ready for a semi-automatic, script-managed construction, and when finished it has a regular interior in a separate cell
The construction of the house begins with the "scriptorium", the creation of a book and subsequently the building model. The building site has its own control of the position described in the object itself. The next construction process is controlled by commands from a building site - the player's inventory is selected and the elements added - pillar, basement, roof and roof, floor, doors, fireplaces, walls are added to and added to the game world ... The exterior construction ends with the addition of the last element By naming the House (ie the interior cell). The control console is then moved to the interior to allow it to be completed and finalized (just to preview the options). Interier accurately copies the elements of the house used in the exterior.
The basement in the final interior is absolutely independent of the terrain and the base plates in the exterior.
Other:
* A number of minor edits in the recipes
* Lime ("lime", need for white walls) can be produced in a melting furnace from crushed bones. Crushed bones can be made from different bones in a handmill (for example, in Ivarstead, or in your own)
* Additional plugin for "More Interactive Items" adds a few more recipes
* It is possible to produce a large cast iron boiler (kettle) and a boiler distiller, but it is an experimental joke.
- Added feature to cut off stumps of trees
- a number of adjustments and repairs
https://www.nexusmods.com/skyrimspecialedition/mods/13204/?
SSE Version is makred as 0.9.0.001, but realy is converted from 0.9.7.010
I managed to build the 4x4L house.
My problem is that whatever kind of follower I take there with me, they behave strange:
1. Sometimes they don't follow me into the house, sometimes they do.
2. What is a permanent issue:
Even if they follow me into the house, they just stand in one place, not making a single step to any direction. (Same in the basement.)
3. (I think, because of it) I can't make them to do anything (sitting on a chair or sleeping on a bed e.g.).
It brings up the question: is the house navmesh-ed or do I have to do it in CK?
Thank you very much!
I noticed that to make anything from stone (walls, fences...) you need a Stone Block Big, Medium or small. But none of the benches have stone blocks and i don't know how to change the quarried stone into stone blocks.
Also a book with a little tutorial and or info on the benches would be helpful.
Also could you add servants and maids, like hearthfires houses have?
got it..in my nexus mod on plung in list there 2 stmx woodcutter… u need deactivate the 1 wich requires more interactive items and leave activated the one working with Jaxson positiner
The masters for some plugins (esp/esl/esm) are not enabled.
The game will crash unless you install and enable the following plugins:
More Interactive Items [Dawnguard].ESM
More Interactive Items [Hearthfire].ESM
More Interactive Items.ESM
The mod requires the More Interactive Items Mod to work witch was not under the requirements tab.
Thank you.
Can you make khajiit claws able to cut trees ?