They could be added either via leveled lists, which would require the user to merge my edits with their own leveled lists
Could also have added them via a plugin but that's another requirement and finding the right lists to add to can be annoying
Ultimately I decided to hand place them because I prefer when things are randomly stumbled upon, and feel like a natural part of the world or a unique and interesting treasure rather than found by scrolling through a list.
Toldfir or other mages in the college could sell those. It would make sense in terms of immersion and well implemented role playing opportunities. Adept level spells that reward the player's progression in that school by giving them a substitute to always carrying heavy tools, much needed for low carry weight characters. It would be a pity such handy and valuable set of spells for a mage's playthrough be only located in a lost inconsequential area that many players may never stumble upon… think about it and maybe make it optional. I read adding new spells in merchants containers should be easy and compatibility free.
It SOMETIMES easy, never compatibility free. If I edit that container's leveled list, then you personally need to merge that leveled list with all the other mods that edit that same levelled list.
There's frameworks such as CID that can handle that, but it would mean adding another requirement to my mod, and it's not consistent as different merchants often use multiple different containers to handle their inventory, and it's not always obvious which ones (for example, adding to the cupboard in the Riverwood Trader adds to the merchant's inventory). Adding directly to merchant's inventory is buggy and generally best avoided.
The other issue is that I wanted these items to be unique, and adding them to levelled lists means they respawn after 3 days, this can also causes issues with the bag in particular, because if you have more than one of the bag, and drop just one of them, you lose the spell, and have to pick one of them back up again to get the spell back.
If I add the spell directly, forcing you to merge levelled lists, I can make them only ever be sold once, but I didn't want to edit any vanilla files if I could help it.
If I use the framework, it will always respawn because those frameworks function at runtime.
Can you think of anything that would prevent the items or spells from loading in? I can't even find the spell tome or the spells themselves from the help console, it's like I don't have the mod at all, but I definitely do. Tried saving and reloading, and a fresh save.
I think I do have a mod that overwrites the spawn locations, but the items are completely gone from the console, I can't find them with i.e. `help scythe` or `help "Spell Tome: Druid"`
if they're not showing up at all it means the mod isn't loading. I couldn't tell you why, but the ONLY vanilla files touched were those needed to place the items, so if the mod loaded, you'd be able to find them in the console.
It looks like this is a VR exclusive issue. This mod requires this master:
ccbgssse001-fish.esm
Which apparently comes bundled in Skyrim SE, but does NOT come bundled in Skyrim VR. So this mod is not VR compatible unless I find a way to add that file to my game.
Then I added all of my Creation Club content from another Skyrim install into Skyrim VR via MO2. This allows C.U.M. to load and everything seems to work fine. I can't figure out how to spawn the bound fishing rod though. But I did cheat in the bag just to test the mod, and I've never played the fishing minigame before, so maybe I just don't know how it works.
Try saving and loading the game, it's lazy coding on my part, I set up the mod to look for ingredients on game load and forgot to set it up on game start, you should only ever need to do that once
If that doesn't fix it, then it's some sort of compatibility issue, but I couldn't begin to tell you what
can the druids scythe also grab planted foods? It does but for some reason extremely slow on my system though, I like the effects when it works but with the current performance its much more efficient to just gather normally. maybe I have a conflict
Great mod! If anybody else had the same problem, spawning the toolbag in my inventory hadn t given me the Bound Tool spell, had to drop it on the ground and pick it up again, works great now.
There's a script on the bag that adds the spell when you pick up the bag (and removes the spell when you drop the bag)
Be careful adding it to your inventory, as there's only meant to be one, so if you later pick up the original hand placed bag, dropping one will still remove the spell and you'll have to pick it up again to get it back. Not really an issue per se, but just so you know.
If you REALLY want to get the spell without actually physically going and getting the bag you'd be better off just adding the spell directly with the console, should you later acquire the bag it will simply start working as intended.
Cool idea - my load order must be preventing it somewhere tho, the druid's scythe on collects bees, so far as I've seen work, and the bound tools summon correctly but cannot be used, for me.
I'm completely out of my depth but I gave it a look in xEdit, the only stuff with colour tags are in the worldspace - Tamriel tab, all green except max height is red, no idea how that could be related, if it is, so I give up lol.
The only thing that could theoretically conflict is the physical placement of the items in the game world, the rest of the mod is entirely unique assets, and load order agnostic.
If the mod's not working you're likely missing dependencies or they're out of date.
hard to say then, the only aspects of my mod that even touch anything outside of my mod are:
The hand placed items - conflicts here would cause issues with landscape overhauls at worst, or my item being inside an object.
my checking for Sweeping Organizes and Shovels Bury Bodies. I specifically designed the script to check for these mods, and ignore the functionality if they're absent, but that's done entirely within the script, no chance of incompatibility.
Outside of that, the only thing that could be happening is a more subtle incompatibility. Such as a mod in your LO changing how harvestable plants function, or maybe preventing you from activating furniture with weapons drawn, etc. Nothing directly affecting my mod, but rather affecting the same things my mod affects.
81 comments
Could also have added them via a plugin but that's another requirement and finding the right lists to add to can be annoying
Ultimately I decided to hand place them because I prefer when things are randomly stumbled upon, and feel like a natural part of the world or a unique and interesting treasure rather than found by scrolling through a list.
Adept level spells that reward the player's progression in that school by giving them a substitute to always carrying heavy tools, much needed for low carry weight characters.
It would be a pity such handy and valuable set of spells for a mage's playthrough be only located in a lost inconsequential area that many players may never stumble upon… think about it and maybe make it optional.
I read adding new spells in merchants containers should be easy and compatibility free.
If I edit that container's leveled list, then you personally need to merge that leveled list with all the other mods that edit that same levelled list.
There's frameworks such as CID that can handle that, but it would mean adding another requirement to my mod, and it's not consistent as different merchants often use multiple different containers to handle their inventory, and it's not always obvious which ones (for example, adding to the cupboard in the Riverwood Trader adds to the merchant's inventory). Adding directly to merchant's inventory is buggy and generally best avoided.
The other issue is that I wanted these items to be unique, and adding them to levelled lists means they respawn after 3 days, this can also causes issues with the bag in particular, because if you have more than one of the bag, and drop just one of them, you lose the spell, and have to pick one of them back up again to get the spell back.
If I add the spell directly, forcing you to merge levelled lists, I can make them only ever be sold once, but I didn't want to edit any vanilla files if I could help it.
If I use the framework, it will always respawn because those frameworks function at runtime.
I think I do have a mod that overwrites the spawn locations, but the items are completely gone from the console, I can't find them with i.e. `help scythe` or `help "Spell Tome: Druid"`
ccbgssse001-fish.esm
Which apparently comes bundled in Skyrim SE, but does NOT come bundled in Skyrim VR. So this mod is not VR compatible unless I find a way to add that file to my game.
https://www.nexusmods.com/skyrimspecialedition/mods/59624
Then I added all of my Creation Club content from another Skyrim install into Skyrim VR via MO2. This allows C.U.M. to load and everything seems to work fine. I can't figure out how to spawn the bound fishing rod though. But I did cheat in the bag just to test the mod, and I've never played the fishing minigame before, so maybe I just don't know how it works.
If that doesn't fix it, then it's some sort of compatibility issue, but I couldn't begin to tell you what
can the druids scythe also grab planted foods?
It does but for some reason extremely slow on my system though, I like the effects when it works but with the current performance its much more efficient to just gather normally. maybe I have a conflictBe careful adding it to your inventory, as there's only meant to be one, so if you later pick up the original hand placed bag, dropping one will still remove the spell and you'll have to pick it up again to get it back. Not really an issue per se, but just so you know.
If you REALLY want to get the spell without actually physically going and getting the bag you'd be better off just adding the spell directly with the console, should you later acquire the bag it will simply start working as intended.
I'm completely out of my depth but I gave it a look in xEdit, the only stuff with colour tags are in the worldspace - Tamriel tab, all green except max height is red, no idea how that could be related, if it is, so I give up lol.
Still, cool idea, glad it works for others n.n.
If the mod's not working you're likely missing dependencies or they're out of date.
powerofthree's Papyrus Extender 5.8.0 (install option: Supports AE 1.6.1170 and higher)
Deleted, redownloaded, installed, install options picked for AE 1.6.1170
- The hand placed items - conflicts here would cause issues with landscape overhauls at worst, or my item being inside an object.
- my checking for Sweeping Organizes and Shovels Bury Bodies. I specifically designed the script to check for these mods, and ignore the functionality if they're absent, but that's done entirely within the script, no chance of incompatibility.
Outside of that, the only thing that could be happening is a more subtle incompatibility. Such as a mod in your LO changing how harvestable plants function, or maybe preventing you from activating furniture with weapons drawn, etc. Nothing directly affecting my mod, but rather affecting the same things my mod affects.Thanks for the good laugh. XXDD