First of all, great job on the mod, very cool and I'm going to give it a try!
A little disappointed and confused perhaps about the "BlockSteal Papyrus (use BlockSteal)" Blocksteal itself is only for 1.5.97 so either we have to abandon a blocksteal mod or be forced to go back to 1.5.97. As I'm close to finishing building my modlist for 1170 after an entire two weeks, no way I'm going to change everything now (and I currently have the blocksteal Papyrus that is incompatible with your mod sadly)
I've read in the comments somewhere below that apparently Better third person selection also has some form of block steal? Hopefully I can just use that one instead then and enjoy this mod while also having a form of blocksteal.
Might be worth mentioning on the mod page then as an alternative for people who take less time looking into these things.
EDIT: in MO2 placing FJO above gotobed and RDO doesn't show me any conflicts (regardless of placement below or above.)
Yes, in Better Third Person Selection you can enable a "filter" that does the same as BlockSteal. I'll add it to the description.
You missed the optional file "Patches" from Go to Bed, it has a patch for "Skyrim (Base game)" that has a file conflict with FJO. Yeah, that's a weird solution. With RDO there are no file conflicts, there are only conflicts in .esp-s. Also whether MO shows conflicts or not doesn't depend on the order.
Alright, cheers! Yeah I went back to look for the patches and also got that script hub patcher to make sure they will work well together. Again, thank you for your mod :)
Hey that is my mod! You should get rid of the outdated Papyrus dll included in the orignal Simply Knock and install the newest version from Nexus. My mod doesn't do anything with PapyrusUtil and should just overwrite the SimplyKnock.dll. Hope that helped, even if it's a month later!
...when you gather crops on this farm during the quest none of the harvested items get added to your inventory so that you can't steal them, but they're counted under the hood.
I've wondered about this for a while, in part because it seems to have created a minor bug where the last item you harvested will appear as though being duplicated with every log chopped, ore chunk mined, or plant picked. For example, if I harvest a Nirnroot and then ask the nearest lumber mill if I can chop some firewood, each log I chop will appear alongside a message that I also received an additional Nirnroot despite nothing being added to my inventory. It's far from game-breaking but still mildly annoying.
This is just an idea, but instead of placing those items into what is essentially inaccessible void storage, why not mark them as quest items? This way, players can't go off and sell them to the nearest vendor, and there will be a more tangible feel to each task when you can physically see the items start to pile up in your inventory. It would also be neat if they counted toward your total carrying capacity, so players couldn't just chop a few hundred logs and offload everything all at once (although I read that quest items don't actually weigh anything, which is unfortunate if true). Again, just an idea, but I'm no mod author, so I don't even know if it's possible.
That's a TrueHUD problem. When you harvest crops during a job, FJO has to temporarily move all crops from your inventory. And it uses the abSilent argument of the RemoveItem() function, telling the game that no messages should be displayed for that operation, and therefore without TrueHUD there are no messages. However, TrueHUD doesn't care about that, it shows all items added to the inventory, even if they are added by a script that EXPLICITLY tells the game not to show any messages via the abSilent parameter. FJO is not the only mod with which you can see this, Buy and Sell Torches - Bug Fix is another example. If you want, you can disable that widget in TrueHUD.
Unfortunately marking those items as quest items is not technically possible.
Good to know! I didn't realize it was strictly a TrueHUD issue. It's too bad items can't be marked as quest-specific, but the thought had been on my mind for a while, so I figured I'd ask. Thank you for clarifying. :)
No patch is needed, just place FJO .esp after AYOP-Thane Overhaul and let FJO overwrite its scripts. The AYOP MCM setting that controls making you friends with the ones you work for won't work, use the setting from FJO
Hello- a question I am building a new Skyrim, I have now loaded this mod here, but it does not work. some mods I use are essential .eg Trade and Bater, Honed Metal, Apothecary -an Alchemy Overhaul, Adamant, Dynamic Looting and Harvesting animation -to name a few. maybe here is one or more mods that are incompatible with your mod? New game and all requirements are fulfilled so far. Maybe I haven't read everything carefully because I haven't played a “vanilla” SKYRIM for a long time.
maybe Dynamic Looting and Harvesting Animation, unfortunately i can't check right now. the rest are compatible. what exactly does not work, though? is the MCM there? are the dialogues there? (for the NPCs that are quest givers for those quests in vanilla, lists of which are linked in the description, with FJO edits listed in the description)
I can confirm that this mod does not work with Immersive Interactions - Animated Actions. I also have a clean install, not many mods in general. At first I just put FJO, and tried to do the job. Everything was fine. Then I added Immersive Interactions with compatibilty patch - and it stopped working. Now it doesn't work to pick plants at all, the character plays the picking animation but no picking takes place
I can confirm that it works with Immersive Interactions - Animated Actions, you have something installed incorrectly. 1) make sure you got the latest versions of both the mods 2) make sure you have selected the Immersive Interactions patch in FJO installer 3) make sure you let FJO overwrite files from Immersive Interactions 4) make sure the .esp-s of FJO, Immersive Interactions and the FJO - II patch are all activated if it still doesn't work even on a new game, you probably lie that you only added Immersive Interactions and have some other mod conflicting with FJO
I tried again, with a new save, disabling the extra animations from Immersive Interactions and disabling the FJO localization. And everything worked! I also had Skyrim Souls installed, and I thought it might be because of it. But no, it works with it too.
So I could add a new JSON file at the ...\FJO\content location with the other NPCs I want added (and the corresponding cells), in the same format as the Vanilla.json file? And that would add those NPCs to the list of quest givers for those cells?
yes. to be precise, cells are only specified for mines, the parameters that you have to specify are different for different types of quests. if those NPCs are additional quest givers for the vanilla places that FJO already supports, add them to the Vanilla.json. if those NPCs are from other places (whether it's a new town or a new farm/mine/lumber mill), then create a new .json.
249 comments
A little disappointed and confused perhaps about the "BlockSteal Papyrus (use BlockSteal)"
Blocksteal itself is only for 1.5.97 so either we have to abandon a blocksteal mod or be forced to go back to 1.5.97. As I'm close to finishing building my modlist for 1170 after an entire two weeks, no way I'm going to change everything now (and I currently have the blocksteal Papyrus that is incompatible with your mod sadly)
I've read in the comments somewhere below that apparently Better third person selection also has some form of block steal? Hopefully I can just use that one instead then and enjoy this mod while also having a form of blocksteal.
Might be worth mentioning on the mod page then as an alternative for people who take less time looking into these things.
EDIT: in MO2 placing FJO above gotobed and RDO doesn't show me any conflicts (regardless of placement below or above.)
You missed the optional file "Patches" from Go to Bed, it has a patch for "Skyrim (Base game)" that has a file conflict with FJO. Yeah, that's a weird solution.
With RDO there are no file conflicts, there are only conflicts in .esp-s.
Also whether MO shows conflicts or not doesn't depend on the order.
Yeah I went back to look for the patches and also got that script hub patcher to make sure they will work well together.
Again, thank you for your mod :)
Update: Nevermind, it seems there is an issue with Simply Knock DLL for GOG 1.6.1179 where it may be overwriting something from PapyrusUtil.
I've wondered about this for a while, in part because it seems to have created a minor bug where the last item you harvested will appear as though being duplicated with every log chopped, ore chunk mined, or plant picked. For example, if I harvest a Nirnroot and then ask the nearest lumber mill if I can chop some firewood, each log I chop will appear alongside a message that I also received an additional Nirnroot despite nothing being added to my inventory. It's far from game-breaking but still mildly annoying.
This is just an idea, but instead of placing those items into what is essentially inaccessible void storage, why not mark them as quest items? This way, players can't go off and sell them to the nearest vendor, and there will be a more tangible feel to each task when you can physically see the items start to pile up in your inventory. It would also be neat if they counted toward your total carrying capacity, so players couldn't just chop a few hundred logs and offload everything all at once (although I read that quest items don't actually weigh anything, which is unfortunate if true). Again, just an idea, but I'm no mod author, so I don't even know if it's possible.
Unfortunately marking those items as quest items is not technically possible.
Thx.
for some reason hod and gurders mill wasnt detected by default. ayem's patch fixes that
I also have a clean install, not many mods in general.
At first I just put FJO, and tried to do the job. Everything was fine.
Then I added Immersive Interactions with compatibilty patch - and it stopped working.
Now it doesn't work to pick plants at all, the character plays the picking animation but no picking takes place
1) make sure you got the latest versions of both the mods
2) make sure you have selected the Immersive Interactions patch in FJO installer
3) make sure you let FJO overwrite files from Immersive Interactions
4) make sure the .esp-s of FJO, Immersive Interactions and the FJO - II patch are all activated
if it still doesn't work even on a new game, you probably lie that you only added Immersive Interactions and have some other mod conflicting with FJO
I also had Skyrim Souls installed, and I thought it might be because of it. But no, it works with it too.
Other farm owners on the list will give me farm quests.
Will keep testing.
So I could add a new JSON file at the ...\FJO\content location with the other NPCs I want added (and the corresponding cells), in the same format as the Vanilla.json file? And that would add those NPCs to the list of quest givers for those cells?