I'm well aware, unfortunately, that the coals are not ideal :( I'm still trying to play with it and improve it, but mostly I'm waiting to hear from some talented modders to let me make compatibility patches for their awesome forge coal models O:) Fingers crossed :) If anyone has any ideas how to improve them in the meantime though, lay them on me :)
I'm happy to announce that mindflux granted me permission to use Embers XD assets for this mod. The coals finally look great :) I encourage you all to download the new version and use the Embers XD options to make the forge much prettier than I ever could hope to make it O:) Thank you again, mindflux :)
See the comment thread with WallRockTree, two comments below. I have no idea what the error means as I don't use Wrye. Let me know about issues or effects in game or any specifics on what could cause this.
New Armory Series - Lunar Steel Weapons -- A Silent Moons Camp Overhaul just got an update that ESLed the whole mod. It is possible that the patch included in Fancy Unique Lunar Forge may need to be updated.
Huh... from what I can see, it does require a patch. However, it looks like the Lunar Armory patch actually does the same job it would need to do here, so if I'm not mistaken, it should be compatible if you add the Lunar Armory patch. I'll get to testing eventually (I'm preoccupied with other updates right now) but if anyone confirms that it does work with the patch, let me know, please and I'll change the description to reflect that :)
Edit: Wait, sorry, I completely spaced out on the dependancies and everything. I should have just checked in game too instead of only staring at xEdit :D So the whole area is very different and the forge is edited with the lights that fit the surroundings well. I wasn't sure how a patch should look, but I did make one that just replaces the forge and the flame with the one from my mod. If that's what you had in mind (or anyone else) enjoy :)
Thanks for the Watchman's patch. Unfortunately, after installing it, then running a Bashed Patch with Wrye Bash 313, I got this error message:
Spoiler:
Show
mod_files.py 217 load_plugin: Error in Watchman's Fancy Forge Patch.esp Traceback (most recent call last): File "bash\mod_files.py", line 195, in load_plugin File "bash\brec\record_groups.py", line 1251, in __init__ File "bash\brec\record_groups.py", line 652, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 262, in _load_rec_group File "bash\brec\record_groups.py", line 665, in _group_element File "bash\brec\record_groups.py", line 382, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 576, in _load_rec_group File "bash\brec\record_groups.py", line 474, in _load_rec_group File "bash\brec\record_groups.py", line 1215, in _load_mobs File "bash\brec\record_groups.py", line 483, in _load_mobs File "bash\brec\record_groups.py", line 920, in __init__ File "bash\brec\record_groups.py", line 358, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 474, in _load_rec_group File "bash\brec\record_groups.py", line 483, in _load_mobs File "bash\brec\record_groups.py", line 1113, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 1021, in _load_rec_group File "bash\brec\record_groups.py", line 665, in _group_element File "bash\brec\record_groups.py", line 382, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 576, in _load_rec_group File "bash\brec\record_groups.py", line 473, in _load_rec_group File "bash\brec\record_groups.py", line 50, in _load_err bash.exception.ModError: Watchman's Fancy Forge Patch.esp: Duplicate subgroup type 6 in CELL Record [(Skyrim.esm, 009146)]
Sorry, I don't know what that means. I don't use Wrye. Do you know what that means? What's the effect in game? Or in Wrye? Does it stop the process or does it let you finish the patch and can you check how it looks in game after?
OK, I don't know what the error message in Bash means, either.
I did test Watchman's Silent Moons Camp, Fancy Unique Lunar Forge, and your patch for them both, though, and it seems to work. I didn't test without the patch so I don't have that to compare things. I left some questions over there on the Watchman's Silent Moons page that I don't think have to do with your mod.
Hopefully someone comes along and tells us what to do about the error message.
In the meantime, this mod is really great and people should use it! Thanks again!
Thank you for your kind words :) Just for clarification - I tried Watchman's without the patch and the forge is in a different location, so it didn't exactly conflict. It's just that my mod would be entirely useless then :D Watchman's use a different model for the forge - a unique one as well with blue flames coming out of it. So the one thing I did for the patch is just replace that with my forge - just in case anyone prefers it. If people prefer Watchman's forge model (which of course fits the environment around it really nicely), they would have no need of this mod at all :) But the patch is here for those that would like it :) And hopefully we'll find out if there's an actual problem eventually or not :)
Anyone use this with Snozz's Silent Moons? Looks like a really cool mod. The whole Lunar Forge in vanilla seemed like they had a good idea and then forgot about it lol. Good to see folks showing it some love.
As in - it didn't change or it was invisible entirely? Could you post a screenshot of it? And is anything overwriting this mod in your modlist? Or is there any mod you use that changes the lunar forge specifically too?
Interesting. So, is there anything overwriting the mod in your modlist? Did you try to manually redownload and reinstall the mod? (if you use vortex, sometimes it neglects to download certain files when you download through it, unfortunately) What happens if you click on where the forge should be via the console? Is it just not there?
I have the invisible forge issue as well and having tested a few variations it seems to be an issue when using your patch for New Armory Series - Lunar Steel Weapons when using the weapons only version of that mod. Do we not need the patch if we haven't used the SIlent Moons Camp overhaul part of that mod?
EDIT: Actually I think it may also happen if you choose both the top option in the fomod and the Embers XD version. Perhaps adding a warning in the FOMOD to choose only one might be useful?
You should need the patch only when you use a version that changes the forge. Any mods that don't touch it are irrelevant to this one and need no patching.
i would love to use this but given enb is not compatible with my computer i have to use community shaders and don't know if this mod will work with it there ain't many mods people make for community shaders so trying to find any it's really hard because i would love to have certain mods like this one but don't know how they will be without enb some have even crashed the game because compatibilty issues
Hmm, a lot of people are switching to community shaders. I didn't think of it before, but I should look into how to remake the lights for community shaders. No promises on it being possible, because I don't know much about the shaders yet, but fingers crossed :)
Update: I looked into it. Have you tried the mod? I had a friend of mine test both this and the Sleeping Tree. And while it's nowhere near as bright as it is with ENB, it works with community shaders without issues as long as you have the light limit fix. I definitely recommend not getting concerned about the potential of mods not working without trying it out for yourself :) The vast majority of ENB light mods will work with community shaders, although the efect might be minimized.
I'm saying that also so that you don't get deterred off other mods because of presumptions - you'd miss out ;) There are many ENB light mods that work just fine - how they look will simply differ based on your ReShade presets.
ok i was worried cause enb stuff crashes my game and i didn't know if it was because of the mod or community shaders not being compatible i use all the lux mods that seem to work fine with community shaders so possibly it will cause some light differences i don't know i just started using lux but thank you cause i really wanted to use the mod, i was just worried it would crash the game like other enb mods have done i also use nolvus reshade for mythical weathers.
It's probably the ENB framework itself. Mods that use ENB particle lights should be okay to use with CS in general :) I hope you'll enjoy the mod and many others like it :3
i tested it and it works perfectly no crash or anything and the light comes off very bright at least brighter then i expected i had to choose the lowered lighting option because the lighting nearly blinded me when i went there but i love the mod and it just perfect just wasnt expecting such intensity lol
Interesting, but good to know the shaders are capable of that level of brightness :) I'm glad the lower intensity version works out well for you :) Thank you for the lovely comment and enjoy :3
This mod looks great, but does the embers XD version need an update? Embers XD has gotten quite a few updates since this mod released. I'm still installing though ;P
Usually just because a mod gets updated, doesn't mean everything else that used a small fraction of its assets needs updating too. Embers XD is a huge mod with lots of features and changes. New get added, old get refined, compatibilities are fixed etc. I took exactly one part of one mesh from it. It works and it looks great with Mindflux's embers and it's all it needs to do :) But ofc, if there is a specific thing that got added in the mod recently that would affect the coal mesh specifically in some way, let me know and I'll update the mod, but I'm not aware of any changes to it. I hope you enjoy the mod :)
Thank you for the detailed response. I definetly will let you know :) and no problem. Your mod is amazing! It's one of those extremely small things that just makes everything awesome!
I'd very much love to, but I need permission for it and mindflux hasn't gotten back to me yet :) It would be the ideal base - Embers XD is gorgeous. So if I hear from them and get a 'go ahead', that's definitely happening :)
Wonderful! They seem pretty open about permissions for this sort of thing is why I suggested -- glad you're considering it. In the meantime I'm still enjoying. Thank you!
Yeah, I'm hoping they'll agree :) I have it all ready for release with the Embers XD version, mostly because I wanted it for personal use anyway :D But if I get the permission, you'll all be able to enjoy it :)
Is this constant light? Or does it only show at night on a full moon? That would be ideal. Then you could make it so you can't enchant the weapons unless it's night on a full moon, when the forge glows.
It would be ideal of course, but I have no idea how to even begin doing that - neither the light or the actual enchanting changes. Sorry, if I ever learn, I'll definitely implement it, but right now it's just constant light and visual changes.
I believe there is already a script in use that limits the enchantment to the clock. If you could simply tie the ENB glow effect to that script as well, you've already succeeded. I really like the concept of this, but it needs to look magical only when it IS magical.
As to the coals, what about the mesh from the college of Winterhold's magic fires? If you shifted the color of the particle lights more towards the blue, it might look even more "lunar" But the mesh swap would also want to be tied to the enchantment script using BOS... Now that would look magical.
The ENB lights are tied to a mesh and I don't know if a script can do mesh changes (i.e. switch one mesh for another at a certain time). I haven't seen that before. As for the Winterhold Magic Fires, I'm not exactly sure what you mean by that. Those wells with the ornate grates in them? Changing colors is the last issue with this, but I'm more concerned about how it actually looks under the grate. I always thought it was empty with only a light effect. That won't work with a forge. But I will look into them to check. Thank you for the suggestions. Edit: Oh, I checked on UESP for now and the wells don't have grates. I think mine are modded beyond recognition :D I'll look into vanilla ones - that looks pretty good. Edit: It was a good idea, unfortunately, the mesh does not look good :( It's like there's nothing there. Here it is Still, thank you for the suggestion, it was worth a shot :)
69 comments
Fingers crossed :)
If anyone has any ideas how to improve them in the meantime though, lay them on me :)
I encourage you all to download the new version and use the Embers XD options to make the forge much prettier than I ever could hope to make it O:)
Thank you again, mindflux :)
I have a systematic error with Wrye Bash since at least the last version, it seems :
https://ibb.co/twTLyC2v
I have no idea what the error means as I don't use Wrye. Let me know about issues or effects in game or any specifics on what could cause this.
New Armory Series - Lunar Steel Weapons -- A Silent Moons Camp Overhaul just got an update that ESLed the whole mod. It is possible that the patch included in Fancy Unique Lunar Forge may need to be updated.
DrMonops already contacted me and the mod's been updated :) Credits to them for the update ;)
Hope you enjoy
Speaking of which, is Fancy Unique Lunar Forge compatible with Watchman's Silent Moons Camp?
And thank you for getting back to me so fast! Endorsed!
I'll get to testing eventually (I'm preoccupied with other updates right now) but if anyone confirms that it does work with the patch, let me know, please and I'll change the description to reflect that :)
Edit: Wait, sorry, I completely spaced out on the dependancies and everything. I should have just checked in game too instead of only staring at xEdit :D
So the whole area is very different and the forge is edited with the lights that fit the surroundings well. I wasn't sure how a patch should look, but I did make one that just replaces the forge and the flame with the one from my mod. If that's what you had in mind (or anyone else) enjoy :)
Traceback (most recent call last):
File "bash\mod_files.py", line 195, in load_plugin
File "bash\brec\record_groups.py", line 1251, in __init__
File "bash\brec\record_groups.py", line 652, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 262, in _load_rec_group
File "bash\brec\record_groups.py", line 665, in _group_element
File "bash\brec\record_groups.py", line 382, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 576, in _load_rec_group
File "bash\brec\record_groups.py", line 474, in _load_rec_group
File "bash\brec\record_groups.py", line 1215, in _load_mobs
File "bash\brec\record_groups.py", line 483, in _load_mobs
File "bash\brec\record_groups.py", line 920, in __init__
File "bash\brec\record_groups.py", line 358, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 474, in _load_rec_group
File "bash\brec\record_groups.py", line 483, in _load_mobs
File "bash\brec\record_groups.py", line 1113, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 1021, in _load_rec_group
File "bash\brec\record_groups.py", line 665, in _group_element
File "bash\brec\record_groups.py", line 382, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 576, in _load_rec_group
File "bash\brec\record_groups.py", line 473, in _load_rec_group
File "bash\brec\record_groups.py", line 50, in _load_err
bash.exception.ModError: Watchman's Fancy Forge Patch.esp: Duplicate subgroup type 6 in CELL Record [(Skyrim.esm, 009146)]
Do you know what that means? What's the effect in game? Or in Wrye? Does it stop the process or does it let you finish the patch and can you check how it looks in game after?
I did test Watchman's Silent Moons Camp, Fancy Unique Lunar Forge, and your patch for them both, though, and it seems to work. I didn't test without the patch so I don't have that to compare things. I left some questions over there on the Watchman's Silent Moons page that I don't think have to do with your mod.
Hopefully someone comes along and tells us what to do about the error message.
In the meantime, this mod is really great and people should use it! Thanks again!
Just for clarification - I tried Watchman's without the patch and the forge is in a different location, so it didn't exactly conflict. It's just that my mod would be entirely useless then :D Watchman's use a different model for the forge - a unique one as well with blue flames coming out of it. So the one thing I did for the patch is just replace that with my forge - just in case anyone prefers it. If people prefer Watchman's forge model (which of course fits the environment around it really nicely), they would have no need of this mod at all :)
But the patch is here for those that would like it :) And hopefully we'll find out if there's an actual problem eventually or not :)
Hope you enjoy :3
Could you post a screenshot of it?
And is anything overwriting this mod in your modlist? Or is there any mod you use that changes the lunar forge specifically too?
So, is there anything overwriting the mod in your modlist?
Did you try to manually redownload and reinstall the mod? (if you use vortex, sometimes it neglects to download certain files when you download through it, unfortunately)
What happens if you click on where the forge should be via the console? Is it just not there?
EDIT: Actually I think it may also happen if you choose both the top option in the fomod and the Embers XD version. Perhaps adding a warning in the FOMOD to choose only one might be useful?
No promises on it being possible, because I don't know much about the shaders yet, but fingers crossed :)
Update: I looked into it. Have you tried the mod? I had a friend of mine test both this and the Sleeping Tree. And while it's nowhere near as bright as it is with ENB, it works with community shaders without issues as long as you have the light limit fix. I definitely recommend not getting concerned about the potential of mods not working without trying it out for yourself :) The vast majority of ENB light mods will work with community shaders, although the efect might be minimized.
I'm saying that also so that you don't get deterred off other mods because of presumptions - you'd miss out ;) There are many ENB light mods that work just fine - how they look will simply differ based on your ReShade presets.
I hope you'll enjoy the mod and many others like it :3
I'm glad the lower intensity version works out well for you :)
Thank you for the lovely comment and enjoy :3
Embers XD is a huge mod with lots of features and changes. New get added, old get refined, compatibilities are fixed etc. I took exactly one part of one mesh from it. It works and it looks great with Mindflux's embers and it's all it needs to do :)
But ofc, if there is a specific thing that got added in the mod recently that would affect the coal mesh specifically in some way, let me know and I'll update the mod, but I'm not aware of any changes to it.
I hope you enjoy the mod :)
I do like the little details and I'm glad they are appreciated by other players too :)
Enjoy the mod :3
So if I hear from them and get a 'go ahead', that's definitely happening :)
You can check out the new coals in the new screenshots and download the new version with Embers XD assets :)
Enjoy the mod :3
Sorry, if I ever learn, I'll definitely implement it, but right now it's just constant light and visual changes.
As to the coals, what about the mesh from the college of Winterhold's magic fires? If you shifted the color of the particle lights more towards the blue, it might look even more "lunar" But the mesh swap would also want to be tied to the enchantment script using BOS... Now that would look magical.
You did ask, LOL. Nice mod
As for the Winterhold Magic Fires, I'm not exactly sure what you mean by that. Those wells with the ornate grates in them? Changing colors is the last issue with this, but I'm more concerned about how it actually looks under the grate. I always thought it was empty with only a light effect. That won't work with a forge. But I will look into them to check.
Thank you for the suggestions.
Edit: Oh, I checked on UESP for now and the wells don't have grates. I think mine are modded beyond recognition :D I'll look into vanilla ones - that looks pretty good.
Edit: It was a good idea, unfortunately, the mesh does not look good :( It's like there's nothing there. Here it is
Still, thank you for the suggestion, it was worth a shot :)