------------------------------------- Now Available! Version 1.4.4se! Now in Spearmint! ------------------------------------- ° *1.4.4 HOTFIX* It was brought to my attention that the mod, dispite having been edited and saved, was still using Oldrim's Form 43 structure. This has been rectified.
° *1.4.1 HOTFIX* Repackaged the BSA archive, so no more crashing when loading. Sorry about that.
° *NEW* Menu added to the item you drop from your inventory. This gives you the options to Place the crafting station where the marker sits, pick it back up into inventory, or exit if you want to move it around some more. No more crouching to pick up, or accidentally finalizing the marker's position.
° *FIX* Small bug fix to the Disenchanting Font quest, which was causing the quest not to always trigger. I redid the start conditions to ensure it will trigger when it's supposed to. It should work fine now, as it triggers constantly for me on my clean save when testing other stuff.
° *FIX* Havok fixes to a couple items during the placement phase. Woodcutting Block, for example, was acting strange.
° *FIX* Finally fixed dropping the items from inventory, so they appear in front of you (most of the time. Skyrim has it moments), instead of behind or on top of you.
° *FIX* Moving markers around is now more stable. Walking into them (with the exception of smaller objects, such as the Orb of Dispulsion or the Mortal and Pestal for example), will no longer move them or cause them to spaz out. Plus you now walk when moving the objects, due to improvements in their Mass and Inertia (again, with exception to smaller marker), which allows a more realistic method of movement when first placing a station, and minimizes chances for the Havok to spaz out.
° *FIX* Collision fixes for a few items. Scribe's Study, for example, shouldn't have Havok enabled after it'd been placed and ready for use.
° *FIX* Fixed some potentially major instabilities with a few of the meshes. Even though they were just vanilla meshes that were re-centered, they were giving Block Pointer errors in NifSkope and crashing the Creation Kit when it loaded the loose files.
° *FIX* Did some repair work on a few models that weren't displaying animation or lighting effects properly
° *FIX* Smelter marker is finally moveable as it should be. The model's internal collision was repaired.
Be sure to throw me a message if there's any bugs or you just have an idea on how to make this better. I take all comments seriously, and there's no such thing as a stupid question. Just stupid people! =P
------------------------------------- Don't forget to check out Solar's Portable Containers! http://www.nexusmods.com/skyrimspecialedition/mods/4546/?
A nice compliment to any house or encampment you might call your home! Place, move and customize containers as easily as you do Crafting Stations with this mod! It even has a sorting system for easily stashing items away.
This looks like an excellent fit for a few of my plans, alongside your containers mod. Looking forward to giving them a go when I get my list fully sorted.
I was wondering, is it feasible for another modder to make an add-on that lets you craft stations from another mod, or are the scripts not set up for that? I admit I don't know much about Skyrim's internals, last TES game I did any real work with was Morrowind.
It's doable. The mod with the stations that you want to craft in the add-on would have to be used as a master and loaded before the add-on. Using it as a master, the Add-on will have access to the station you want to craft, allowing you to create a Constructible Object entry to make it.
The only catch is, setting up the Item/Station system for the new station you want to make. The items you construct are technically Misc inventory items that act like a token. Allowing you place/move/pickup the crafting station before actually telling it your done for it to spawn the real crafting station. It's not a complicated system, but can be a little overwhelming if you're new to using the Creation Kit.
The second part is the models. This mod uses 2 models for most crafting stations. The Static, but interactable models that are the actual crafting stations, and then a dynamic version of the model that allows it to use the physics system. Basically, that second model is the 'token' I mentioned, allowing you to move the item around and get it in place. Again, not overly complicated, but needs some basic knowledge of either Blender or Nifskope to edit the model(s) as needed for physics stats such as mass/weight/ect..
clearly a great mods, Now i don't have to stop by at any Cities to disenchanting those looting enhanched equipments But please a question : Is it worked fine in AE 1.6.1130 and Completing Crafting Overhaul Remastered ?
I'm about to make a feature of this mod on my Youtube channel. I was wondering if there were any differences between this version and the version you have for Xbox, before I start making the video, so I can mention that, if I need to. Thanks for your help, and thanks for sharing your awesome mod with the community!
I don't actually manage the xbox version. I gave someone permission to port it there, so I can't say if there's any differences. I don't have xbox, so I can't really check it myself. As far as I know they're the same versions, but I'm not a hundred percent sure.
I don't think I've managed to get this mod working. Had it for ages. I drop the crafting kits, and they are gone. Removed from inventory, and nothing happens in the world space. Made a couple of smelters, dropped one, nothing happened, dropped the other, same thing. I cant see them anywhere, used the no clip cheat to go looking for them, incase they dropped into the terrain, nope. Nada.
Strange. Make sure the Solar's Portable Crafting.bsa file is there in your data folder along with the .esp of the same name? The bsa file is the archive with the scripts and models, so if it's missing, there would be missing item problems. There's a .bsl file too. I don't think that's required just for gameplay (I believe it's more of a table of contents for the .bsa for the purpose of easily unpacking/editing), but if that's missing, try making sure that's there as well. I already double checked to make sure all 3 files are in the .7z download here on the site; just in case that was an error on my part.
Any fixes for not being able to pick up your enchanting table when using Ordinator? If this has been answered, my apologies. I checked back a couple of pages and didn't see a fix.
BTW, I did move Solars to below Ordinator in my load order, with no changes.
Just clued in that there was an update. Thanks Solar this mod is a permanent plugin in my load order. The font of disenchantment is the bee's knees. Cheers mate!
Does this mod have any incompatibilities, I'd love to use this mod with Elysium Remastered and I want to know if it would break anything or if it's incompatible so I don't mess up my game, THANK YOU!
There shouldn't be any problems. The crafting stations are all custom, so do not alter existing ones. Any new stations added by other mods won't have portable versions.
If I get time, I can look into it. I couldn't get them working in the past, but that's not to say it's impossible. I may have better luck now than I did before. Sadly, I don't know of any existing planter mods. I never came across one in the past.
If you use Anniversary Edition (and i suppose you do) then the player home in Goldenhills Plantation has working planters (big ones only, for 3 plants, but i guess it could be reworked) so you should not have to look far for the assets.
94 comments
Now Available! Version 1.4.4se!
Now in Spearmint!
-------------------------------------
° *1.4.4 HOTFIX* It was brought to my attention that the mod, dispite having been edited and saved, was still using Oldrim's Form 43 structure. This has been rectified.
° *1.4.1 HOTFIX* Repackaged the BSA archive, so no more crashing when loading. Sorry about that.
° *NEW* Menu added to the item you drop from your inventory. This gives you the options to Place the crafting station where the marker sits, pick it back up into inventory, or exit if you want to move it around some more. No more crouching to pick up, or accidentally finalizing the marker's position.
° *FIX* Small bug fix to the Disenchanting Font quest, which was causing the quest not to always trigger. I redid the start conditions to ensure it will trigger when it's supposed to. It should work fine now, as it triggers constantly for me on my clean save when testing other stuff.
° *FIX* Havok fixes to a couple items during the placement phase. Woodcutting Block, for example, was acting strange.
° *FIX* Finally fixed dropping the items from inventory, so they appear in front of you (most of the time. Skyrim has it moments), instead of behind or on top of you.
° *FIX* Moving markers around is now more stable. Walking into them (with the exception of smaller objects, such as the Orb of Dispulsion or the Mortal and Pestal for example), will no longer move them or cause them to spaz out. Plus you now walk when moving the objects, due to improvements in their Mass and Inertia (again, with exception to smaller marker), which allows a more realistic method of movement when first placing a station, and minimizes chances for the Havok to spaz out.
° *FIX* Collision fixes for a few items. Scribe's Study, for example, shouldn't have Havok enabled after it'd been placed and ready for use.
° *FIX* Fixed some potentially major instabilities with a few of the meshes. Even though they were just vanilla meshes that were re-centered, they were giving Block Pointer errors in NifSkope and crashing the Creation Kit when it loaded the loose files.
° *FIX* Did some repair work on a few models that weren't displaying animation or lighting effects properly
° *FIX* Smelter marker is finally moveable as it should be. The model's internal collision was repaired.
Be sure to throw me a message if there's any bugs or you just have an idea on how to make this better. I take all comments seriously, and there's no such thing as a stupid question. Just stupid people! =P
-------------------------------------
Don't forget to check out Solar's Portable Containers!
http://www.nexusmods.com/skyrimspecialedition/mods/4546/?
A nice compliment to any house or encampment you might call your home! Place, move and customize containers as easily as you do Crafting Stations with this mod! It even has a sorting system for easily stashing items away.
I was wondering, is it feasible for another modder to make an add-on that lets you craft stations from another mod, or are the scripts not set up for that? I admit I don't know much about Skyrim's internals, last TES game I did any real work with was Morrowind.
The only catch is, setting up the Item/Station system for the new station you want to make. The items you construct are technically Misc inventory items that act like a token. Allowing you place/move/pickup the crafting station before actually telling it your done for it to spawn the real crafting station. It's not a complicated system, but can be a little overwhelming if you're new to using the Creation Kit.
The second part is the models. This mod uses 2 models for most crafting stations. The Static, but interactable models that are the actual crafting stations, and then a dynamic version of the model that allows it to use the physics system. Basically, that second model is the 'token' I mentioned, allowing you to move the item around and get it in place. Again, not overly complicated, but needs some basic knowledge of either Blender or Nifskope to edit the model(s) as needed for physics stats such as mass/weight/ect..
But please a question : Is it worked fine in AE 1.6.1130 and Completing Crafting Overhaul Remastered ?
I'm about to make a feature of this mod on my Youtube channel. I was wondering if there were any differences between this version and the version you have for Xbox, before I start making the video, so I can mention that, if I need to. Thanks for your help, and thanks for sharing your awesome mod with the community!
BTW, I did move Solars to below Ordinator in my load order, with no changes.
(or tell me where to get them?)