Updated to include a fully functioning MCM version. This is the new main file. It will require SkyUI for the MCM menu and SKSE64 for proper operation.
Updated to include ability for the lazy man option to have just as many chances to obtain gems as the other variations do. In other words, if the random generator picked 9 then the leveled list for gems will be added 9 times. The game itself will determine whether a gem is added or not.
2020-12-28 updated to allow magic skill gain when the magic mining mod only places the spell in the MineOreToolsList. Prior to this only the projectile was expected to be on the list. In other words, Random Mining will now provide experience in the magic skill of your choice when using allowable mining spells from Mining With Magic.
It should be mentioned that the original Skyrim version scripts will work as-is in SSE. Differences are: 1. Notification of ore count received. Originals used SKSE to provide "Iron Ore: 1 of 9" else it provided no notification. This version provides "Ore: 1 of 9" thus dropping the name and the reliance on SKSE. 2. Magic skill gain is not on the originals as it was dropped when the switch to the MCM version was made. That is why this version is a modification of the MCM rather than the original.
That said, if you wish to try the different versions/flavors mentioned and are not comfortable editing the supplied script, you can go to the original Skyrim page and use the files there in SSE without any modification. The SKSE code will silently fail and fallback on default behavior i.e. 'Iron Ore Added"
Article added detailing instructions on making modification to the script on your end should you wish to do so. Please find it in the articles tab above.
An exploit that I noticed when the hard worker option is selected:
If a player uses a magic mining mod and designates a magic skill to get experience and they have leveled smithing to a higher bracket than the designated magic skill, the player can initiate mining with a pickaxe, exit the mining event and then use their magic spell to finish mining the ore vein and continue to receive the higher amount of ore.
i.e. if mining magically would yield 3 to 5 ore verses 7 to 9 with a pickaxe, start mining with the pickaxe and then switch to magic. Magic mining would then yield the remainder of the 7 to 9 and subsequently gain more experience.
I will not be correcting this as it is not worth the hassle of trying to track whether the player changed mining methods.
I have begun a new playthrought some days ago. Random mining is as always in my mod list. For this new playthrought i have use Vokrii instead of Ordinator. Both from Enai Siaion. I use hardworker preset customized. I was curious because for 1 ore i need 15 pickaxe to hit the vein. I had customize at 5 max when below level 20. And also all veins have 3 ores! I thought it was because i play Skyrim with version 1.6.323 But in fact i just discovered that Vokrii has a perk for mining that double ore in veins so it have a mineorescript.pex As Random Mining is load after Vokrii it overwrites the pex from vokrii. But even if it overwrites it does not work. It would be very kind if you could make a patch for Vokrii. I like random mining.
Must correct my report. First tier was from level 1 to 20 instead of 25. Tier 2 from 20 to 40. Etc.. I had changed ore only for tier 2 to 5. https://imgur.com/a/biydNy4 Thought it didn't work because i am Level 25 and smithing is at level 41. I have just change ore to 10 for tier 1 and when i mine now i have...10 ores. So it's a problem of level. It considers i am always in tier 1 no matter my level in smithing.
First off, are you using a non-English language version of the game? I see that the text which is to be pulled from the translation file is using the place holder text rather than the actual text. This would also happen if the translation file had not been installed properly.
The script uses the following logic: Range 2: SkillLevel > SL1 && SkillLevel <= SL2 Range 3: SkillLevel > SL2 && SkillLevel <= SL3 Range 4: SkillLevel > SL3 && SkillLevel <= SL4 Range 5: SkillLevel > SL4 Range 1: anything else
Which for your screenshots would mean: Range 2: Skill level > 20 && Skill level <= 40 Range 3: Skill level > 40 && Skill level <= 60 Range 4: Skill level > 60 && Skill level <= 80 Range 5: Skill level > 80 Range 1: anything else
A smithing skill level of 41 would put you in tier 3 which according to your pictures should have been 5 to 9 ore at 3 strikes sets or 15 animations swings per each ore.
Depending upon whether one is using a magic skill to attack the ore vein or a pickaxe to attack / activate the ore vein SkillLevel is assigned one of the following values: Game.GetPlayer().GetActorValue(MS) as int Game.GetPlayer().GetActorValue("Smithing") as int
Given the logic in the script, I have no idea how it would think that you are still in tier 1 when your skill level would say otherwise.
Please see what player.GetAV Smithing yields in the console
I use peickaxe only for immersion. player.getav smithing gives me 41. I have played a lot with Random Mining before. First play the skill level is not detected.
The only question then is to determine if there is a conflict with a specific mod in your load order. If you have the time, test first with this mod alone to confirm that it does behave properly. Then slowly add mods and test the behavior. Once the problem reappears, test one by one with the last batch added. Vokrii is obviously one to test with, but there could be others as well.
If you have papyrus logging turned on, you should find a specific user log for this mod in "Documents > My Games > Skyrim Special Edition > Logs > Script > User" within the log you should have blocks of entries for each ore vein that you mine. Here is an example of one such block: ?[05/31/2021 - 12:00:44PM] Hardworker Variation [05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: Original ResourceCountTotal = 3 [05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: ResourceCount = 1 [05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: ResourceCountTotal = 3 [05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: Total Collectable = 3 [05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: StrikesBeforeCollection = 5 [05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: Smithing level = 10 [05/31/2021 - 12:01:09PM] [MineOreScript < (0010D7BC)>]: Smithing skill given 1 points [05/31/2021 - 12:01:32PM] [MineOreScript < (0010D7BC)>]: Smithing skill given 1 points [05/31/2021 - 12:01:55PM] [MineOreScript < (0010D7BC)>]: Smithing skill given 1 points
Looking at this log will indicate what values the script itself is seeing and working with.
That is what I do not understand. If it works fine by itself and you can get a value for smithing via the console when the other mod is active, the script should be able to get the value as well.
You may want to check with the author of the other mod to see if they have any insights as to why that mod would affect this mod's ability to get the smithing level.
I setup the papyrus logging and it looks just like the example you give here ,except my Smithing skill never goes up. When the log says: "Smithing skill given 1 points" is my smithing skill level supposed to go up by1? Because its not. Am I missing some other setting maybe? I don't have any other mining mods installed either. Thanks for any help.
@philcommon The smithing skill does not go up by the designated amount. Instead you gain experience towards the smithing skill. Mining is not meant to level up the smithing skill. Its just an option to help give it some experience points so that a few less items need to be crafted over the life of the character run.
I do not remember if the unmodified game shows the actual experience amounts in the skills menu. I have a self-ported Extended UI installed which may provide that detailed information. In any event, if you can see the actual experience values of the skills, then you should be able to note the value before mining and see that it increased after mining.
Doesn't work with Glowing Ore Veins. https://www.nexusmods.com/skyrimspecialedition/mods/30087?tab=files Every vein is depleted immediately when I swing at them once, with no ore collected.
The only reason I installed this was I wanted experience to smithing from mining. Not only did it not do this, after setting the MCM menu to 10 experience per ore and setting the min-max ore both to 20 which should've equaled out to 200 experience, this caused no ore to be gained from mining at all.
I tried 2 different iron ore spots, and a corundum ore spot and received no ore nor experience to smithing whatsoever.
Do you have any other mods installed that modify the MineOreScript.pex file? Have you tried this mod by itself on a new game to confirm that this mod does not work?
This mod does work as I am currently using it and I receive the appropriate amounts of variable ore based on MCM settings. There must be an unforeseen conflict somewhere in your setup.
I used this alongside Ars Metallica myself. The only conflict is the script adjustment to provide some skill experience when mining. Since this mod has an option to do just that, nothing is really lost by using both. ARS uses a BSA so this mod's script will take priority by being loose.
Edit: there was couple of patches, which has the same miningore script, so i didn't know what to do. The patches were Go to Bed Campfire Patch and Umgak's Vokrii Compatibility Compendium.
Never heard of those. Have no idea what those mods would need to do with the mining script. Compare the script they provide against the one from ARS (will need to extract it from the BSA and possibly decompile the PEX into a PSC with Champollion). If there is no change, there is the chance that they included it without need. And if that is the case, then it would still be safe to use this mod.
The scripts from the original LE version will work just fine with SSE. See the second sticky post for a link from when this mod was originally ported to SSE. You won't have the ability to customize behavior in game. However, there are a few pre-set options to chose from when downloading.
if you're still updating this mod, think it would be possible to make it work with the hearthfire stuff as well? the clay and stone don't seem to use this mod and still use the regular vanilla mode (except unlike vanilla ores it takes forever since it's 4000 resources).
It is intended to not work with them. The script purposefully checks the initial value of "ore" to get. If three, the mod does its thing. If anything else, it does not.
I guess the chance is pretty low but if you ever consider updating the mod again it would be great if you also added a new option: a chance to receive random gemstones when mining. If I'm not completely mistaken vanilla Skyrim gives you gemstones depending on your level. So you get a ton of garnets at first and later you only end up with diamonds.
But I haven't played for a longer time lately. Maybe this is all wrong in my memory. At least it was important enough that I looked through all the mining mods and didn't find anything. Only CCOR has an option for this but CCOR tries to accomplish too many things at once in my opinion.
Since this mod provides more chances at getting ore, there are already more chances at getting gemstones. That leaves the leveled list which governs what gems could be obtained at a given level. Said leveled list could be modified to one's tastes without affecting or requiring this mod in any way.
No clue about modifying the leveled list (maybe I'll try one day) but that's what I am looking for then. It's not the number of chances to obtain gemstones but the missing randomisation aspect of what gems one can obtain at a given time that's bugging me. Always garnet in the early game, always diamond in the late game as far as I can remember. Kind of boring and crafting jewelry (via mods) usually involves all kinds of gems as well.
But... I really should play the game for a longer time again to make a proper and verified statement about the gem randomisation... Still getting all my mods together for a longer run.
In case you don't already know about this player home, I though I'd pass this on. I found this player home mod with a rather unique mine. The mine has all of the ore veins plus a soul gem geode. In the case of iron and malachite two veins.
What is unique is that each vein contains 25,000 units. I decided to drain one of the veins to see how long it would take, to see if I got that amount and see if it would then reset after a time. Using two handed electro-mining it took 26 minutes to empty the node. I got exactly 25,000 units and the vein did reset after the normal wait. I also drained the soul gem geode and got 5123 soul gems of all types.
If I do anything about this at all, it may be to just remove Enchanting as a choice.
I suspected as much, that the enchantment skill is just super sensitive to experience points.
No. just leave it. That could come in handy if I need to level up Enchantment. It beats sitting there enchanting junk weapons for an hour to get the enchantment skill level to 100, and I can forget about doing The Heart of Dibella quest to get access to the Enchantment master trainer.
81 comments
Updated to include ability for the lazy man option to have just as many chances to obtain gems as the other variations do. In other words, if the random generator picked 9 then the leveled list for gems will be added 9 times. The game itself will determine whether a gem is added or not.
2020-12-28 updated to allow magic skill gain when the magic mining mod only places the spell in the MineOreToolsList. Prior to this only the projectile was expected to be on the list. In other words, Random Mining will now provide experience in the magic skill of your choice when using allowable mining spells from Mining With Magic.
Differences are:
1. Notification of ore count received. Originals used SKSE to provide "Iron Ore: 1 of 9" else it provided no notification. This version provides "Ore: 1 of 9" thus dropping the name and the reliance on SKSE.
2. Magic skill gain is not on the originals as it was dropped when the switch to the MCM version was made. That is why this version is a modification of the MCM rather than the original.
That said, if you wish to try the different versions/flavors mentioned and are not comfortable editing the supplied script, you can go to the original Skyrim page and use the files there in SSE without any modification. The SKSE code will silently fail and fallback on default behavior i.e. 'Iron Ore Added"
If a player uses a magic mining mod and designates a magic skill to get experience and they have leveled smithing to a higher bracket than the designated magic skill, the player can initiate mining with a pickaxe, exit the mining event and then use their magic spell to finish mining the ore vein and continue to receive the higher amount of ore.
i.e. if mining magically would yield 3 to 5 ore verses 7 to 9 with a pickaxe, start mining with the pickaxe and then switch to magic. Magic mining would then yield the remainder of the 7 to 9 and subsequently gain more experience.
I will not be correcting this as it is not worth the hassle of trying to track whether the player changed mining methods.
For this new playthrought i have use Vokrii instead of Ordinator. Both from Enai Siaion.
I use hardworker preset customized.
I was curious because for 1 ore i need 15 pickaxe to hit the vein. I had customize at 5 max when below level 20.
And also all veins have 3 ores!
I thought it was because i play Skyrim with version 1.6.323
But in fact i just discovered that Vokrii has a perk for mining that double ore in veins so it have a mineorescript.pex
As Random Mining is load after Vokrii it overwrites the pex from vokrii. But even if it overwrites it does not work.
It would be very kind if you could make a patch for Vokrii. I like random mining.
First tier was from level 1 to 20 instead of 25. Tier 2 from 20 to 40. Etc..
I had changed ore only for tier 2 to 5.
https://imgur.com/a/biydNy4
Thought it didn't work because i am Level 25 and smithing is at level 41.
I have just change ore to 10 for tier 1 and when i mine now i have...10 ores.
So it's a problem of level.
It considers i am always in tier 1 no matter my level in smithing.
The script uses the following logic:
Range 2: SkillLevel > SL1 && SkillLevel <= SL2
Range 3: SkillLevel > SL2 && SkillLevel <= SL3
Range 4: SkillLevel > SL3 && SkillLevel <= SL4
Range 5: SkillLevel > SL4
Range 1: anything else
Which for your screenshots would mean:
Range 2: Skill level > 20 && Skill level <= 40
Range 3: Skill level > 40 && Skill level <= 60
Range 4: Skill level > 60 && Skill level <= 80
Range 5: Skill level > 80
Range 1: anything else
A smithing skill level of 41 would put you in tier 3 which according to your pictures should have been 5 to 9 ore at 3 strikes sets or 15 animations swings per each ore.
Depending upon whether one is using a magic skill to attack the ore vein or a pickaxe to attack / activate the ore vein SkillLevel is assigned one of the following values:
Game.GetPlayer().GetActorValue(MS) as int
Game.GetPlayer().GetActorValue("Smithing") as int
Given the logic in the script, I have no idea how it would think that you are still in tier 1 when your skill level would say otherwise.
Please see what
player.GetAV Smithing
yields in the console
player.getav smithing gives me 41.
I have played a lot with Random Mining before. First play the skill level is not detected.
If you have papyrus logging turned on, you should find a specific user log for this mod in "Documents > My Games > Skyrim Special Edition > Logs > Script > User" within the log you should have blocks of entries for each ore vein that you mine. Here is an example of one such block:
?[05/31/2021 - 12:00:44PM] Hardworker Variation
[05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: Original ResourceCountTotal = 3
[05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: ResourceCount = 1
[05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: ResourceCountTotal = 3
[05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: Total Collectable = 3
[05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: StrikesBeforeCollection = 5
[05/31/2021 - 12:00:44PM] [MineOreScript < (0010D7BC)>]: Smithing level = 10
[05/31/2021 - 12:01:09PM] [MineOreScript < (0010D7BC)>]: Smithing skill given 1 points
[05/31/2021 - 12:01:32PM] [MineOreScript < (0010D7BC)>]: Smithing skill given 1 points
[05/31/2021 - 12:01:55PM] [MineOreScript < (0010D7BC)>]: Smithing skill given 1 points
Looking at this log will indicate what values the script itself is seeing and working with.
But with my mods it says:
[12/16/2021 - 01:46:44AM] RandomMining log opened (PC)
[12/16/2021 - 01:46:44AM]
[12/16/2021 - 01:46:44AM] Hardworker Variation
[12/16/2021 - 01:46:44AM] [MineOreScript < (0010E132)>]: Original ResourceCountTotal = 3
[12/16/2021 - 01:46:45AM] [MineOreScript < (0010E132)>]: ResourceCount = 1
[12/16/2021 - 01:46:45AM] [MineOreScript < (0010E132)>]: ResourceCountTotal = 3
[12/16/2021 - 01:46:45AM] [MineOreScript < (0010E132)>]: Total Collectable = 3
[12/16/2021 - 01:46:45AM] [MineOreScript < (0010E132)>]: StrikesBeforeCollection = 5
[12/16/2021 - 01:46:45AM] [MineOreScript < (0010E132)>]: : : : Smithing level = 0
[12/16/2021 - 01:46:51AM] [MineOreScript < (0010E132)>]: Smithing skill given 5 points
[12/16/2021 - 01:46:55AM] [MineOreScript < (0010E132)>]: Smithing skill given 5 points
[12/16/2021 - 01:47:00AM] [MineOreScript < (0010E132)>]: Smithing skill given 5 points
So it doesn't recognize my smithing level. I am 60+ now
You may want to check with the author of the other mod to see if they have any insights as to why that mod would affect this mod's ability to get the smithing level.
Thanks for any help.
The smithing skill does not go up by the designated amount. Instead you gain experience towards the smithing skill. Mining is not meant to level up the smithing skill. Its just an option to help give it some experience points so that a few less items need to be crafted over the life of the character run.
I do not remember if the unmodified game shows the actual experience amounts in the skills menu. I have a self-ported Extended UI installed which may provide that detailed information. In any event, if you can see the actual experience values of the skills, then you should be able to note the value before mining and see that it increased after mining.
Great mod!
Every vein is depleted immediately when I swing at them once, with no ore collected.
What settings are you using in the MCM for this mod?
The only reason I installed this was I wanted experience to smithing from mining. Not only did it not do this, after setting the MCM menu to 10 experience per ore and setting the min-max ore both to 20 which should've equaled out to 200 experience, this caused no ore to be gained from mining at all.
I tried 2 different iron ore spots, and a corundum ore spot and received no ore nor experience to smithing whatsoever.
Have you tried this mod by itself on a new game to confirm that this mod does not work?
This mod does work as I am currently using it and I receive the appropriate amounts of variable ore based on MCM settings. There must be an unforeseen conflict somewhere in your setup.
Edit: there was couple of patches, which has the same miningore script, so i didn't know what to do. The patches were Go to Bed Campfire Patch and Umgak's Vokrii Compatibility Compendium.
But I haven't played for a longer time lately. Maybe this is all wrong in my memory. At least it was important enough that I looked through all the mining mods and didn't find anything. Only CCOR has an option for this but CCOR tries to accomplish too many things at once in my opinion.
No clue about modifying the leveled list (maybe I'll try one day) but that's what I am looking for then. It's not the number of chances to obtain gemstones but the missing randomisation aspect of what gems one can obtain at a given time that's bugging me. Always garnet in the early game, always diamond in the late game as far as I can remember. Kind of boring and crafting jewelry (via mods) usually involves all kinds of gems as well.
But... I really should play the game for a longer time again to make a proper and verified statement about the gem randomisation... Still getting all my mods together for a longer run.
I found this player home mod with a rather unique mine.
The mine has all of the ore veins plus a soul gem geode. In the case of
iron and malachite two veins.
What is unique is that each vein contains 25,000 units.
I decided to drain one of the veins to see how long it would take, to see if I got
that amount and see if it would then reset after a time. Using two
handed electro-mining it took 26 minutes to empty the node. I got
exactly 25,000 units and the vein did reset after the normal wait. I
also drained the soul gem geode and got 5123 soul gems of all types.
So I now have an unlimited source of ore and soul gems.
https://www.nexusmods.com/skyrimspecialedition/mods/13440
I suspected as much, that the enchantment skill is just super sensitive to experience points.
No. just leave it. That could come in handy if I need to level up Enchantment. It beats sitting there enchanting junk weapons for an hour to get the enchantment skill level to 100, and I can forget about doing The Heart of Dibella quest to get access to the Enchantment master trainer.