Hi, what could be the problem? In ConsoleUtilSSE or in Crafting Containers ? I have a ctd when entering Player.APS CraftingContainers version 1.6.1130
Trainwreck - A Crash Logger https://pastebin.com/raw/8Z8V0pyN upd Disable all mods That's what I did. I left only the requirements https://pastebin.com/raw/CJH4N5MZ Apparently the problem is with Dylbills Papyrus Functions
Fantastic mod. It doesn't seem to like playing well with Constructible Object Custom Keyword System though. After activating the mod with the Player.APS CraftingContainers command, it disables the new crafting UI from C.O.C.K.S.
Actually it looks like it should work with either. ConsolUtilSSE and ConsoleUtilSSE NG both use the same script and api, so it depends on which version of Skyrim you're using for which version of ConsolUtil you need.
Okay... I have ConsoleUtil.pex, the right version for my game... But your mod tells me it's not there.
Edit: Skyrim SE 1.5.97, ConsoleUtilSSE NG (1.4) installed, Dylbill's Papyrus Functions installed Result
Spoiler:
Show
Error, Crafting Containers failed to attach CraftingContainersListener script to xMarkerRef. Install ConsoleUtil or No.Esp and Dylbill's Papyrus Functions before installing this mod.
or Skyrim SE 1.5.97, ConsoleUtilSSE (1.2) installed, Dylbill's Papyrus Functions installed Result
Spoiler:
Show
Error, Crafting Containers failed to attach CraftingContainersListener script to xMarkerRef. Install ConsoleUtil or No.Esp and Dylbill's Papyrus Functions before installing this mod.
Not sure then. ConsoleUtil probably isn't working. I just uploaded a file called ConsoleUtil Test. Install it then type "Player.APS ConsoleUtilTest" in the console without the qoutes and hit enter. Make sure nothing is selected in the console before entering the command. You should get 21 gold and a message that says "ConsoleUtil Selected Ref Is " + Your Player's Name, if consoleUtil is working correctly.
My apologies for the inconvenience - the issue was incompatibility with another mod. I can't tell you which one, because I have more than a thousand and a half of them. If I can ever figure it out, I'll be sure to post it here. Thank you!
A bit late, but I've got the same message, about missing dependencies when loading a game (even if I've got every one of them, even No .esp). Additionally, I tried the file and command console you gave, and it does work. Gold were added, and my character was found.
Still, I need to do more tries IG (moving things around in my load order, as few others things do not work ^^') If the containers are fine despise the warning, I guess it will not take this message into account further.
Currently you can't use this on actors as there's too much potential for bugs. If I can find a way to do it safely I may allow actors that have a high enough relationship rank to you in a future update.
Sadly, after installing this + all the requirements on an ongoing save (also tested on a new game), I experienced massive fluctuating fps from stable 60 to 5fps together with massive ram usage -- all tested inside Belethor's. All actors (including mine) would also spin mid-air occassionaly. Lol
Disabled this mod and related ones, everything went back to normal. Sad.
Oh, by new game I mean from inside the cell (Live Another Life). Massive lag and stuttering occurs with this mod on and it's requirements. Same goes with my previous saves.
Idk what's wrong tbh. But I'm guessing it has to do with the requirement mods dealing with Papyrus and stuff.
This mod does have to run some scripts when you first install the mod, if you have a lot of other scripts running it might cause an fps drop or stutter. After the scripts are done running there shouldn't be a problem. Note though that during gameplay these scripts run when you start crafting, when you're done crafting and when you close a crafting container.
This is really nice, one idea instead of a random dwemer cube the marker could be a label item so its like yo have ladled the container for use in crafting An extension to this idea we could have different 'marker' labels and depending on which one yo put in a chest will add or change the name of the container
So for example i put a Ingot label marker into a chest and it changes the name of the chest to 'Ingot Chest' just a simple name edit depending what marker we put in the container
Thanks. I used the dwemer cube so that I wouldn't need to use an esp for this mod (uses a vanilla item). The cube marks or unmarks containers, but is always automatically returned to your inventory. I could add a feature that allows you to rename marked containers though.
Very cool. (I like the Dwemer cube idea, by the way. Given the bizarre cubehome and Cube of Holding in Frozen in Time, it makes sense to me that the gloriously amoral wackaloons that were the Dwemer would go on to further abuse the conventions of trunk space...
@speaker60 No problem. To change the model you just need to change the sMarkerFormId and potentially the sMarkerModName ini settings. The sMarkerModName is the mod that the sMarkerFormId comes from. And, if you want it to change on a save where this mod is already installed, make sure the bCheckForMarkerOnGameLoad ini is set to 1, drop the marker on the ground, save your game and then load that save. You'll get a new marker that should have the new model you set.
I have an idea for this MOD. That is allowing crafting container to be specified for specific crafting menu. For example, smithing (include tempering and tanning work), alchemy, enchanting (include staff), cooking, others (for added by other MOD), and any crafting... By doing this, I think that the advantage of being able to specify multiple containers can be used, and the loading of the craft menu can be made faster.
Handling them separately seems like a no-brainer because it will improve performance, as well as keep things less cluttered and more immersive. It can't be a good usage of processing power to be loading & unloading my entire stash of alchemy ingredients, when I just want to smelt some ingots.
Great job already, OP. Really cool stuff. I think this suggestion would take it to the next level.
Thanks! I just uploaded a new version. You can specify which crafting stations a crafting container is used for by keywords. You can also add or remove keywords in the CraftingContainersKeywordData.txt found in Data/interface/CraftingContainers
Thank you for update! It was more cool way than I think. I'm sure this update will make my crafting easier.
By the way, I'm testing new version and get a issue about adding crafting menu that is the menu list display twice and can't check new crafting menu. The add item script seems to work fine to open added crafting menu, but I'm not sure.
Once again, thank you so much for making my ideas come to life.
Hmm, not sure why that is. It could be the script was attached twice to the marker somehow. Try dropping the Crafting Containers Marker on the ground, then saving your game and loading that save, it will give you a new marker. Also make sure the bCheckForMarkerOnGameLoad ini setting is set to 1 before doing this.
I tried your method but don't fixed. Also I tested in minimum mod configuration and the behavior remained.
Now I guess from the result, that caused by mismatch version of Skyrim or papyrusutil, in my thought. My Skyrim version is 1.6.353 and papyrusutil version is 4.3. Would work correctly in this version?
Does this mod only refer to containers within the cell the player is in? I've marked Breezhome's container to the crafting container and worked on it in Warmaiden's forge, but it didn't seem to add any items to my inventory.
The game probably sees it as too far away. If you're in a different cell, the distance is a lot greater. To get around this, you can set the bDistanceChoice ini setting to 1, then you can choose the distance per container that you mark. Set to 0 to use it from anywhere. Or, set the fDefaultMaxDistance ini setting to 0.0 to use all marked containers from anywhere.
49 comments
? I have a ctd when entering Player.APS CraftingContainers
version 1.6.1130
Trainwreck - A Crash Logger
https://pastebin.com/raw/8Z8V0pyN
upd
Disable all mods
That's what I did. I left only the requirements
https://pastebin.com/raw/CJH4N5MZ
Apparently the problem is with Dylbills Papyrus Functions
name: 1
My mod requires ConsoleUtil.pex
Which version of ConsoleUtilyou need, depends on which version of Skyrim you have.
Example: I'm running Skyrim SE 1.5.97 and ConsoleUtilSSE 1.2.0
If you're running a different version of Skyrim you may need a different version of ConsoleUtil
Edit: Skyrim SE 1.5.97, ConsoleUtilSSE NG (1.4) installed, Dylbill's Papyrus Functions installed
Result
Install ConsoleUtil or No.Esp and Dylbill's Papyrus Functions before installing this mod.
or
Skyrim SE 1.5.97, ConsoleUtilSSE (1.2) installed, Dylbill's Papyrus Functions installed
Result
Install ConsoleUtil or No.Esp and Dylbill's Papyrus Functions before installing this mod.
xMarkerRef record is not overwritten by anything.
Thank you!
Still, I need to do more tries IG (moving things around in my load order, as few others things do not work ^^') If the containers are fine despise the warning, I guess it will not take this message into account further.
That one makes it take forever when interacting wih a crafting station.
Can I also do this with my horse as the container? Or any follower?
All actors (including mine) would also spin mid-air occassionaly. Lol
Disabled this mod and related ones, everything went back to normal. Sad.
Idk what's wrong tbh. But I'm guessing it has to do with the requirement mods dealing with Papyrus and stuff.
An extension to this idea we could have different 'marker' labels and depending on which one yo put in a chest will add or change the name of the container
So for example i put a Ingot label marker into a chest and it changes the name of the chest to 'Ingot Chest'
just a simple name edit depending what marker we put in the container
The rename function is really nice though thanks :D
That is allowing crafting container to be specified for specific crafting menu.
For example, smithing (include tempering and tanning work), alchemy, enchanting (include staff), cooking, others (for added by other MOD), and any crafting...
By doing this, I think that the advantage of being able to specify multiple containers can be used, and the loading of the craft menu can be made faster.
Handling them separately seems like a no-brainer because it will improve performance, as well as keep things less cluttered and more immersive. It can't be a good usage of processing power to be loading & unloading my entire stash of alchemy ingredients, when I just want to smelt some ingots.
Great job already, OP. Really cool stuff. I think this suggestion would take it to the next level.
I'm sure this update will make my crafting easier.
By the way, I'm testing new version and get a issue about adding crafting menu that is the menu list display twice and can't check new crafting menu.
The add item script seems to work fine to open added crafting menu, but I'm not sure.
Once again, thank you so much for making my ideas come to life.
Also I tested in minimum mod configuration and the behavior remained.
Now I guess from the result, that caused by mismatch version of Skyrim or papyrusutil, in my thought.
My Skyrim version is 1.6.353 and papyrusutil version is 4.3.
Would work correctly in this version?
Regareds.
I've marked Breezhome's container to the crafting container and worked on it in Warmaiden's forge, but it didn't seem to add any items to my inventory.
It couse I wrote fDefaultMaxDistance is just 0 instead of 0.0.