I have this mod installed along with faster mining SE with the 3 strikes 3 ore option. I installed both mods mid save and I thought I just need to wait for 30 days for the ore veins to respawn and the faster mining script to work. After the ore veins respawned, I'm still doing the vanilla 9 strikes 3 ores mining with respawned ore veins. I created a new character for testing and I'm still getting the 9 strikes 3 ores mining. I do get the smithing experience from mining but I also wanted the one strike per ore for faster playthroughs. I don't know how to inspect skyrim scripts; just wanted the author to know since it's this mod that overwrites the faster mining SE script.
Maybe I'll play without exp from mining but I will play with exp from smelting and tanning.
Been trying to get this to work with random mining but i cant get it to work even tryed to load this before random mining https://www.nexusmods.com/skyrimspecialedition/mods/4476
Hi. Thanks for the mod. It offers a great and simple solution to balance the additional exp gain for smelters and tanning racks. On the one hand, as a player you don't want to craft iron daggers and gold rings only to get smithing experience. On the other hand additional experience from smelting can get quickly out of hand by mod added smelting recipes but even so by just using vanilla ore recipes (mostly because of the flat 25 experience you gain from the default smithing exp formula).
Some things came to my mind while modifying the provided values for my own liking.
1. Is there a reason you modified the object bounds data for the furniture? Seems to be a stray edit as it doesn't make a difference when using default object bounds data. 2. Is there a reason you split the modifier in two parts, depending if smithing skill is below or above 50? (Just my personal opinion as a fellow modder and coder: keep it simple, it doesn't make that much of a difference anyway).
3. (Note for players too). Depending on the mods everyone uses, they may come across non standard crafting stations. For example, the CC homes Myrwatch, Shadowfoot Sanctum and Bloodchill Manor all use a custom furniture as a smelter (sadly, everyone uses its own copy...). If an user or mod author knows about it, it is no big deal to either provide a patch or (in my case) mod both the workbench data (add used skill) and another OR condition (in the right order) to reference the other furniture.
However things can get messy (on the perk conditions, not on the furniture objects) if the user doesn't do it themselves as otherwise you need patches for patches for patches because everyone has another load order (for the 3 CC homes alone there are additional 5 cases players may use or not use them).
Especially if you may want to expand it a bit to also work on Hearthfire crafting benches, as there are like >10 different of them.
Therefore I experimented a bit with the perk conditions but sadly the default RunOnTyp and Function field are quite limited in this case. Another idea was to work with their keywords as usually they are set correctly (CraftingSmelter, CraftingTanningRack, etc.) This is what CCOR also used in their cco_altsmithingexpplayerscript version of smithing exp. However completely replacing basic experience formula with scripted experience also isn't a viable solution as it leads to even more mod incompatibilities (in case of CCOR, every experience multiplier links hardcoded to basegame sources only).
So TL;DR, probably the easiest way to offer mod compatibility for different smelter, tanning racks and/or expand the functionality to additional crafting stations (e.g. hearthfire building benches), is to let every user quickly do it themselves*.
*because there is either only a complicated complex solution via additional scripts or (as of current date) no 3rd party SKSE tool (like SkyPatcher, SPID, etc) support adding those conditions to perks automatically (plus in the correct order!).
Hi! Wow... Thank you for such an impressive comment!
1. Yeah, probably... To be honest, I don't even know what "object bounds data" means. But you're probably right. I don't have enough knowledge about such things and tracking them, although I try to delete them using SSEEdit. 2. If I remember correctly, then while testing experience gained, it seemed to me that the ores gave too little experience for last levels of Smithing, and therefore I changed the perk after level 50. (Although lately it seems to me that there is quite a lot of experience from tanning and smelting, so yes, it is probably possible to remove level tracking in the next update.)
3. Hm... But wouldn't it still be better to switch to keyword in perk conditions? Yes, as you said, it won't be a 100% solution, but this looks better than the current, right?
Anyway, thanks a lot! I am very happy to receive opinions from people who are better versed in the modification of Skyrim. I still have a lot to learn.
Please remake the Instant Mining patch to the Instant Mining and Wood Chopping patch by Sandman53. Instant Mining by toaDime is outdated and buggy. Очень надо)
The mod, as it stands, has incompatibility with Vokrii's High Yield Mining perk. You will either only get experience or the ability to mine double, but you cannot have both. Is it possible to have a version that doesn't overwrite the mining scripts or will that just completely break everything? Like, in my dumb non programmer, very basic modder brain, I'd think that we can do just the tanning rack and smelter, but leave mining alone.
Probably good to update the description to let people know about that conflict too.
Hi! If I understood everything correctly, Vokrii initially has gaining experience from mining. Therefore, you can safely rewrite my mod with Vokrii and gain experience from tanning and smelting as well.
But anyway, I add in description that my mod is slightly incompatible with any other affecting mining (script). However, this should not affect tanning and smelting in any way, because they work completely differently.
Mining - through a script. Tanning and smelting - through changing the properties of object.
Hi! It's very strange. I just tried to test the same thing and even after the second Legendary reset I gain experience from Tanning... From a mechanical point of view, getting experience from Tanning and Smelting works exactly the same as from Forge.
The only thing that comes to mind is some kind of mistake with my perks, which reduces experience in Smithing. But even so, I can't say anything for sure, because I can't reproduce what happened in your case.
Yeah I got it to work! I uninstalled Vortex and installed Mod Organizer 2 again and after adding all my mods with that and setting the explicit orders correctly this mod and a ton of others are working now.
Super frustrating. I can't believe how bad things were going with Vortex and its fancy automatic load order system.
Can the plugin file be changed to .esp? The .esl extension has some ramifications for how plugins get sorted, but all you really need is .esp with the ESL flag set, which is what most light plugins use.
22 comments
Maybe I'll play without exp from mining but I will play with exp from smelting and tanning.
Thank you so much for post about this. I hope that my mod was still useful to you
Some things came to my mind while modifying the provided values for my own liking.
1. Is there a reason you modified the object bounds data for the furniture? Seems to be a stray edit as it doesn't make a difference when using default object bounds data.
2. Is there a reason you split the modifier in two parts, depending if smithing skill is below or above 50? (Just my personal opinion as a fellow modder and coder: keep it simple, it doesn't make that much of a difference anyway).
3. (Note for players too). Depending on the mods everyone uses, they may come across non standard crafting stations. For example, the CC homes Myrwatch, Shadowfoot Sanctum and Bloodchill Manor all use a custom furniture as a smelter (sadly, everyone uses its own copy...). If an user or mod author knows about it, it is no big deal to either provide a patch or (in my case) mod both the workbench data (add used skill) and another OR condition (in the right order) to reference the other furniture.
However things can get messy (on the perk conditions, not on the furniture objects) if the user doesn't do it themselves as otherwise you need patches for patches for patches because everyone has another load order (for the 3 CC homes alone there are additional 5 cases players may use or not use them).
Especially if you may want to expand it a bit to also work on Hearthfire crafting benches, as there are like >10 different of them.
Therefore I experimented a bit with the perk conditions but sadly the default RunOnTyp and Function field are quite limited in this case. Another idea was to work with their keywords as usually they are set correctly (CraftingSmelter, CraftingTanningRack, etc.) This is what CCOR also used in their cco_altsmithingexpplayerscript version of smithing exp. However completely replacing basic experience formula with scripted experience also isn't a viable solution as it leads to even more mod incompatibilities (in case of CCOR, every experience multiplier links hardcoded to basegame sources only).
So TL;DR, probably the easiest way to offer mod compatibility for different smelter, tanning racks and/or expand the functionality to additional crafting stations (e.g. hearthfire building benches), is to let every user quickly do it themselves*.
*because there is either only a complicated complex solution via additional scripts or (as of current date) no 3rd party SKSE tool (like SkyPatcher, SPID, etc) support adding those conditions to perks automatically (plus in the correct order!).
1. Yeah, probably... To be honest, I don't even know what "object bounds data" means. But you're probably right. I don't have enough knowledge about such things and tracking them, although I try to delete them using SSEEdit.
2. If I remember correctly, then while testing experience gained, it seemed to me that the ores gave too little experience for last levels of Smithing, and therefore I changed the perk after level 50. (Although lately it seems to me that there is quite a lot of experience from tanning and smelting, so yes, it is probably possible to remove level tracking in the next update.)
3. Hm... But wouldn't it still be better to switch to keyword in perk conditions? Yes, as you said, it won't be a 100% solution, but this looks better than the current, right?
Anyway, thanks a lot! I am very happy to receive opinions from people who are better versed in the modification of Skyrim. I still have a lot to learn.
Probably good to update the description to let people know about that conflict too.
But anyway, I add in description that my mod is slightly incompatible with any other affecting mining (script). However, this should not affect tanning and smelting in any way, because they work completely differently.
Mining - through a script.
Tanning and smelting - through changing the properties of object.
This was experienced after resetting my Smithing skill to level 15 (Legendary).
With the instant mining patch, mining was instant. But Tanning and Smelting do not give XP to the skill, only Mining.
From a mechanical point of view, getting experience from Tanning and Smelting works exactly the same as from Forge.
The only thing that comes to mind is some kind of mistake with my perks, which reduces experience in Smithing.
But even so, I can't say anything for sure, because I can't reproduce what happened in your case.
Super frustrating. I can't believe how bad things were going with Vortex and its fancy automatic load order system.
All good now, sorry!
Thanks.