Just in case anybody is still checking this, I had no time and won't have any to finish this. Sorry. Hopefully the community has a better solution out for crafting.
You're free to do whatever you want with this mod, just credit me and >don't upload to Steam.<
I don't have access to script sources anymore, but try this http://www.nexusmods.com/skyrim/mods/35307/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D35307&pUp=1
Some things are worth waiting for! It will be ready when it's ready, I'm happy to keep tabs on it and wait while I still enjoy my first play-through of the game
Oh! And thank you for your advice! I am following it and grateful to you!
It's a shame I found out about this gem of a mod at what seems like the end or at the "burnout" stage which is highly understandable. I have no idea how some of the modders including ArcaneSmith have the time or patience to do what they do. Modding/programming is tedious work. Beyond tedious imo. The reward is little to nothing other than you can play the game the way you wanted to and a few people might enjoy it as well. To some that's all that is needed, but the amount of personal time put into these mods is amazing.
Anyways, that aside I hope you can do what I do and go play another game for a few months and then come back at it fresh. That burnout sucks big time, but it happens especially since you're not being paid for this. Real life doesn't care you want to make this, it always has a way of budging it's way in. Quadruple that if you have a wife and kids
In any event, I'll try to get this to run with Skyre, but if it can't then meh. I'll have to play without it then. Though your mod is brilliant, the game is too dang boring without Skyre. So I'll wait and hope you come back one day and attack this sucker head on again. Good luck to you my friend.
Don't think it needs to be said, but insta-endorse/vote. I love the idea of this mod.
hi, just an idea, how about you change the location of the arcane npc to somewhere more mythical or special. like on top of mountain or somewhere hidden at the center of beautiful forest. it's kind of immersion breaking if most of the mod fun stuff located at whiterun...
Our burnt out phases are in perfect synch! I got burnt out on skyrim recently myself, so almost happy to hear you're taking a break too. I hope your burn out ends about the same time mine does! That would be funny. Then again, your burn out ending might be the catalyst to cause me to have more interest in my second replay through too.
Watching the youtuber Gopher from "Gophervids" did that for me, I got so fed up with my polluted list I threw em all out and started from scratch.
@ArcaneSmith Best of luck finding that next good wind, though I will recommend not standing near Orcs. I've heard their "blasts of inspiration" can melt master locks!
I would like to work on this mod if you don't have time, with your permission. If you are interested please pm me. I would just need the source scripts and any documentation you have. I'll be sure to credit you accordingly.
Can someone direct me to where I can find the master file "lorecraftesm.esm" ? So far I can not locate this particular file in my load list. This file is needed for the mod "lorecraft-dawnguard.esp" to access. Can any one help here? Are any other mods dependant on this file? If so, which other mod could this master file be included with?
UPDATE: I found one of the lorecraft mods that included this file I needed.
Not sure if you are still around but would you mind telling which mod that was that has that lorecraftesm file in it? Or maybe someone else on here could answer?
I know nobody's touched this since last year, but, is there a way to clear my crafting recipies? For some reason I have ALL of them, every single one, on a brand new character.
someone needs to create a SkyProc Patcher for Lorecraft to incorporate custom armor and weapon mods that don't have separate patches. like the numerous custom armors that have come out over the past year alone don't have a lorecraft patch and even if they DO......i don't think i want half of my plugin slots taken up by lorecraft alone.
I just came back to Skyrim after more then a year away from playing it. I've been using Lorecraft since the early version. I don't know if you remember, but I was involved in testing the early version. It got a feeling that it isn't working as good as it could be, and it generates alot of error messages in the papyrus logs (at least for me) even with a fresh game. So thanks to the updated Champollion http://www.nexusmods.com/skyrim/mods/35307/? I have recreated the source files and had a look through them.
As I understand it you are not interested in updating the current version of Lorecraft, so I was wondering if I could release some of my bugfixes of the scripts? It will still require your mod to be installed (for the .bsa), but it would contain an updated LorecraftESM and scripts.
Things that I have found and fixed so far: Unused items in the ESM file that referenced scripts that was not in the download has been removed. Just cosmetic changes, had no effect on functionality. QF_ scripts that was missing aliases defined in the quests have been fixed. (This is probably why alot of people didn't see books for sale from merchants.) The process of how loot was choosen has been completely rewritten so it is always picked randomly from the entire collection of books instead of from just one array. (Before if you had at some point had more then 128 books the chance of books dropping was uneven since every array that contained books had the same chance of being picked regardless of how many books they had.) This change seems to increase the number of book you will see drop. At least I had trouble getting hold of even some of the "common" books on a complete play through. Fixed the test container in "loreTest" so it will show all books, and not just the once in the first array. Fixed alot of left over invalid script properties in the esm file. This is a oddity of the creation kit, it doesn't ever remove a property from a plugin even if it is removed from the script. And a lot of minor bug fixes to the script. (Example, you can't test arrays against "none", you have to test if it's length is 0, since they can never ever be none, only objects in them can be none.) A small question of curiosity, was there any special reason you chose to store the books in arrays instead of in a FormList?
The bug fixes are all backwards compatible with both plugins using Lorecraft and current save games.
What exactly would the proc patcher need to do? Automate the book crafting process for all constructable objects? Also i'm not sure if that would fix error logs because I think that some of his scripts bind at runtime, still confused on how his script inheritance is implemented. Function scope of the creation kit in general is a bit to wrap my head around... If you know anyone who has any information please let me know.
Oh my god this is so brilliant! Now dungeon crawling and looting is skyrocket high! Way better than going for mandatory blacksmith path and using skillpoints in it.
/me runs install mod in hopes of find some glass armor books asap.
Since installing this mod I've been getting CTDs with papyrus reading something about the Riverwood blacksmith being a Lorecraft merchant, every time this log comes up my game CTDs. Can someone help me resolve this?
With mods like Immersive Weapons, Bandoliers and Requiem the crafting list is SO cluttered that it isnt even funny. What Lorecraft plugins are there are outdated and help only partially.
Does anybody knows any mod that does something similar to this?
717 comments
Just in case anybody is still checking this, I had no time and won't have any to finish this. Sorry. Hopefully the community has a better solution out for crafting.
You're free to do whatever you want with this mod, just credit me and >don't upload to Steam.<
I don't have access to script sources anymore, but try this http://www.nexusmods.com/skyrim/mods/35307/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D35307&pUp=1
Oh! And thank you for your advice! I am following it and grateful to you!
If you ever need any help in the future with testing and what not, I'm sure I could lend a hand. Take care.
Since the start of SkyProc patches i aways thought about this mod.
Keep up man!
Edit: What's the new name going to be then if you are making it a new mod?
As for the name, Arcane Craft. I know, totally creative and powerful...
I'll post here when it's out. Hopefully sooner than later. =)
Anyways, that aside I hope you can do what I do and go play another game for a few months and then come back at it fresh. That burnout sucks big time, but it happens especially since you're not being paid for this. Real life doesn't care you want to make this, it always has a way of budging it's way in. Quadruple that if you have a wife and kids
In any event, I'll try to get this to run with Skyre, but if it can't then meh. I'll have to play without it then. Though your mod is brilliant, the game is too dang boring without Skyre. So I'll wait and hope you come back one day and attack this sucker head on again. Good luck to you my friend.
Don't think it needs to be said, but insta-endorse/vote. I love the idea of this mod.
@ArcaneSmith Best of luck finding that next good wind, though I will recommend not standing near Orcs. I've heard their "blasts of inspiration" can melt master locks!
UPDATE: I found one of the lorecraft mods that included this file I needed.
Thanks!
Or are there any bugs that cause CTDs or bloated savegames??
It got a feeling that it isn't working as good as it could be, and it generates alot of error messages in the papyrus logs (at least for me) even with a fresh game. So thanks to the updated Champollion http://www.nexusmods.com/skyrim/mods/35307/? I have recreated the source files and had a look through them.
As I understand it you are not interested in updating the current version of Lorecraft, so I was wondering if I could release some of my bugfixes of the scripts? It will still require your mod to be installed (for the .bsa), but it would contain an updated LorecraftESM and scripts.
Things that I have found and fixed so far:
Unused items in the ESM file that referenced scripts that was not in the download has been removed. Just cosmetic changes, had no effect on functionality.
QF_ scripts that was missing aliases defined in the quests have been fixed. (This is probably why alot of people didn't see books for sale from merchants.)
The process of how loot was choosen has been completely rewritten so it is always picked randomly from the entire collection of books instead of from just one array. (Before if you had at some point had more then 128 books the chance of books dropping was uneven since every array that contained books had the same chance of being picked regardless of how many books they had.) This change seems to increase the number of book you will see drop. At least I had trouble getting hold of even some of the "common" books on a complete play through.
Fixed the test container in "loreTest" so it will show all books, and not just the once in the first array.
Fixed alot of left over invalid script properties in the esm file. This is a oddity of the creation kit, it doesn't ever remove a property from a plugin even if it is removed from the script.
And a lot of minor bug fixes to the script. (Example, you can't test arrays against "none", you have to test if it's length is 0, since they can never ever be none, only objects in them can be none.)
A small question of curiosity, was there any special reason you chose to store the books in arrays instead of in a FormList?
The bug fixes are all backwards compatible with both plugins using Lorecraft and current save games.
Oh my god this is so brilliant! Now dungeon crawling and looting is skyrocket high! Way better than going for mandatory blacksmith path and using skillpoints in it.
/me runs install mod in hopes of find some glass armor books asap.
With mods like Immersive Weapons, Bandoliers and Requiem the crafting list is SO cluttered that it isnt even funny. What Lorecraft plugins are there are outdated and help only partially.
Does anybody knows any mod that does something similar to this?