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Harvest MOD v0.73 RC2
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RPGDot Forums > Oblivion - General

Author Thread
XmirroR
Village Leader
Village Leader




Joined: 25 May 2002
Posts: 89
Location: South CA USA
Harvest MOD v0.73 RC2
   

I wrote a simple script to remove flora from the game world once it has been searched for ingredients. The Flora will reappear 35 Days later. I'll utimately change this interval to match the ingredient respawn rate/event. But it seems to be more than 35 Days.

CODE

code:

ScriptName DEJharvest

short isVisible
float timer

Begin OnActivate
   Activate
   Disable
   Set isVisible to 0
   Set timer to GameDaysPassed +35
End

Begin GameMode

   if isVisible == 1
      return
   endif
   if timer > GameDaysPassed
      return
   endif

   Enable
   set isVisible to 1
   set timer to 0

End




I attached the script to each Flora object that did NOT already have a script.
Seems to work well, and makes gathering ingredients much easier on the eyes.

I worked on a number of Morrowind Realism Packages... And intend to again for Oblivion. This is the first from me for Oblivion, but I am certain there will be more.


-Dejunai

The ESM is posted :
== See Post Below == ( new changes and new host )
_________________
======================

-= XmirroR =-

======================


Last edited by XmirroR on Tue Apr 11, 2006 5:52 pm; edited 2 times in total
Post Thu Mar 23, 2006 10:36 pm
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XmirroR
Village Leader
Village Leader




Joined: 25 May 2002
Posts: 89
Location: South CA USA
   

Sorry, as cited on other boards and PMs I should mention that the MOD is an ESP, not an ESM. My mistake.

For those people who want to customize the script, the line of the script that sets the timer to GameDaysPassed +35 can be set to +2 if you want the art to regenerate much sooner... The ingredients of course regenerate when and IF they do. You can download the ESP and install it, and then edit the script yourself. +35 Days seems to work for me. But others seem to think that Farms respawn corn and other field vegetables in 48 to 72 hours. If you dont have the editor and dont want to download it, PM and I'll create a custom script/ESP for you, you only need to tell me how long you want the art to be gone.

No one seems to have complained about the ESP. Only comments have been about the frequency of the respawn. So, again, if you can't change it yourself, PM and I'll send you an updated script/ESP.

I have had requests to update it to a full Herblism MOD, but I dont think I am ready to take on the size of MODification people might expect. Clearly anyone wanting to tackle such a task can use my code freely. Whether you use my code or not you'd hafta develop something similar, so dont even bother citing me unless it feels necessary. I wrote this MOD for express reason of being able to pick everything ( read flora ) in a group without the pixel "hunt and peck" that occurs without the MOD.

Similarly I plan on adding clams/pearls to the list the script affects. And er, since when do CLAMS produce PEARLS? grrrrrrr.

Any comments would be much appreciated.
_________________
======================

-= XmirroR =-

======================
Post Mon Mar 27, 2006 7:05 am
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
   

Great idea. I'll include it in the news next time I do a mod roundup. (This time around I'm keeping the mods to a minimum but I'll add this when I replay.)
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Post Mon Mar 27, 2006 10:45 am
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XmirroR
Village Leader
Village Leader




Joined: 25 May 2002
Posts: 89
Location: South CA USA
   

I have update the Harvest MOD, its now v0.3...

The Flora 3D Art reappears, with the cell reset ( when ingredients respawn )...
Clams/Pearls act similar to Flora, instead of Chests... ( hey Bethesda... who thought being able to store all my inventory inside a clam shell made sense? )... This is a second and seperate ESP, and is completly optional.

There are [2] proof of concept plants as well... A Moring Glory that when picked, doesn't actually leave the game world, only the blossoms. And Similarlly, a Grape Vine that doesn't disappear entirely, only the grapes do; the actual vine remains.

The MOD is now maintained at TESSource.net.
The specific URL is http://www.tessource.net/files/file.php?id=2037

There are now plenty of screenshots, if your curious about what the MOD actually does.

Also please note, I am a purist, the MOD does NOT affect Bethesda's design in any way. It just makes picking flora easier, and more realistic. Pick a mushroom, the mushroom disappears... It reappears when it becomes pickable again, end of story.

Enjoy...
_________________
======================

-= XmirroR =-

======================
Post Fri Mar 31, 2006 11:53 pm
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Zakhal
Captain of the Guard
Captain of the Guard




Joined: 13 Oct 2002
Posts: 188
   

Looks like a good mod. Not that I have ever been much of a herbalist in the elder scrolls series.
Post Sat Apr 01, 2006 12:00 pm
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XmirroR
Village Leader
Village Leader




Joined: 25 May 2002
Posts: 89
Location: South CA USA
   

quote:
Originally posted by Zakhal
Looks like a good mod. Not that I have ever been much of a herbalist in the elder scrolls series.


You dont really need to be a herbalist to appreciate this MOD, even the looter types should realize that picking ingredients is usually a 10:1 gold per pound, which is much better than lugging a piece of platemail around. Some ingredients are 250:1 or more. And then whether or not you want to play an alcheist... Mixing the ingredients produces potions ( duh ) that are usually that much more valuable ( 500:1 or better ).

But all in all, I made the MOD just because it is silly for you to be able to pick mushrooms and flowers and fruits and vegtables and the gameworld be unaffected. If you pick a Bowl off a table the Bowl disappears, eh? And again it is a strictly a visual MOD, it doesn't afffect gameplay or Bethesda's intent in the least.
_________________
======================

-= XmirroR =-

======================
Post Sat Apr 01, 2006 12:14 pm
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XmirroR
Village Leader
Village Leader




Joined: 25 May 2002
Posts: 89
Location: South CA USA
   

quote:
Originally posted by XmirroR

The MOD is now maintained at TESSource.net.
The specific URL is http://www.tessource.net/files/file.php?id=2037

There are now plenty of screenshots, if your curious about what the MOD actually does.

Enjoy...


Version v0.5 is released,

code:

#################################################################
##
##      The Elder Scrolls IV
##            OBLIVION
##
##---------------------------------------------------------------
##
##      Simple ( Flora ) Harvest MOD v0.5
##
#################################################################

Release : 2006.04.03
Filename: DEJ_harvest.ESP
Filename: DEJ_harvest_Clams.ESP ( addon to make clams behave like Flora )
Author  : -Dejunai ( aka XmirroR )
Contact : dejunai[at]dejunai.com

Known Conflicts: ( see Confilt Details Below )
----------------
Vae's MOD 'Skill Based Harvest' ( skill_based_harvest.ESP )

About:
------
A simple MOD that removes or modifies the 3D Art for Flora from the
GameWorld after it has been searched for ingredients. The affect lasts
until a 'cell reset' ( which is when ingredients respawn ). It does
not in anyway affect the ingredient respawn rate set by Bethesda, or
alter the original percentage chance of aquiring ingredients.


Details:
--------
It consists of a few simple scripts, that are now attached to Flora
that did NOT already have a script attached. Currently Grape Vines,
Corn, Flax ( red/blue/yellow ), and Strawberries are using a new method
of 'Modification' to represent already havested Flora. Morning Glories
are still using the method from v0.4.

Script:
-------
The original Script Used a 'timer' variable to respawn the 3D art,
now the 3D art respawns with the cell reset ( which is when the floras'
ingredients respawn ).
===========================================================================
ScriptName DEJ_harvest

Begin OnActivate
  Activate
  Disable
End

Begin OnReset
  Enable
End
===========================================================================

Updating:
---------
Updating from a previous version of this MOD will not adversely affect your
gameplay in any known way.


Installation  : As usual just put the ESP file in your Oblivion/Data directory.
                Select the DEJ_harvest.ESP as a Data file from the Oblivion
                Launcher.

Uninstallation: Unselect the DEJ_harvest.ESP as a Data file from the Oblivion
                Launcher. Delete the ESP file from your Oblivion/Data directory.


Notes on Uninstallation:
------------------------
1. When uninstalled any currently disabled Flora will remain disabled, forever.
2. To defeat permantently disabled Flora, Wait or Sleep or Avoid Picking Flora
   for 72 (game)hours in a cell you have not picked Flora from. All Flora from
   cells that were picked/looted, will have respawned with the cell reset.And
   as such you can then uninstall the ESP.
3. Leave the ESP installed but change the script such that the line 'DISABLE'
   now reads '<semicolon>DISABLE' or ( ";Disable" ). After the next 'cell reset'
   for any given cell, all Flora will be enabled. And no art work will be disabled.

I recommend...
4. Save before testing ESP. Install ESP, test it by picking Flora in game.
 A.  Love it == Keep it.
 B.  Hate it == Uninstall it, restore save.


Changes :
---------
v0.1 Script attached to Only Flora, respawn set to 35 Days.
v0.2 Script polished, Respawn changed to 3 Days, Attached to Clams.
v0.3 Script rewritten to use 'OnReset' Function for Flora.
     Script removed from Clams.
     New Script specific to Clams. Built as seperate ESP.
     There are two test Flora Objects
     1. A Grape Vine at Surilie Vineyard,
        will not remove the vine, just the grapes from the vine.
        See ScreenShot @ Removed
     2. A Morning Glory Vine near the Skingrad East Gate,
        will not remove the vine, just the blossoms from the vine.
        See Screenshot @ Removed
v0.4 Seperate scripts added to Grape Vines, and each of the [4] Morning
     Glory types. This defeats the entire removal of the plant, and only
     removes the grapes from the grape vines, and the blossoms from the
     Morning Glories. The Clam script has been updated to now include the
     original sound effect of opening a clam. ( it is still an optional addon )
v0.5 Developed new method for 'modifying' the Flora to represent an already
     harvested plant. Applied this method to Grape Vines, and added Flax,
     Corn and Strawberries.
     Screenshots available @ http://www.tessource.net/files/file.php?id=2037
     


Future:
-------
Assuming there are no complaints about the new method of 'Modifying' the
Flora to 'Harvested Meshes', Future releases will continue to add more and
more 'Modified' Flora.

I may (read will) someday develop a more robust Harvest MOD, Setting the ingredient
respawn rates myself ( independent of cell resets ) and base it on this script.
I plan to require tools/skill and such for proper pruning of plants ( they will respawn
more quickly ). And the antithesis... Improper pruning would result in Longer or
worst case, NO respawn.

The clam addon will likely spin-off into a seperate MOD, something like
'Less Silly Containers' where clams aren't containers, and similarly Ore Veins.
Just doesn't make sense that You can store all you possesions inside a clam,
or an Ore Vein. I'll be working on Ore Veins a little more soon. I'd like to
make it so that if you DONT have a pick axe in inventory you break off the
1 or 2 nuggets you would get as Bethesda designed it. However if you DO have
a pickaxe in inventory, you might see a substanially better return from the
ore vein. Similarly clams might require a knife. The 'Less Silly Containers'
at this point is just an idea. And will never affect this 'Harvest' MOD.

I was also thinking skeletal remains that only have 'BoneMeal' should disappear
in some sort of animation where they crumble into dust skipping the Container
Menu, and auto adding the 'BoneMeal' to inventory ( just a thought )...

Confilt Details:
----------------
Vae's MOD 'Skill Based Harvest' ( skill_based_harvest.ESP ) cannot
be used at the same time with this MOD. Using this MOD after using
Vae's MOD will eliminate the skill based harvest function entirely.
Using Vae's MOD after using this MOD will effective uninstall this
MOD, and any harvested/disabled Flora will forever be disabled.

To avoid disabled Flora when updating from this MOD to Vae's MOD,
add the following code to Vae's script.

[code]
Begin onLoad
  Enable
End
[/code]



Useage:
-------
Anyone for any reason can use this ESP in development of any MOD. Liner Note
Thanks would be nice, but are not required.

Seperate note, If you plan on writting the "Better MOD", than what I have
written, Let me know so I can go back to playing the game.

dejunai[at]dejunai.com

Disclaimer:
-----------
If you feel this work has harmed you or your property in someway, I am sorry.
It is clearly not intented to cause harm; I will not be held liable.
Use at your own risk.



_________________
======================

-= XmirroR =-

======================
Post Tue Apr 04, 2006 10:44 am
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XmirroR
Village Leader
Village Leader




Joined: 25 May 2002
Posts: 89
Location: South CA USA
   

So v0.73 RC2 is now available if anyone cares...
It Modifies dozens of Flora, and Removes the rest.

It is pretty much done.
_________________
======================

-= XmirroR =-

======================
Post Tue Apr 11, 2006 5:55 pm
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