Okay so.... Now that 1.24b is up...
Here is the question and you can PM me or post it here or in the 1.24b post. Where should we go next? I'm going to continue fixing things that need fixing, I'm currently searching through the forums for repairs suggested as far back as July, since I know that many things have been suggested for repair, did not make it into the scripts. So here's my starter list for the next week:
1. fix More Leather to work on leatherwing bats/frill lizards/etc shearable creatures. - small priority, its an issue I've known about, small affect.
2. Minor repairs to various reactions where they designate materials as ITEM:NONE:NONE:NONE - keeps detail selecting of material choice out, increasing use of stockpiles to enforce material selections... I hate stockpiles, lol, like choices. - high priority.
3. figure out the warpstone.lua error that occasionally pops up... think its linked to TESB. - medium priority.
4. figure out the errorlog.txt errors involving transformations etc on creatures. - medium priority.
5. further revise the clay issue (what I pushed was a patch fix for the issue, there is more that needs to be done. - small priority, the fix should cover most issues, its just incomplete, as is.
6. ..........
7. ..........
8. ..........
9. ..........
10. ..........
If I get a big enough list of fixes/repairs/corrections, I'll get started and put another release out next week. I just need the suggestions, and a show of hands that people want another release. Otherwise I'll leave it alone for a couple of weeks.
I'll even put in better descriptions where they are needed if people will point them out. I can think of a handful that pop up often (guild building extensions in humans, odd reactions in kobolds).
Understand I also have to return to working on my own mods that need new releases....
Expanded Dictionary:
How many people really like the "expanded dictionary" that I maintain. I'm considering returning to it and fixing a bunch of issues that have been pointed out to me. I've got to make a decision about it. Either scrapping it and restarting (I was using a top -> down approach, thinking of restarting it with a bottom -> up approach) or just keep putting in fixes. PM me if you want more details.
Orcfort Revised:
A rewrite of the Orcfort mod, fixing hundreds of reactions/interactions/creatures/materials in Orcfort. I've not released it yet, because it has too many threads of action that haven't been completed. trying to bring back a few old features of orcs from 42.06 and before. Its current version fixes/changes/replaces/adds some 300+ reactions for orcs, adds 5 buildings (magma versions of fuel using buildings ignored in the past and 2 fully new buildings) without changing the actual feel of orcs. PM me if you want more details. Its still in alpha by my standards. Future of it is based on how effective I can make it capable of both being a vanilla extension mod and a masterwork extension mod.
Anyways, I'm going to go quite for a couple of days, if I can. I'll try to answer any problems that appear over the weekend, but I really want to give people some time to take in the masterwork 1.24b and push it to the limits. Plus I need to decompress, I've kept a high strung packed schedule for the past 3 weeks while working through the change over from MW 1.23 43.03 x32 to MW 1.24 43.05 x64 and through 1.24a and 1.24b.