Skyrim Special Edition

27 comments

  1. RamsesLSmuckles
    RamsesLSmuckles
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    With the current release I'm seeing a reproducible CTD on the tanning rack, where I have three "empty" objects that can be created with no name, type, wgt, or val (SkyUI) and where the crash occurs as soon as I move to that object's row.  What would be most helpful in identifying the cause? So far Crash Logger SSE AE VR has not caught these crashes and written a log. These objects were not present in the relevant list prior to installing Gleanerborn as far as I know. Thanks!
    1. TheManaVault
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      Strange, as I have the mod installed in a running save with no issues.
      Also, you can create and empty object or you crash when you get to that row? Which is it?
      Do you have USSEP installed? Any mod that makes changes to object refs or that deletes object refs? This is looking like a conflict with another mod in your game build. 

      Did you per chance update Gleanerborn from an earlier version?
    2. RamsesLSmuckles
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      Yes, I did update from an earlier version today.  I can't create the empty object - simply highlighting the row with the cursor or controller CTDs.  I do have USSEP installed and a number of other mods, but did not have the empty row values at the rack without Gleanerborn.  Have confirmed that allowing Gleanerborn to overwrite almost all other mods didn't change behavior.  Here's my load order in case helpful: https://pastebin.com/hCkV8QBM

      Please let me know what other info you can use. Thank you!
    3. TheManaVault
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      Nice  mod list, great going!
      If you could check for conflicts with other mods in SSEdit, it would be useful information, as I haven't found that issue on my end as said before.
      If a mod is making changes to a reference that is used as material or as a product of crafting, it will potentially cause what you're experiencing.
      I'd chance saying that possibly Legacy of the Dragonborn and/or one of its many patches is conflicting with Gleanerborn, but am unsure, as you have a couple other large mods in there - Faalskar, Wyrmstooth, Beyond Skyrim - Bruma that I've noticed.
      I'm running a game that doesn't have these, it only has Skyrim Sewers, Skyrim Underground plus addons and Glenmoril as larger content mods, apart from Bikiniborn EX.
      Did you make the Bashed Patch already with my mod installed, or was it before? Something there isn't working as it should. During this week it'll be difficult for me to do tests in-game, but if you can, give me some feedback on the bashed patch and SSEdit conflicts report so I can check, I'll do tests as soon as possible.
    4. RamsesLSmuckles
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      The conflicts relevant to Gleanerborn as reported by SSEEdit all turn on "DeathItemMudCrab01", "DeathItemMudCrab02", and "DeathItemMudcrab03".  This seems consistent with three bad objects at the tanning rack where you can do something with mudcrab remains. Maybe the addition of clay?

      The conflicting mods in my load order could be CrabMeatFixImmersiveArmors.esp (https://www.nexusmods.com/skyrimspecialedition/mods/102127?tab=files) and/or DLCIntegration.esp (https://www.nexusmods.com/skyrimspecialedition/mods/8032?tab=files), both of which add items to leveled lists.

      Neither are essential so let me disable them, keep Gleanerborn, and rebuild the patch to see what happens.

      Edit: Disabling both .ESPs and the several patches that marry JK's Skyrim and DLC Integration and then rebuilding the bashed patch did not resolve the issue on an existing save. But, Gleanerborn is no longer reported in the list of conflicting mods when I run that filter. Is there further research I can do?
    5. TheManaVault
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      I'll try to have a look at the recipes in SSEdit to try and find any that makes use of mudcrab remains, although I think there should be none actually.
      Your report until now still makes me feel that there is something on your end messing with crafting, but it's Impossible at this point to pinpoint, as you already checked crash logger and SSEdit for potential issues. Some things get baked into saves, so I'd only ask that you try a new game, just for testing if there's also that issue or not.
    6. TheManaVault
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      Also, did any of this happen before you updated Gleanerborn?
    7. RamsesLSmuckles
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      A fresh character on the same load order (no DLC Integration plus patches, no Crab Meat Fix) and existing rebuilt bashed patch does not have the same issue. There are no bad items at the tanning rack. Your suspicion about baked in items on the save seems correct. I have not removed any other mods on the old save, so I have to think the conflict originated with the leveled lists in what mud crabs drop.

      I believe, but don't know for certain, that this issue did not present with the previous version of Gleanerborn. I can always test that on a new save with the old Gleanerborn version and the old load order.
    8. TheManaVault
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      I just checked, the only recipes I added in the latest update of Gleanerborn were to create or convert regular cast iron pots into the portable cooking pot, and these recipes aren't done in the tanning rack.
      Recipes that involve clay are also not made in the tanning rack.
      I believe I have no recipes that require any mudcrab meat, be it in the tanning rack or in any other crafting station.
      I have not made changes to mudcrab meat or chitin references, and the only change the mudcrab has is in fact having clay added to its death item list.
      Your issue may still happen in an earlier version of Gleanerborn as long as you use it in that running save, it may just be that you didn't notice before. It's very much possible that this is related to that other mod editing mudcrab loot list (death item list). I believe I specifically mention in the description of Gleanerborn what it edits. If not, I apologize.

      Recapping:
      Edits Mudcrab, Giant, Mammoth, goat, deer death item lists.
      Also edits vanilla food merchant items for sale lists (from inns).
      If you have other mods that touch these, you may find issues.
      To be honest, these looked harmless enough - as in, probably not touched by other mods - for me to edit, they are the only edits made, but are an integral and necessary part of the mod so the player has access to some existing or new ingredients that will be necessary to make other items (clay for instance is widely used in pottery work that is needed for some other items).
      There is another possibility here, and it relates to the perk overhaul you use and some crafting conditions I've set and need to update asap for compatibility's sake, specifically I am requiring certain perks to be able to craft certain objects, and am unsure that your perk overhaul has all of them. That may cause some issue, but shouldn't really cause crashes, only make it that you can't see certain recipes. It has happened to me before that the game "adjusted" to the perk change, but it is diffeerent when the mod author has edited existing references or has created new ones and disabled existing ones.

      Thank you for reporting this, I will look into it as soon as possible.
    9. RamsesLSmuckles
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      Thank you for the comprehensive response. It's completely possible that the issue doesn't arise with Gleanerborn but that Gleanerborn was shown as a conflicting source only because it edits those lists harmlessly while other mods are the actual conflict source.
    10. RamsesLSmuckles
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      Coming back to this issue later with more info, here's what I think is happening: Constructible Object Custom Keyword System (https://www.nexusmods.com/skyrimspecialedition/mods/81409?tab=posts) reorganizes the SkyUI crafting menu. So far so good. But instead of handling or suppressing constructible objects where the recipe points to a leveled list (e.g. crafting a random spell tome of a certain level at the tanning rack), where SkyUI handles them gracefully, the C.O.C.K.S. user interface shows an object without a title or proper icon and causes a crash on mouseover/list highlighting.

      Users of Gleanerborn and SkyUI without an additional mod to the crafting interface won't see this issue.
    11. TheManaVault
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      So, that Constructible Object mod potentially causes conflicts and crashes with custom recipes mods. I don't use that one, but thanks for reporting this, I'm sure users will find your experience helpful.
    12. TheManaVault
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      There's only one strange thing, and it's that Gleanerborn doesn't have a recipe that points to a levelled list, either to ingredients or to the resulting item. But still, have that custom keyword mod seems to have a potential to mess up things that are implemented through regular (CK) modding. That's beyond me and the scope of this mod though. Again, thanks for reporting.
  2. Zincwing
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    Could you make a trigger to turn on/off the levitation animations for things like dual casting? It doesn't feel right to float for me unless I am actually casting, not when I am only holding two spells.
    1. TheManaVault
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      I have no knowledge of how to do that trigger thing you mention and frankly, the anims are good as they are to my view.
      Please either use an earlier version that doesn't include the floating anims or the Simple version.
      All older versions of this mod are still there available for you to download.
      The Simple version is for those who want the recipes but don't want the additional content I added per my own preference - floating anims when dual wielding spells or staves/scrolls are an example of said additional content.
  3. BlazeStryker
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    I follow you and it's all good. If anyone does make a mod for used Soulgems leaving fragments, I was thinking a Petty would leave one, a Lesser two, a Common 2-3, a Greater 3-4, and a Grand 4-6.  (a used Black soulgem might well leave  a Common or lower-grade "white" gem, empty of course)
    1. TheManaVault
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      Thank you for understanding.
      Isn't the physical vessel for the soul supposed to be consumed by the Ideal Masters when it is spent? It just kind of makes sense to me that way.
  4. BlazeStryker
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    Absolutely lovely. I recommend a recent mod that brings the LE utility that all the clutter sells for at least a pittance and hope to Hell that all these crafting recipes go both ways, meaning that the items in question can be scrapped.
    1. TheManaVault
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      Thank you! I still have a lot of work ahead in this, but with exception of the wooden plate I think, all objects created through crafting from my recipes have an "end" in some way. For example, you kill a mudcrab or mine a clay deposit. You loot the clay, take it to a smelter, make a cup, then you get a honeycomb, make honey from it, and with the cup and honey you make nord mead. But you can't scrap the cup for clay (that wouldn't make sense, clay is cooked dry in an oven or in this case a smelter, you can't get clay from breaking down a clay cup :) ).
      I tried to make things have some correlation with reality in this respect, so you won't get the inverse process, but the items you create serve a purpose in becoming ingredients for other, potentially more useful or valued items.
      I've seen that mod, of course you can always use it but I don't think my concept would need it or really benefit from it from a gameplay perspective - except for the items I haven't covered yet, I have covered many but not all of them.
    2. BlazeStryker
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      I agree. clay whatever should break to Pottery Shards... which can be worked to different pottery with the addition of a bit of water.
    3. TheManaVault
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      Thank you for the suggestion.
    4. BlazeStryker
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      I was inspired by the Wine/booze bottle to glass rods recipe (Break bottles, then smelt/case glass rods).
    5. TheManaVault
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      Glass is in fact recyclable by smelting it again, at least to a point.
    6. BlazeStryker
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      Yup. It didn't used to be. Hearthfire building glass was insanely hard or specifically annoying to get a hold of from its beginnings to not all that long ago.
    7. TheManaVault
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      And straw was sort of the same, but not with my mod.
      Lacking sand, I went for the closest mineral, clay, in a mixture with a common gem (I think a garnet) and superheated after separating sillica crystals - I know this is stretching it, but I wanted glass to be accessible without having to mine for malachite ores.
    8. BlazeStryker
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      There's a mod for Azura's Star to spit out soul-loaded "fragment" gems for the owner so that it's not just a useless lump if you trapped a soul already. The Star is advertised as the only guaranteed reusable soulgem as it was designed that way by the Daedric Prince Azura. However, and this has never made sense to me, using a regular soul gem doesn't leave fragments. It should... sometimes you find fragments of used gems where research is taking place. Bethesda has a NAAAAAAAAAAAASTY habit of not providing the leftovers of consumables! This is why mods like Stop Eating Glass for Fallout 4 get made.

      Please tell me you can add things like Gems leave Fragments?
    9. TheManaVault
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      Thank you for your suggestion.
      There's a critical potential issue of compatibility that makes me not want to edit the soul gem reference - or any object refs for that matter. One thing is to use it as a material in the forge to craft soul gem shards, the other is to make edits to the object reference itself - which I think you'd have to do, since we're talking about consuming it producing something else - either that or adding a script, which I don't know how to make. That means issues with other mods that might affect the soul gem object reference, even if those mods' edits are minimal or targeted to some other part of the object. Only the lower loaded mod's edits will be loaded into the game engine.

      I just released a huge update yesterday, bumped up the mod reference count from 250-something to 374 references, with several new and (I feel) exciting features, including the ability to craft rustic wands from all the schools of magic, so right now I need to shift my focus a bit as well.