There aren't any LoTD or Ordinator patches for the current version?
It looks like the only patches available are for Fish Anywhere and Spellforge. The patches for Brewer, Hunterborn, Legacy of the Dragonborn, and Ordinator are only available for old versions of Handy Crafting and Spells that are archived and no longer supported.
Update: Never mind... I saw in the changelog at the HCaS page that LoTD & Ordinator patches are now integrated. 😅 Thank you!
Is there a compatibility patch for Immersive Fishing https://www.nexusmods.com/skyrimspecialedition/mods/115249 The source files for the fishing script seem drastically different.
I'll make a patch for it when I update the other patches, should be in the next few weeks, or sooner if I find the time, but I have some time off coming up and planned on updating the existing patches anyways.
Because the LotD team is opposed to the use of mods like this, that's why craftloot is disabled. So I am just following their (and TCC) lead.
Also, I don't want to have to decompile the entire LotD mod and determine which all scripts I need to modify to patch for Handy Crafting every time they release an update. Which is often. And they don't provide source for every version. If all your stuff is already in inventory, and you aren't encumbered, then there is nothing to patch.
Also, spamming crafting stations (like players do at a player home, or safehouse, or the museum would be if I patched every little thing in LotD) causes a bunch of script load, which can make your game stutter and script-lag.
So the thing that made most sense was to say, ok, if LotD is installed, and LotD gives you a carry weight buff in certain locations, those are the locations I need to be worried about, because they are disabling craftloot and doing that instead.
So I created a formlist of those --- actually what I'm about to say isn't going to make any sense unless you know the CK and Papyrus, and if you do you can look in xedit and my source code and see what I'm doing, if not then I'm not going to bore you.
TLDR, if you are in a location that LotD adds a carry weight buff to the player, Handy Crafting disables itself while you are there, adds an additional 100000 carry weight buff ON TOP of the one LotD gives you, returns everything in Handy storage to the player so all your stuff is in player inventory, and then when you leave the location re-enables itself, restoring the settings you had before you entered the location. Pretty simple. I can't promise all player homes will disable it, but the museum will, and if the player home has a location, and that location contains the keyword that identifies it as a player home, then the patch will do it's thing, if the keyword doesn't exist, or a location record for that home wasn't even created, then it won't disable. Regardless, if it was disabled, when you leave it won't be.
LotD determined what those locations are. I just made Handy Crafting work the same way in those locations.
TBH you don't need the LotD patch if this REALLY bugs you. Although if you DO go with the patch you will have all your stuff and not be encumbered while in the locations with the patch, and then everything goes back to normal when you leave so not sure why it would be an issue...
But if it is... Just don't install the LotD Patch then...
Some of the LotD crafting stations won't activate Handy Crafting, so you will have to Fetch Ingredients before activating, say, the archeology station (assuming you are storing fragments), and then store after. But normal crafting stations will work fine. None of the displays will fetch stored items.
If things go haywire in the Museum it isn't my fault, I provide the patch to try to stay in line with what LotD does, as much as I can. And it won't the the LotD teams fault either, they do a lot of stuff via scripting events while you are in the museum (especially TCC if you are running it), and so I understand why they don't want thousands of items moving in and out of player inventory constantly...
Hope this answers your questions, and if you enjoy the mod please endorse!
-IA710
edited for grammar and spelling and I'm sure I missed a bunch
1) Handy Crafting no longer supports LotD v5. This patch requires LotD V6 AND Handy Crafting v3.1.0. Handy Crafting 3.1.0 requires a new game or initial install (upgrading will break all keybinds and won't work, just wait on the old version until you are ready to start a new game).
2) The LotD Patch now disables Handy Crafting in Museum and Player Home locations. You can not enable it while in those locations. Once you leave that location Handy Crafting will re-enable with your Auto-Store/Merchant Integration settings from before you entered the location, this is to be expected. A notification appears when HCaS LotD patch enables or disables Handy Crafting.
3) When loading an earlier save, and the save is in a Museum or Player Home location, but the newest save WAS NOT, the LotD patch will do it's best to determine if Handy Crafting needs enabled or disabled and will do so.
4) If you are bouncing around older saves, some in locations some not, the LotD patch will sometimes re-enable Handy Crafting but lose your Auto-Store and Merchant settings. Once Handy Crafting is re-enabled you can toggle those in the Handy Store and Retrieve spell or in the MCM menu.
5) There is a possibility if you have really moved through a bunch of saves, in and out of protected locations, that Handy Crafting will not re-enable. If this happens ensure you are NOT in a player home or Museum location, go to the Troubleshooting section of the Handy Crafting MCM and you can uncheck that the player is in a Player Home or Museum, after unchecking that box in the troubleshooting section you should be able to re-enable Handy Crafting in the configuration section of the MCM and reset your Auto-Store and Merchant settings.
Unfortunately I don't spend too much time patching ingredients (too many used in quests and such and if I don't use the mod I don't know what to add and what to avoid). I usually just try to make sure all the crafting stations work properly, and that ingredients are there when you need them. If I know the mod and I know ingredients that won't cause problems I will add them to the patched ingredients JSON.
If there is a crafting station that doesn't work in Frostfall let me know which one and I will do my best to patch it.
As far as ingredients go v3.0 makes this really easy, hotkey your Handy Store and Retrieve spell. whenever stuff starts piling up in your inventory that you would like stored, hit the hotkey and select the added ingredients container. Add one of each ingredient. List updates when the container closes and the JSON is saved for your next playthrough and everything you added is now stored (and will be on your next new game as well)
Can anyone using the Relics of Hyrule patch let me know if it's working for them please? It works for me, but someone else reported that it wasn't working.... If I can get confirmation that it is working I'll roll it into the next release of HCaS....
17 comments
It looks like the only patches available are for Fish Anywhere and Spellforge. The patches for Brewer, Hunterborn, Legacy of the Dragonborn, and Ordinator are only available for old versions of Handy Crafting and Spells that are archived and no longer supported.
Update: Never mind... I saw in the changelog at the HCaS page that LoTD & Ordinator patches are now integrated. 😅 Thank you!
The source files for the fishing script seem drastically different.
Do you overwrite Simple Fishing Overhaul with Immersive Fishing if my mod isn't in the list? I haven't compared the source of both, just curious.
-IA710
- Fancy Fishing
- Fishing Preview
- Proper Mod-Added Torch Support
- Completionist NG
and to overwrite all of them.
So I typically have it overwrite everything.
I'll make a patch for it when I update the other patches, should be in the next few weeks, or sooner if I find the time, but I have some time off coming up and planned on updating the existing patches anyways.
-IA710
-IA710
Also, I don't want to have to decompile the entire LotD mod and determine which all scripts I need to modify to patch for Handy Crafting every time they release an update. Which is often. And they don't provide source for every version. If all your stuff is already in inventory, and you aren't encumbered, then there is nothing to patch.
Also, spamming crafting stations (like players do at a player home, or safehouse, or the museum would be if I patched every little thing in LotD) causes a bunch of script load, which can make your game stutter and script-lag.
So the thing that made most sense was to say, ok, if LotD is installed, and LotD gives you a carry weight buff in certain locations, those are the locations I need to be worried about, because they are disabling craftloot and doing that instead.
So I created a formlist of those --- actually what I'm about to say isn't going to make any sense unless you know the CK and Papyrus, and if you do you can look in xedit and my source code and see what I'm doing, if not then I'm not going to bore you.
TLDR, if you are in a location that LotD adds a carry weight buff to the player, Handy Crafting disables itself while you are there, adds an additional 100000 carry weight buff ON TOP of the one LotD gives you, returns everything in Handy storage to the player so all your stuff is in player inventory, and then when you leave the location re-enables itself, restoring the settings you had before you entered the location. Pretty simple. I can't promise all player homes will disable it, but the museum will, and if the player home has a location, and that location contains the keyword that identifies it as a player home, then the patch will do it's thing, if the keyword doesn't exist, or a location record for that home wasn't even created, then it won't disable. Regardless, if it was disabled, when you leave it won't be.
LotD determined what those locations are. I just made Handy Crafting work the same way in those locations.
TBH you don't need the LotD patch if this REALLY bugs you. Although if you DO go with the patch you will have all your stuff and not be encumbered while in the locations with the patch, and then everything goes back to normal when you leave so not sure why it would be an issue...
But if it is... Just don't install the LotD Patch then...
Some of the LotD crafting stations won't activate Handy Crafting, so you will have to Fetch Ingredients before activating, say, the archeology station (assuming you are storing fragments), and then store after. But normal crafting stations will work fine. None of the displays will fetch stored items.
If things go haywire in the Museum it isn't my fault, I provide the patch to try to stay in line with what LotD does, as much as I can. And it won't the the LotD teams fault either, they do a lot of stuff via scripting events while you are in the museum (especially TCC if you are running it), and so I understand why they don't want thousands of items moving in and out of player inventory constantly...
Hope this answers your questions, and if you enjoy the mod please endorse!
-IA710
edited for grammar and spelling and I'm sure I missed a bunch
1) Handy Crafting no longer supports LotD v5. This patch requires LotD V6 AND Handy Crafting v3.1.0. Handy Crafting 3.1.0 requires a new game or initial install (upgrading will break all keybinds and won't work, just wait on the old version until you are ready to start a new game).
2) The LotD Patch now disables Handy Crafting in Museum and Player Home locations. You can not enable it while in those locations. Once you leave that location Handy Crafting will re-enable with your Auto-Store/Merchant Integration settings from before you entered the location, this is to be expected. A notification appears when HCaS LotD patch enables or disables Handy Crafting.
3) When loading an earlier save, and the save is in a Museum or Player Home location, but the newest save WAS NOT, the LotD patch will do it's best to determine if Handy Crafting needs enabled or disabled and will do so.
4) If you are bouncing around older saves, some in locations some not, the LotD patch will sometimes re-enable Handy Crafting but lose your Auto-Store and Merchant settings. Once Handy Crafting is re-enabled you can toggle those in the Handy Store and Retrieve spell or in the MCM menu.
5) There is a possibility if you have really moved through a bunch of saves, in and out of protected locations, that Handy Crafting will not re-enable. If this happens ensure you are NOT in a player home or Museum location, go to the Troubleshooting section of the Handy Crafting MCM and you can uncheck that the player is in a Player Home or Museum, after unchecking that box in the troubleshooting section you should be able to re-enable Handy Crafting in the configuration section of the MCM and reset your Auto-Store and Merchant settings.
-It's Always 710
frostfall patch possibly?
Keep up the great work.
- IA710
If there is a crafting station that doesn't work in Frostfall let me know which one and I will do my best to patch it.
As far as ingredients go v3.0 makes this really easy, hotkey your Handy Store and Retrieve spell. whenever stuff starts piling up in your inventory that you would like stored, hit the hotkey and select the added ingredients container. Add one of each ingredient. List updates when the container closes and the JSON is saved for your next playthrough and everything you added is now stored (and will be on your next new game as well)
-IA710
-IA