Problems making a vein give something other than ore

Post » Sun Nov 18, 2012 7:11 am

Alright so I am confident I have this figured out now. You can make an ore vein give you any MiscItem so long as that MiscItem's mesh is located in data/meshes/dungeons/mines/ore/

I tried it with a broom, and gave the broom the pickaxe01.nif in the proper folder, and I mined pickaxes that were called brooms. It was wild.

You will need BSAunpacker in order to get the mesh for the item you want and put it in the ore folder, but besides digging through the .bsa and finding the item you want, it's quite easy.

I think I will write this up in the wiki if no one has (I don't think anyone has, because I looked all over for a solution at first and didn't find it).

My original post is quoted here:
Hello everyone, I'll try to be as clear as possible about what I attempted. Please note I am still struggling to grasp Papyrus, but more than that I'm trying to understand where and how Papyrus and the CK interact with different things.

I was going along playing my character, who is a smith, and finding that I needed charcoal more than I could find in various towns. So I thought it would be neat if I could mine *mineral* coal like an ore (giving the player a piece of charcoal renamed as coal).

Here is what I did:

1. Used an ebony ore vein and gave it a new editorID, which created a new form.

2. Used the "Charcoal" miscitem and gave it a new editorID, which created a new form.

3. I changed the keyword of the Coal to make it a Vendor Ore Item instead of a Vendor Tool something or other (not sure if I actually needed to do this)

4. Changed the "Ore" property in the Creation Kit of the new vein to the editorID of the coal.

5. Put my new vein in the world (outside, near Riverwood) and set it up with the appropriate mining furniture marker

6. Linked the vein and the furniture marker

7. Tried to use the auto-fill button, but couldn't tell if it worked or if I was supposed to do that.


What I thought would happen: I thought I would go out and mine coal

What actually happened: The vein gives me no indication of being an ore vein at all. I can't mine it, and it doesn't have any overtext that tells me it is a vein.

I added a regular Corundum ore vein right next to it just so I could make sure I set everything up right. The Corundum ore vein worked just fine.

I even changed the Ore property of the regular Corundum ore vein to my new coal miscitem, but it still gave me Corundum (!)


I searched for a script or place where ores were specifically defined but did not find any except in the FavorJobsOre script, which I don't think applies to what I was trying to do. I did not alter any scripts nor create any new ones, since it seemed like mining was just tied to generic scripts. Here are the scripts I could find that pertained to mining:

mineorefurniturescript
mineorescript
favorjobsmineorescript

The top two didn't seem to have any specific information about what constituted an ore, which led me to believe that I could simply substitute another miscitem. I was wrong. What am I missing?
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luke trodden
 
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Post » Sun Nov 18, 2012 12:51 pm

did you give your coal vein a visible name (not the editor ID)?
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Dawn Farrell
 
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Post » Sun Nov 18, 2012 11:58 am

did you give your coal vein a visible name (not the editor ID)?

Yes I just called it "Coal Vein". In-game nothing at all shows up when I cursor over it.
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Meghan Terry
 
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Post » Sun Nov 18, 2012 8:18 am

I did forget to mention that I tried to auto-fill after I changed the ore property but the message said that nothing was filled.

So no one knows or is telling how to modify ore vein drops? I just think there is some link that I am missing but don't know what.
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Tom
 
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Post » Sun Nov 18, 2012 9:54 am

The auto fill only works when the script's property is using the same name te object has in the CK, while sometimes the objects meeting that requirement are filled automatically. So, the 'nothing was filled' message could mean that nothing was needed to be filled or that something couldn't.

In the case of mineorescript, which is the script attached to ores, the only properties that are defined in the CK and can't be auto filled are ore, which you have already edited and Failuremessage, that needs to be set as pickaxefailuremessage.

EDIT: There is another property you need to fill. Depletedmessage needs to be set as MiningDepletedMessage
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Kira! :)))
 
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Post » Sun Nov 18, 2012 4:21 am

The auto fill only works when the script's property is using the same name te object has in the CK, while sometimes the objects meeting that requirement are filled automatically. So, the 'nothing was filled' message could mean that nothing was needed to be filled or that something couldn't.

In the case of mineorescript, which is the script attached to ores, the only properties that are defined in the CK and can't be auto filled are ore, which you have already edited and Failuremessage, that needs to be set as pickaxefailuremessage.

EDIT: There is another property you need to fill. Depletedmessage needs to be set as MiningDepletedMessage

I'll check those out and fuss with it some more to see if I discover anything else. Thanks for the help!
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Anna Watts
 
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Post » Sun Nov 18, 2012 3:20 pm

Ok I found a solution, going to test it further a bit later. Here is what I did:

1. Got BSAunpacker, opened Meshes,bsa

2. Found the coal01.nif and charcoal.nif (though I decided to just use coal01.nif because it looks more like mined coal) and extracted them

3. Put the .nif's in data/meshes/dungeons/mines/ore/

4. Made a new MiscItem using Iron Ore as a base, just giving it a new editorID and then changing the .nif file to coal01.nif, also changing the name to Coal

5. Made a new vein with an ebony vein by changing the editorID, renamed it Coal Vein

6. Edited the "Ore" property of the MineOreScript to use the new Coal MiscItem

7. Set up a mining node and the appropriate furniture

8. Mined coal!

It was quite a triumphant moment. I want to do some further testing to see exactly what the problem was but I think it was that the Ore property can't be filled with anything that isn't in the meshes/dungeons/mines/ore/ directory. That's the only thing I can think of that I did very differently. I tested this by changing the Ore property after I got it working to just give me the regular Charcoal MiscItem, and it didn't work. Changed it back to my created Coal item, and it did.

The interesting thing is that when I changed it to Charcoal after getting the Coal working, it gave me Coal, seemingly reverting to the last item that worked since Charcoal was not accepted for whatever reason.
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