Adding this here as a sort of a public idea board and as a personal reminder.
A few areas that this mod most likely fails in have been brought to my attention in recent times (thanks chris5286 Vex20!) 1.) Soul gem nodes in Blackreach. 2.) Stalhrim Veins in Soltheim.
Soul gem nodes seem like they would be straightforward to implement if in fact this mod fails to affect them. It would most likely be a matter of adding maybe 5-6 lines of code to the script already used in the mod, then hooking that up to the MCM. Stalhrim veins are a bit more tricky, as they would need extra handling due to a quest that requires one to be fully depleted. The first step really would be the same as all other veins, a few lines of code pointing to the base ID of the vein and some hooks to the MCM. The next would not necessarily be tricky in theory, but could probe problematic in practice. It would involve a switch, either toggled manually in the MCM or through auto-detection of the problematic quest or quests. It's been far too long since I did any Papyrus scripting, so which method is most feasibly is beyond me currently. Either way, the code in question would point to the typical RP Mining functionality in most cases, then switch to vanilla functionality as needed.
I don't know when or even if I'll be up to diving into this, I've never been a dedicated mod creator. However it's something I'm aware of and could theoretically fix if the mood strikes me.
On a different note, I'm also aware of a potential issue where the mod fails to properly function on some level. The person who reported this has yet to get back to me with more details, but nevertheless, if you encounter something like this, let me know.
First of all, thanks for taking the time and effort to make this not only SSE ready but also MCM supported!
The mod did not work for me at first try, and I read that someone else had the same problem. It is installed and registered in MCM but never gives you any ore/wood. For me it was as easy to fix as to move the mod to the bottom of the load order. I remembered that I had to do the exact same with the original oldrim mod back then too. If you use Vortex, you can assign the plugin (from the plugin tab, not the mod tab) a group like "Late fixes" and it will always be at the bottom of the load order.
Growing up if took me an hr to cut 10 pieces of firewood, my dad would have scolded me. Could do half a cord in that time most times. Yeah, take that dragonborn!.....
I've set it to 10 firewood, but I'm only getting 10 on every second hit. In addition to that it just says added firewood not how many it added. When I wait for 8 hours it gives me 80 firewood. There's no way 2 swings takes an entire hour. Is this how the mod is supposed to work or is it malfunctioning for some reason for me? :)
I've set it to late load fixes, and mined for 2 hits then pressed wait. It said firewood added, then 10 firewood added. I have 12 firewood. This isn't working right at all :(.
I'll see if I can help, apologies if I am unable to. Best I can recall (I haven't played Skyrim in quite some time, so hopefully this is accurate) the general process is initiate gathering > wait x hours > receive resources.
At least from what I understand what's happening on your end, this doesn't seem to be working as intended. Best guess is that there's some kind of mod conflict going on.
I don't know what, if any, mod manager you're using, however if you are using one, I would recommend creating a new profile with any DLC you have (Dawnguard, etc.) plus the unofficial patches/fixes mod, then add this mod afterwards (you'll probably also want an alternate start mod to get the game started faster.) See how the mod behaves in this environment. Side-note: you can easily get both tools needed to test by using the following commands: player.additem 2F2F4 1 (woodcutter's axe) player.additem E3C16 1 (pickaxe)
If functionality seems to be as intended, you'll want to see if any mod that comes afterwards overwrites any scripts from this mod. That of course varies between the manager, but I'm sure you're familiar with your tool of choice. =-)
When I created this, the only mod I knew of that conflicted was the crafting overhaul mod (CCOR, I forget the full name.) However a few years have passed since then and I haven't kept up with the modding scene much, so other mods may have come along since that cause issues. Generally-speaking, if a mod mentions mining or harvesting firewood, it most likely won't be directly compatible with this mod.
In the event that the mod malfunctions in both scenarios, I'm honestly at a loss as to what the problem would be. It's certainly possible that the mod has malfunctioned in a new and exciting way, and if so, I would need to see if I can come up with a solution.
I think, by looking at the mods code and guessing, that the code is there to wait for ores but not for firewood. It has some kind of calculation for waiting to calculate how many ores are given but for firewood it's nowhere near as advanced. I don't undertand the mat at all so I won't pretend to know what I'm talking about this is just a guess. I did try to change some of the values around and it caused crashes so definitely got no clue what I'm doing LOL. I'm using Vortex and had no crafting overhauls (I tend to dislike mods that add tonnes of crap for no reason, I prefer to stick with basegame stuff and make it more useful :D lol).
The MCM shows up but the values I've chosen aren't being applied in-game, instead, I'm just getting one of each resource. Any idea what might be happening?
I don't remember the exact name, check to see if this mod's script, called something like minescript.pex, is being overwritten by anything. Complete Crafting Overhaul does this, but from what I remember, I don't think that mod defaults to only giving one resource. Another check is, assuming you're using a mod manager, make sure this mod is at the very bottom of your mod list, ensuring it wins out in all conflicts (not the ESP file, the mod itself.)
If the issue still presents itself in the latter scenario, I'll have to look a bit deeper into what could be happened when I get a chance.
Hello I noticed I don't receive gems anymore while mining, like garnet and rubies for example. Is this normal? So to help with this issue I downloaded "Gems in All Mines - SE" I'm able to mine the new nodes but I get 10 jewels per hour. I tried toggling the different ore types in the MCM but I still receive 10 jewels per hour. So is there any suggestions on this matter to help receive jewels from the ore veins themselves again? Other then that the mod still works perfectly fine as advertised.
This is certainly an odd issue for several reasons: I don't recall this ever being brought, and since I can't get gems either, I'm assuming this is a long-standing bug. I can't make any guarantees, but I'll be looking into this.
Does this mod work with Stalhrim from Dragonborn? There's a quest in Dragonborn where the player needs to empty a Stalhrim deposit to progress. There's a mod that fixes this in SLE (https://www.nexusmods.com/skyrim/mods/33702/?) and I wanted to know if this needs to be fixed in SSE.
Hm, I'll be honest, I don't remember this ever being brought to my attention before. Here's a few ideas because I'm not able to test that specific aspect currently. 1.) From the looks of the files in the mod you linked, if you wanted, you would convert it easily by re-saving the ESP in SE's Creation Kit. It wouldn't directly overwrite anything from my mod. 2.) More risky, but worth mentioning nevertheless. You could uncheck my mod's ESP until that specific quest is done, then recheck it afterwards. This is assuming that my mod makes that quest impossible to complete, which I can't say right now. I honestly can't remember how far-reaching my mod is.
The soul gems part is most likely referring to the mine-able soul gem nodes in Blackreach. I've yet to try the original mod though so I can't comment on it's functionality. Either way thanks for your efforts. I look forward to using this in my next run :)
31 comments
A few areas that this mod most likely fails in have been brought to my attention in recent times (thanks chris5286 Vex20!)
1.) Soul gem nodes in Blackreach.
2.) Stalhrim Veins in Soltheim.
Soul gem nodes seem like they would be straightforward to implement if in fact this mod fails to affect them. It would most likely be a matter of adding maybe 5-6 lines of code to the script already used in the mod, then hooking that up to the MCM.
Stalhrim veins are a bit more tricky, as they would need extra handling due to a quest that requires one to be fully depleted.
The first step really would be the same as all other veins, a few lines of code pointing to the base ID of the vein and some hooks to the MCM.
The next would not necessarily be tricky in theory, but could probe problematic in practice.
It would involve a switch, either toggled manually in the MCM or through auto-detection of the problematic quest or quests.
It's been far too long since I did any Papyrus scripting, so which method is most feasibly is beyond me currently.
Either way, the code in question would point to the typical RP Mining functionality in most cases, then switch to vanilla functionality as needed.
I don't know when or even if I'll be up to diving into this, I've never been a dedicated mod creator.
However it's something I'm aware of and could theoretically fix if the mood strikes me.
On a different note, I'm also aware of a potential issue where the mod fails to properly function on some level. The person who reported this has yet to get back to me with more details, but nevertheless, if you encounter something like this, let me know.
That's all for now.
Take care!
-Matthios
First of all, thanks for taking the time and effort to make this not only SSE ready but also MCM supported!
The mod did not work for me at first try, and I read that someone else had the same problem. It is installed and registered in MCM but never gives you any ore/wood. For me it was as easy to fix as to move the mod to the bottom of the load order. I remembered that I had to do the exact same with the original oldrim mod back then too.
If you use Vortex, you can assign the plugin (from the plugin tab, not the mod tab) a group like "Late fixes" and it will always be at the bottom of the load order.
I've set it to late load fixes, and mined for 2 hits then pressed wait. It said firewood added, then 10 firewood added. I have 12 firewood. This isn't working right at all :(.
I'll see if I can help, apologies if I am unable to.
Best I can recall (I haven't played Skyrim in quite some time, so hopefully this is accurate) the general process is initiate gathering > wait x hours > receive resources.
At least from what I understand what's happening on your end, this doesn't seem to be working as intended.
Best guess is that there's some kind of mod conflict going on.
I don't know what, if any, mod manager you're using, however if you are using one, I would recommend creating a new profile with any DLC you have (Dawnguard, etc.) plus the unofficial patches/fixes mod, then add this mod afterwards (you'll probably also want an alternate start mod to get the game started faster.)
See how the mod behaves in this environment.
Side-note: you can easily get both tools needed to test by using the following commands:
player.additem 2F2F4 1 (woodcutter's axe)
player.additem E3C16 1 (pickaxe)
If functionality seems to be as intended, you'll want to see if any mod that comes afterwards overwrites any scripts from this mod. That of course varies between the manager, but I'm sure you're familiar with your tool of choice. =-)
When I created this, the only mod I knew of that conflicted was the crafting overhaul mod (CCOR, I forget the full name.)
However a few years have passed since then and I haven't kept up with the modding scene much, so other mods may have come along since that cause issues.
Generally-speaking, if a mod mentions mining or harvesting firewood, it most likely won't be directly compatible with this mod.
In the event that the mod malfunctions in both scenarios, I'm honestly at a loss as to what the problem would be.
It's certainly possible that the mod has malfunctioned in a new and exciting way, and if so, I would need to see if I can come up with a solution.
Hope this helps a bit!
I don't remember the exact name, check to see if this mod's script, called something like minescript.pex, is being overwritten by anything. Complete Crafting Overhaul does this, but from what I remember, I don't think that mod defaults to only giving one resource.
Another check is, assuming you're using a mod manager, make sure this mod is at the very bottom of your mod list, ensuring it wins out in all conflicts (not the ESP file, the mod itself.)
If the issue still presents itself in the latter scenario, I'll have to look a bit deeper into what could be happened when I get a chance.
Hope this helps!
This is certainly an odd issue for several reasons: I don't recall this ever being brought, and since I can't get gems either, I'm assuming this is a long-standing bug.
I can't make any guarantees, but I'll be looking into this.
Thanks for reporting!
This is completely standalone, you only need this mod. =-)
Hm, I'll be honest, I don't remember this ever being brought to my attention before.
Here's a few ideas because I'm not able to test that specific aspect currently.
1.) From the looks of the files in the mod you linked, if you wanted, you would convert it easily by re-saving the ESP in SE's Creation Kit. It wouldn't directly overwrite anything from my mod.
2.) More risky, but worth mentioning nevertheless. You could uncheck my mod's ESP until that specific quest is done, then recheck it afterwards.
This is assuming that my mod makes that quest impossible to complete, which I can't say right now. I honestly can't remember how far-reaching my mod is.
Thanks for bringing this to my attention!
Either way thanks for your efforts. I look forward to using this in my next run :)
Thanks for the info, I didn't even know that was a thing.
Hope you enjoy using this mod!