First up, I just want to say thanks to everyone who downloaded my mod, I hope you all got some enjoyment out of it.
Unfortunately though, I will no longer be working on this mod, or any of my mods. I just don’t have the time anymore in my life and I don’t enjoy it as much as I once did.
If someone wants to take over this mod please DM me.
Thank you for this! Small question, which types of vendors have a chance to be selling these? I've been to many since I've installed this and have yet to see a card pack. Edit: I have found some in Solisteime, one of the elf dudes in raven rock was selling a few. Haven't come across any in skyrim yet tho. I did however run into the problem where i had to drop all but one pack to use them, then pick em up to use em one at a time for them to work. Edit#2: so many a time later the same seller from before was selling two packs again, i only bought one this time to use it before i bought the other, but it didn't work and i still had to drop it and pick it back up to use it.
Yeah that glitch with the second deck not working properly has been reported below on this forum.
I've had a look and I can't see anything in the code that would cause it, but I'll admit I'm only a novice when it comes to Papyrus. My guess is it's some kind of engine level issue causing the script not to apply to multiple copies of the same base form, but honestly I have no idea sorry. I've asked for help around the forums so hopefully someone will get back to me.
Also, you might want to just quickly check SSEEdit at some point to see if you have any conflicts with the vendor containers - if you do you'll need to make a compatibility patch.
I just figured I'd mention the 2 pack thing since I was gonna ask about vendors anyway. Also I found more sellers! Two of the vender stalls in Riften where selling one each. But thanks for this mod, I'd rather buy packs then have to remember what cards to trade cause thats a big ole headache for me. (;
Thanks for downloading and I'm glad you're enjoying it. I've been meaning to expand on this mod but I'm still not sure exactly what I want to do with it. I've been toying with the idea of a collection book of sorts, as well as adding more decks but haven't settled on anything yet. If you've got any idea let me know :)
The only idea i have is one inspired by that inn soap mod, location based cards. One card for each hold, or if you have way too much time on your hands, an entire deck for each hold.
Brilliant fill for a pesky problem, mate!! I did run into a curious situation when I was able to buy two of the packs off a vendor in one go and they wouldn't activate until I dropped one, activated the one left in my inventory, picked the dropped one up and then activated it. At first I thought I had done something wrong, and moving one to a container didn't solve the problem. That was the first time I had two packs in my inventory at the same time, so I'll check this next time I have two.
Hmm strange, I did my testing with dozens of packs at a time and they all worked first shot. I'll do some testing and see if I can replicate that glitch. Thanks for letting me know.
Update and background: I added this mid-playthrough, so with that as a very large proviso, here are additional curiosities. 1) Only a single vendor actually has the packs to sell (Sorine from DG) and 2) If I buy a single pack, it unpacks just fine but if I have multiples in my inventory of any kind, I have to drop all but one to activate it. Once I start a new playthrough, I'm assuming that this will clear up, but for now it's still all good and love this addition.
Now if we could just get Ice to add a vendor for Fossil Mining, I'll be golden.
Have you checked XEdit to see if the vendor containers are being overwritten by another mod? If so you'll need to make a compatibility patch.
I'm in the process of writing a quest that will add the cards automatically to vendor's inventory lists, but it'll take some time. When I release it it'll also come with a much cleaner script, which may fix your activation problems.
Update: In addition to this problem, I also could only get two vendors that actually sold the decks: Sorine Jurard and The Drunken Huntsman. I started a new game and the same situation occurred. After looking at SSEEdit, I found that mainly three of my mods edit vendor containers in one way or another, though none seem to directly effect the Fate Card Deck edit: Heavy Armory (or the DBM patch for it), Trade & Barter and/or Inn Soaps. Looking at LO, I then noticed (since I'm an idiot) that all were loading after your mod, so I set this mod to be included in the late loaders group (I use Vortex) so that it would load after the seemingly conflicting mods. Started a new game again and voila, all of the vendors I visited now have the decks for sale.
So though this is basic advice that I normally overlook (again, since I'm a moron): Check xEdit (or SSEedit in my case) for conflicts. In my case, loading after mods like Trade & Barter, Heavy Armory (and the DBM patch for it) and Inn Soaps, resolved mine, but other's conflicts are likely to be different mods.
Thanks for reporting back with that. Have you been able to make a compatibility patch so all the changes to the vendor lists from those mods are carried forward? It's a pretty simple process and there's a bunch of tutorials on YouTube.
Also just in relation to the multiple deck purchase bug, I think I'm getting closer to the cause of but unfortunately it sounds like it could be an engine level problem. I'll post back here again if I can find a fix.
Thanks Dr. S, but no patch necessary so long as this mod loads after all of the other vendor mods do. The multiple purchase situation is manageable since you can just either drop and pick up or place into a container and activate one at a time. If you can figure out how to resolve that, all good, but I'm also cool with a manual workaround like what I'm using now. I'll emphasize: I really like this mod and unless this is something you're getting from players all over the place, don't use up a bunch of your time trying to figure it out for me.
I have the same issue. Where I can only open a pack if there is only one in my inventory. No problem with finding them from vendors, though. It's minor, and not at all enough to make me want to drop the mod, but real. I can't actually recall if I had it installed it from the start, or did so early in my playthrough.
This is a must have mod for my playthrough of Legacy of the Dragonborn, thank you (and Endorsed)!
If anyone is having issues with Fate Packs showing up in shops, try adding the bash tags Invent.Add and Invent.Remove, then create a Bash Patch. After doing this, they started showing up in shop inventories for me. Kudos!
What I wouldn't give for a standalone Fate Cards mod. LOTDB doesn't seem to enjoy my PC, as amazing as the mod is, I used to get CTD's pretty frequently with that mod installed.
Hey, Great mod. I would suggest detailing what kind of vendors can sell this. I do my own patches and I remember clearly adding your fate card packs to several vendors who had conflicts with other mods. I´m pretty sure I didn't miss one. But, now, for example, Im in the game trying to complete some decks, I went to New Corner, for example, and the vendor had no packs. I opened the steam browser, came here to see quickly which vendors have them, and had no luck. I could close the game, open xEdit and see for myself but that is a lot of trouble and is not something I can consult in-game. Kudos!
Definitely going to be adding this to my next LOTD playthrough. Such a small and simple addition, I just hope it doesn't make the cards too easy to quickly collect. Still should help with getting extra card decks, one to carry and one to display. =)
Thanks everyone for the compliments, I'm really glad people are enjoying the mod. I honestly didn't think many people would be interested in this one.
I'm currently playing with the card probabilities and tightening up the script a little (I'm using a while function now - should have done that to start with). But what I really want to do is force each card flash up in the inventory examination mode as they're added. If anyone with papyrus experience can point me in the direction of the right function to use I'd be very grateful.
33 comments
First up, I just want to say thanks to everyone who downloaded my mod, I hope you all got some enjoyment out of it.
Unfortunately though, I will no longer be working on this mod, or any of my mods. I just don’t have the time anymore in my life and I don’t
enjoy it as much as I once did.
If someone wants to take over this mod please DM me.
Cheers,
DrS
Edit: I have found some in Solisteime, one of the elf dudes in raven rock was selling a few. Haven't come across any in skyrim yet tho.
I did however run into the problem where i had to drop all but one pack to use them, then pick em up to use em one at a time for them to work.
Edit#2: so many a time later the same seller from before was selling two packs again, i only bought one this time to use it before i bought the other, but it didn't work and i still had to drop it and pick it back up to use it.
I've had a look and I can't see anything in the code that would cause it, but I'll admit I'm only a novice when it comes to Papyrus. My guess is it's some kind of engine level issue causing the script not to apply to multiple copies of the same base form, but honestly I have no idea sorry. I've asked for help around the forums so hopefully someone will get back to me.
Also, you might want to just quickly check SSEEdit at some point to see if you have any conflicts with the vendor containers - if you do you'll need to make a compatibility patch.
I've been meaning to expand on this mod but I'm still not sure exactly what I want to do with it. I've been toying with the idea of a collection book of sorts, as well as adding more decks but haven't settled on anything yet. If you've got any idea let me know :)
I'll do some testing and see if I can replicate that glitch. Thanks for letting me know.
Now if we could just get Ice to add a vendor for Fossil Mining, I'll be golden.
I'm in the process of writing a quest that will add the cards automatically to vendor's inventory lists, but it'll take some time. When I release it it'll also come with a much cleaner script, which may fix your activation problems.
So though this is basic advice that I normally overlook (again, since I'm a moron): Check xEdit (or SSEedit in my case) for conflicts. In my case, loading after mods like Trade & Barter, Heavy Armory (and the DBM patch for it) and Inn Soaps, resolved mine, but other's conflicts are likely to be different mods.
Also just in relation to the multiple deck purchase bug, I think I'm getting closer to the cause of but unfortunately it sounds like it could be an engine level problem. I'll post back here again if I can find a fix.
It's minor, and not at all enough to make me want to drop the mod, but real.
I can't actually recall if I had it installed it from the start, or did so early in my playthrough.
-> I just dropped all of them, picked them up and they were instantly able to activate.
BTW, I found some packs at vendors, and some in chests / bandits
If anyone is having issues with Fate Packs showing up in shops, try adding the bash tags Invent.Add and Invent.Remove, then create a Bash Patch. After doing this, they started showing up in shop inventories for me. Kudos!
I could close the game, open xEdit and see for myself but that is a lot of trouble and is not something I can consult in-game.
Kudos!
I honestly didn't think many people would be interested in this one.
I'm currently playing with the card probabilities and tightening up the script a little (I'm using a while function now - should have done that to start with). But what I really want to do is force each card flash up in the inventory examination mode as they're added. If anyone with papyrus experience can point me in the direction of the right function to use I'd be very grateful.
Cheers