I am no longer supporting Legendary Edition versions of my mods, and therefore will no longer be giving support for Fossil Mining on LE. If Aviform wishes to chime in and assist, so be it, but I am shifting all of my future focus to SE. I appreciate all the support folks have given for this awesome project and as always you can reach me on PM, on the Legacy mod pages or via Discord. Thanks.
Hello The only issue I have is when at a forge the needed parts list and I's sure its part of this mod, the requirements font is so minuscule tiny way to small to even squint at to see what's needed ..
I've had this mod for a good long while, yet it wasn't until tonight while I was studying for a test for my Prehistoric Life class that I realized something: you did not include any coprolites. Either that, or I simply have not found any.
Then again, perhaps it's for the best. I get the impression they would be rather... crumbly.
I can't get this mod to work. I'm only using CCOR as far as crafting/mining mods go, and instead of fossils dropping I'll just get blank messages inbetween the regular Iron Ore added or smthwhen I mine. Nothing appears in my inventory or anything. Tried fiddling around with the load order, tried vanilla mining configs etc but nothing.
To make this compatible with mining mods that use projectile impact spells (i.e. my Mining for Mages Redux)
On the script fos_attackminealias change the following:
if mineOreToolsList.hasForm(akSource) && (CurNode as MineOreScript).ResourceCountCurrent != 0
to:
if (mineOreToolsList.hasForm(akSource) || mineOreToolsList.hasForm(akProjectile as Form) ) && (CurNode as MineOreScript).ResourceCountCurrent != 0
Unfortunately, this will only take affect on new games. Not sure if any kind of script cleaning will allow it to load the changes on the already active quest mid-game.
This mod also works as-is with my Random Mining mod but since the number of strikes can change the player can sometimes get multiple fossils in one ore vein. Obtaining values that my mod changes may be problematic as it is done per ore vein during the OnHit and OnActivate events. You could add a bool value to your code to prevent obtaining additional fossils beyond the first. Unless of course this is a non-issue for you.
Thanks for posting this. I noticed this didn't work with the mining spell mod and ended up uninstalling it for now.But I'll definitely note this down for future playthroughs to change.
I don't think mining is working for me, I remembered this mod and thought I'd try mining to test it. I mined an iron vein and watched the top left, and... nothing. No message of iron I'd gotten, and no message of fossils either. I can buy all the ore/ingots I want, so I don't care about that at all, but I'd like to have this fixed if I can.
361 comments
I am no longer supporting Legendary Edition versions of my mods, and therefore will no longer be giving support for Fossil Mining on LE. If Aviform wishes to chime in and assist, so be it, but I am shifting all of my future focus to SE. I appreciate all the support folks have given for this awesome project and as always you can reach me on PM, on the Legacy mod pages or via Discord. Thanks.
The only issue I have is when at a forge the needed parts list and I's sure its part of this mod, the requirements font is so minuscule tiny way to small to even squint at to see what's needed ..
However, the link states "Page Deleted".
Any chance Legacy users can know what those instructions were?
Then again, perhaps it's for the best. I get the impression they would be rather... crumbly.
I'm only using CCOR as far as crafting/mining mods go, and instead of fossils dropping I'll just get blank messages inbetween the regular Iron Ore added or smthwhen I mine. Nothing appears in my inventory or anything. Tried fiddling around with the load order, tried vanilla mining configs etc but nothing.
Any help would be much appreciated.
On the script fos_attackminealias change the following:
to:
Unfortunately, this will only take affect on new games. Not sure if any kind of script cleaning will allow it to load the changes on the already active quest mid-game.
This mod also works as-is with my Random Mining mod but since the number of strikes can change the player can sometimes get multiple fossils in one ore vein. Obtaining values that my mod changes may be problematic as it is done per ore vein during the OnHit and OnActivate events. You could add a bool value to your code to prevent obtaining additional fossils beyond the first. Unless of course this is a non-issue for you.