NO MOD SUPPORT IS GIVEN FOR ANY OF MY MODS PREDATING FALLOUT 4, INCLUDING THIS ONE!
IF OTHER MODS BREAK THIS MOD THEN COMPLAIN TO THOSE MOD AUTHORS FOR THEM NOT DOING THIER JOB PROPERLY AND BREAKING OTHER MODS.
For those who need it explicitly spelled out... If something doesn't work as it should then it is your load order and mod combination, simple as. Do NOT waste YOUR time and MINE with compatibility and feature requests. Do NOT waste YOUR time and MINE with bug reports regarding mod conflicts. Report those on the OTHER mods page. READ THE MAIN DESCRIPTION AS MANY TIMES AS YOU NEED TO FOR YOU UNDERSTAND IT!
Not trying to be rude or a jerk here, but c'mon people!
Whizzbanger has been given permission to update and maintain the SE version of this mod.
That being said...
Bug reporting:
If you are reporting a bug, make sure that it's not your install or mod combination which is at fault. This can not be stressed enough. This mod has been thoroughly tested over many hundreds of hours with various combinations of mods and works without issue. If you think you've found a bug, make sure you can reproduce the bug reliably and provide all the details as possible, including what the debug menu says about the area and your mod load order. I don't play with the same mods you do and I especially don't use mods which are "broken," whether it contains major bugs, non-lore friendly, immersion breaking or simply poorly planned and executed. There is the onus on you to investigate the suspected bug and confirm that there really is one.
Further, make sure you report legitimate bugs in the bug tracker, NOT IN COMMENTS SECTION. Bugs reported in the comments section are likely to be lost, you have nobody to blame but yourself as result.
ANY REPORT WITHOUT THE ABOVE INFORMATION WILL BE AUTOMATICALLY DISMISSED AND CLOSED WITH NO RESPONSE. RTFM.
The skill enhancement is for calculating bonus ore and extra gems (maybe some other calculations? It's been over 10 years since I looked at the code for this mod - lol). If the "always use smithing skill" option is disabled and the player directly strike the deposit with a weapon or spell, it uses the weapon or spells associated skill for these calculations instead of the smithing skill. If the feature is entirely turned off then no bonus ore or extra gems will be gained and the smithing skill option is moot.
Ran into a problem, any time i tell my 2nd follower to mine they do, but then the first one cancels mining. Using https://www.nexusmods.com/skyrimspecialedition/mods/24167 for multi followers.
That is unfortunate but as I stated before - I am no longer modding Skyrim and I have never modded SSE (as I don't own a copy).
That being said, when I wrote the system I was testing multiple followers with UFO (Ultimate Follower Overhaul) and EFF (Extensible Follower Framework) on the Legendary Edition release (the latest copy I own) and the mod worked under those follower frameworks.
Unfortunately Whizzbanger never sent me the updated scripts for the SSE port so I can't even provide them for someone else to look at it; though all the sources for the non-SSE releases are all packaged inside the bsa's. However, if someone wants to decompile the SSE scripts and make bug fixes then I am not opposed to that. I just ask that they send me the update and I will update this mod with the new version; giving them full credit for any fixes/changes they make.
Only mines can be infinite (if a cave is then the cave has a keyword it shouldn't). In any event, you can turn off the "deep mines" option to disable mines being infinite.
how to disable endless infinite deposits in mines and caves? i want mining but deposits should deplete after some time but they dont? .. sorry for double post there was network hiccup and pushed button twice
thanks. this solved the endless mining. yesterday i left my guy in mine and did go sleep,when came back 12 hours later whole cell was full of mined ore. no crash no big lag but was shocked what happened..
Should not effect that and should, in fact, work with any mod added ores/mines so long as they mod adding it did it in the vanilla fashion and did not include the mining scripts.
i just need to update something i think because i dont get smithing XP for mining meteorite ores and tin ore veins. they are in that bruma cyrodil city mod.
Hello, There is a conflict between this mod and Go to bed involving the mining script. The result is that the player is teleported to a wall if I mine my way out of Cidhna Mine, if both mods are used together and Advanced Mining is let to win the conflict. If GtB is winning, Advanced Mining does not work, obviously. Tried to find a conflict resolution patch at Patch Hub mineorescript.pex, but as the SE version does not provide sources, only the LE version could be used and those seems not to compile with AE Creation Kit. Would you consider providing a patch here or the sources, so a patch could be made? Thanks for sharing your work with the community.
I have not found a publicly available patch. However, one can make a patch for himself, provided it is knowledgeable enough to work with BSA files, Papyrus scripts and CK. 1) Get Sources from LE version of the mod 2) De-compile the scripts from SE mod 3) Re-conciliate the changes done in SE with LE version, should get 2 sources that can be recompiled with SE CK. 4) Make an n-way patch between all the conflicting mods. Should get 2 sources that can be recompiled with SE CK, which preserve the effects of all the mods involved. 5) Recompile in CK. Deploy as a new patch mod.
Sorry about the lack of source, it should be in the archive but Whizzbanger didn't include it nor provide me with the updated SSE source. Add to that, I don't even own SSE (in any flavours) and haven't played Skyrim in almost a decade there is little I can offer on this.
That being said, Champollion should be able to decompile the scripts and referencing my original sources, one should be able to make the required patches.
Go To Bed isn't even touching the mining scripts. It does, however, modify the engine through an SKSE plugin and it probably being too indiscriminate when it does this.
The TD;DR is, this should be a bug report on the GTB page, not here.
Regardless, I have no plans to make a patch for the version of a game I don't own and when it's been almost 15 years since I played the version I do own.
Hi there, I have an issue, this mod is the only one touching the mining stuff at least I think so, the problem is - every time I try to mine any ore , message pops up in upper left corner : "Error, JL_MiningSpell Not Found" , what is this and how can I repair it? I searched online and it seems like somehow my game now misses "mineorescript.pex" but I haven't touched this one in any way, idk if this mod is the cause of the problem , but it seems like it. If anyone had the same problem please let me know !
Be sure the two vanilla scripts from this mod overwrite any other mod's version (see the main description and included readme). As to that spell, I have no idea - it's not vanilla.
Hello I really like the mod and want to use it, however I have a weird bug. When I press E to mine a node - nothing happens at all. I get the MCM and can edit the options there, but I cannot test them if they are working for obvious reasons. I have only one other mod that edits the mineOreScript - Ars Metallica and it only (from what I am aware of) gives smithing XP when mining, which this mod does anyway. I was hoping that if I simply override it with this mod - then all will be good. Alas this is not the case. In my case I am using Vortex as a MM and for some reason it doesn't even detect that both mods edit the same script and does not let me chose which mod should override. It is probably worth mentioning that I have an animation mod for mining (More Powerful Mining), but I doubt that changes anything.
My question would be: Has anyone encountered this bug before and if so, do you guys have any idea how to fix it? I saw in the comments that people are still using the mod, however I should still ask: I am using the latest version of Skyrim AE (1.6.1170), is this mod even compatible any more? Thanks!
Hi IIIea, I had same issue like yours before. But I found that leaving the space and entering the mine again would solve my problem. Maybe try to reload the game and leave the cave, try it again.
Make sure this mod is installed after any other mod which may touch those scripts - as detailed in the mod description and readme since day 1 (more than 10 years ago).
108 comments
NO MOD SUPPORT IS GIVEN FOR ANY OF MY MODS PREDATING FALLOUT 4, INCLUDING THIS ONE!
IF OTHER MODS BREAK THIS MOD THEN COMPLAIN TO THOSE MOD AUTHORS FOR THEM NOT DOING THIER JOB PROPERLY AND BREAKING OTHER MODS.
For those who need it explicitly spelled out...
If something doesn't work as it should then it is your load order and mod combination, simple as.
Do NOT waste YOUR time and MINE with compatibility and feature requests.
Do NOT waste YOUR time and MINE with bug reports regarding mod conflicts. Report those on the OTHER mods page.
READ THE MAIN DESCRIPTION AS MANY TIMES AS YOU NEED TO FOR YOU UNDERSTAND IT!
Not trying to be rude or a jerk here, but c'mon people!
Whizzbanger has been given permission to update and maintain the SE version of this mod.
That being said...
Bug reporting:
If you are reporting a bug, make sure that it's not your install or mod combination which is at fault. This can not be stressed enough. This mod has been thoroughly tested over many hundreds of hours with various combinations of mods and works without issue. If you think you've found a bug, make sure you can reproduce the bug reliably and provide all the details as possible, including what the debug menu says about the area and your mod load order. I don't play with the same mods you do and I especially don't use mods which are "broken," whether it contains major bugs, non-lore friendly, immersion breaking or simply poorly planned and executed. There is the onus on you to investigate the suspected bug and confirm that there really is one.
Further, make sure you report legitimate bugs in the bug tracker, NOT IN COMMENTS SECTION. Bugs reported in the comments section are likely to be lost, you have nobody to blame but yourself as result.
ANY REPORT WITHOUT THE ABOVE INFORMATION WILL BE AUTOMATICALLY DISMISSED AND CLOSED WITH NO RESPONSE. RTFM.
That being said, I have no plans on releasing any other version than an ESP.
If you're having huge delays or even missing MCM menus from mods, just install MCM Kicker
No s#*!? XD XD XD
but what does that actually MEAN?
Used for WHAT? And if you do NOT select this option to use smithing skill, what IS used for mining and what does it affect????
That being said, when I wrote the system I was testing multiple followers with UFO (Ultimate Follower Overhaul) and EFF (Extensible Follower Framework) on the Legendary Edition release (the latest copy I own) and the mod worked under those follower frameworks.
Unfortunately Whizzbanger never sent me the updated scripts for the SSE port so I can't even provide them for someone else to look at it; though all the sources for the non-SSE releases are all packaged inside the bsa's. However, if someone wants to decompile the SSE scripts and make bug fixes then I am not opposed to that. I just ask that they send me the update and I will update this mod with the new version; giving them full credit for any fixes/changes they make.
There is a conflict between this mod and Go to bed involving the mining script. The result is that the player is teleported to a wall if I mine my way out of Cidhna Mine, if both mods are used together and Advanced Mining is let to win the conflict. If GtB is winning, Advanced Mining does not work, obviously. Tried to find a conflict resolution patch at Patch Hub mineorescript.pex, but as the SE version does not provide sources, only the LE version could be used and those seems not to compile with AE Creation Kit.
Would you consider providing a patch here or the sources, so a patch could be made?
Thanks for sharing your work with the community.
1) Get Sources from LE version of the mod
2) De-compile the scripts from SE mod
3) Re-conciliate the changes done in SE with LE version, should get 2 sources that can be recompiled with SE CK.
4) Make an n-way patch between all the conflicting mods. Should get 2 sources that can be recompiled with SE CK, which preserve the effects of all the mods involved.
5) Recompile in CK. Deploy as a new patch mod.
That being said, Champollion should be able to decompile the scripts and referencing my original sources, one should be able to make the required patches.
Go To Bed isn't even touching the mining scripts. It does, however, modify the engine through an SKSE plugin and it probably being too indiscriminate when it does this.
The TD;DR is, this should be a bug report on the GTB page, not here.
Regardless, I have no plans to make a patch for the version of a game I don't own and when it's been almost 15 years since I played the version I do own.
Sorry I guess?
I'll take your comment under advisement. Thanks.
When I press E to mine a node - nothing happens at all.
I get the MCM and can edit the options there, but I cannot test them if they are working for obvious reasons.
I have only one other mod that edits the mineOreScript - Ars Metallica and it only (from what I am aware of) gives smithing XP when mining, which this mod does anyway. I was hoping that if I simply override it with this mod - then all will be good. Alas this is not the case. In my case I am using Vortex as a MM and for some reason it doesn't even detect that both mods edit the same script and does not let me chose which mod should override. It is probably worth mentioning that I have an animation mod for mining (More Powerful Mining), but I doubt that changes anything.
My question would be: Has anyone encountered this bug before and if so, do you guys have any idea how to fix it?
I saw in the comments that people are still using the mod, however I should still ask: I am using the latest version of Skyrim AE (1.6.1170), is this mod even compatible any more?
Thanks!
I had same issue like yours before. But I found that leaving the space and entering the mine again would solve my problem. Maybe try to reload the game and leave the cave, try it again.