Anniversary Edition I WILL(eventually...)be making sorting patches for both the free creations AND the entire Creation Club! In addition, a new sorting patch format will be developed that easily adds patches to the correct lists while allowing multiple patches to be installed at once.
Do note that these patches cannot reasonably be made until I have played through/experimented with the new CC content. (which still hasn't happened after an entire year...)
Sorry, CACO is no HARD requirement, is it? I'd prefer NOT to use CACO. When I installed your mod previously, there was only a checkbox CACO / no CACO. Is it like that or "CACO and no other way"?
Dunno if anyone else has had this bug but it's gamebreaking for me at the moment and trying to get to the bottom of it.
I have a repeatable crash when I enter the Master Bedroom. I ran crash logs and analyzers and the only thing I can see it pointing to is this mod and WACCF Burned Book assets.
When you enter the bedroom? Yeah, that's a new one. I know when I was learning to do mesh stuff for the HPP Coals patch, I got a similar sort of crash when I was creating bad meshes.
The best places to look would be the mesh Clutter\Ruins\RuinsDeadDraugr01.nif as it appears in the stack just before the crash (reference with ID ##323ABC from Clockwork.esp which points to base form CLWDeadDraugr01StaticAsh [STAT:##323ABB] from Clockwork.esp which is a static that uses that mesh). The stack trace exclusively talks about mesh stuff---specifically related to geometry. Try replacing that mesh with the vanilla version and see if that fixes the crash.
You lead me in the right direction, I found that the issue was with having anything that replaces the Draugr corpses, I had one mod called Armoured Draugr, I installed that mod because it was so easy to tell which Draugr were not the "live ones". I guess I can live without it but yeah removing that mod did fix the issue. Thanks!
If by "not getting any wood" you mean "the animations and everything are playing as usual but the wood isn't being added," now that's a new one. The whole wood chopping process as seen in vanilla should be delegated to the vanilla script—which makes this even more odd because the vanilla chopping blocks are working as-intended.
bit late to this one but can confirm as i'm having the same issue on my end animation and everything plays but no wood collected *edit* also as a note on my end. weather there's a axe nearby or not the animation plays regardless,
Could you test both with and without an axe in your inventory before approaching the chopping block? Can you also test using the console command coc CLWCastleWorkRoom from the main menu and seeing if the issue still occurs?
And, for perfect clarity, does the vanilla chopping block still work? Don't know if that's covered by same issue so I wanted to confirm.
I won't have time to try and reproduce the issue for a couple of days so any information you can get me before then would be super helpful.
k after some testing. i can confirm that with the axe in my inventory no wood is added to my inventory, stored my axe in a chest in the entry hall before going back to try the block again same thing, animations play with an axe in hand but no wood is added. this seems to persist when using the coc command from the main menu, though when I load in I see no notifications for woodworkers whim at the top corner of my screen (waited a few minutes to be sure). in the process of testing vanilla chopping blocks which all seem to work as normal but i'll edit this further if anything pops up
Im also getting no wood. Sure wood love to be able to get wood in my own home but nothings coming up. Animation plays and I can chop endlessly without getting wood. Sure would love to get some wood
I really wish there was an option to completely skip the quest part of Clockwork without the tedious console bullshit. It played it once on my old computer and it's way too long and boring to ever replay, I just want the cool mansion.
Hi, I use Better Courier by Korodic. Is your courier solution compatible with that? I can compare esps in xedit, but figuring out how scripts interact is out of my league.
Honestly, it's a pain trying to figure out how scripted events interact between authors even if you know Papyrus, quest scripting, story manager event nodes, and all of those other nonsensical terms (thanks, Todd) Luckily, I authored the fix so I know what to look for
Since the additional script file is still up, should we assume that the issue caused by Papyrus Extender 5.2 is still there (even though PO3 has updated it to 5.5), and therefore the file is still needed?
(Also, noticed that all but one of the files from your mod are flagged as ESLs. The odd one out is ClockworkWoodWhimWR.esp. I did check the source scripts (thanks for including them!) and they don't seem to contain GetFormFromFile() function which can hinder ESLifying. Can we ESLify the Woodworker's Whim ESP ourselves, if we haven't started a new save yet?)
You can absolutely ESLify ClockworkWoodWhimWR.esp—I'm honestly surprised the bundled version isn't itself ESLified (must've been a mistake on my end; I'll note that down somewhere).
As for PO3's Papyrus Extender being updated, I hadn't kept up too much (and, in hindsight, I should have!)—it seems powerofthree has reverted the change (via this commit) and published it on February 7th. I'll be sure to archive the file and close the issue—thank you!
FYI, when I installed this mod (just now), MO2 flagged it as being in need of update. This page and the mod say version 3.0.4, but the installed mod says 3.0.2. Easy enough fix on my end -- MO2 makes it easy -- but I thought you'd want to know if you post a new version of this mod.
I... have a minor request. It's a patch for Hearthfire, specifically the game recognizing when you have Clockwork Castle and Lucia's just asked you if you have a home for her to live in! Well, any of 'em, actually, but come ON...
You have to use Multiple Adoptions for Clockwork Castle. It would likely be possible to integrate with the vanilla system (something for Antistar to implement on his side for a future update perhaps? Check out how the Creation Club did it) but I don't see the point of going that far, especially if we're talking about in an addon like Additional Clockwork.
Interesting. Personally, I can handle the Courier as I use Thistle the Goat. A pretenaturally trained and capable mountain goat making it where a human cannot only makes sense.
What I'd like to see is support of mod/CC/DLC added ingredients and foodstuffs to the sorting. Not CACO, more Hunterborn (including Soups and Stews) and the like.
243 comments
I WILL (eventually...) be making sorting patches for both the free creations AND the entire Creation Club! In addition, a new sorting patch format will be developed that easily adds patches to the correct lists while allowing multiple patches to be installed at once.
Do note that these patches cannot reasonably be made until I have played through/experimented with the new CC content. (which still hasn't happened after an entire year...)
I Found a Sorting Bug
Suggest a patch on GitHub or the dedicated Forum Thread (Forums Link)
I'd prefer NOT to use CACO.
When I installed your mod previously, there was only a checkbox CACO / no CACO.
Is it like that or "CACO and no other way"?
I have a repeatable crash when I enter the Master Bedroom. I ran crash logs and analyzers and the only thing I can see it pointing to is this mod and WACCF Burned Book assets.
Any ideas?
Pastebin
The best places to look would be the mesh Clutter\Ruins\RuinsDeadDraugr01.nif as it appears in the stack just before the crash (reference with ID ##323ABC from Clockwork.esp which points to base form CLWDeadDraugr01StaticAsh [STAT:##323ABB] from Clockwork.esp which is a static that uses that mesh). The stack trace exclusively talks about mesh stuff---specifically related to geometry. Try replacing that mesh with the vanilla version and see if that fixes the crash.
I wonder if there is a way to patch it.
Any insight? All other chopping blocks in the game work..
Can you also test using the console command coc CLWCastleWorkRoom from the main menu and seeing if the issue still occurs?
And, for perfect clarity, does the vanilla chopping block still work? Don't know if that's covered by same issue so I wanted to confirm.
I won't have time to try and reproduce the issue for a couple of days so any information you can get me before then would be super helpful.
Honestly, it's a pain trying to figure out how scripted events interact between authors even if you know Papyrus, quest scripting, story manager event nodes, and all of those other nonsensical terms (thanks, Todd)
Luckily, I authored the fix so I know what to look for
Since the additional script file is still up, should we assume that the issue caused by Papyrus Extender 5.2 is still there (even though PO3 has updated it to 5.5), and therefore the file is still needed?
(Also, noticed that all but one of the files from your mod are flagged as ESLs. The odd one out is ClockworkWoodWhimWR.esp. I did check the source scripts (thanks for including them!) and they don't seem to contain GetFormFromFile() function which can hinder ESLifying. Can we ESLify the Woodworker's Whim ESP ourselves, if we haven't started a new save yet?)
Thank you!
As for PO3's Papyrus Extender being updated, I hadn't kept up too much (and, in hindsight, I should have!)—it seems powerofthree has reverted the change (via this commit) and published it on February 7th. I'll be sure to archive the file and close the issue—thank you!
What I'd like to see is support of mod/CC/DLC added ingredients and foodstuffs to the sorting. Not CACO, more Hunterborn (including Soups and Stews) and the like.