Oblivion

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Harvest Team

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XmirroR

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124 comments

  1. Dispensation
    Dispensation
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    Harvest Containers xOBSE is now available.
  2. gasperchen
    gasperchen
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    This is a great mod, and it is still usable if anyone wanders. It's not likely, but I still want to ask if you could make a version: container open when searching and close after quitting? Or is there any similar mod?
  3. diverapo
    diverapo
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    Hi. I am using the main mod but when I loot or inspect a container, all the boxes around are marked by hand sign. How can I fix this?

    OR

    Is there an alternative mod for the same purpose?
    Thank you.
  4. Grogrokl
    Grogrokl
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    I had to study this for a while in order to install it correctly, here are the installation instructions for the SI version:

    * Only install the SI package. You don't need to install the other package because everything from it that you need is already included in the SI package. If you have already installed the other package its probably best to uninstall it before installing the SI package.

    * From the SI package install these files:

    - Harvest[Containers].esm
    - everything in the folder "Standalones/Vanilla"
    - everything in the folder "Standalones/Shivering Isles".

    * Activate the ESM and both of the ESPs.

    Done.

    You can also install an Optional Add-On if you want. To do so install everything from its folder.
    1. CODE_MERK
      CODE_MERK
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      Thank you! I thought they were separated. Author should just put the top file under the SI one and call it old...
    2. Arethien
      Arethien
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      Thank you! Got confused by this too.
    3. deleted3934382
      deleted3934382
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      Thank you!
    4. AllisterHenderson
      AllisterHenderson
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      Grogrokl> It's a few years since you posted this, but thanks. It was confusing because the read-me for the SI version also said that "Harvest[Containers].esp is the base file. All users need to enable this file". So I thought I had to install the "Main file" and then the "Optional file" but then I realized this read-me is just an exact copy of the read-me from the original version. So your post stops me second guessing myself.....
    5. MeToLe
      MeToLe
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      good thing I made a habbit of looking into posts before download and installing a mod. thanks.
    6. AllisterHenderson
      AllisterHenderson
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      Me too.... I always read the posts.
    7. Dispensation
      Dispensation
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      I uploaded a Wrye Bash BCF for this mod at Wrye Bash BCFs Collection for Mods. It will convert the archive into a BAIN-friendly one to make it easier to install.
    8. jjmard
      jjmard
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      Dude srsly thank you, godsend right here
  5. Frogzilla82
    Frogzilla82
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    Ouch. one errors out, the other crashes nmm. Both with exact same name.
  6. uladz
    uladz
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    Sacks disappear when I harvest them instead of tipping over but they are still present is interactive object i.e. I can see "Sack" title when I mouse over the space were it was and I can open it too. In sneak mode they can not be restored back. Everything else seems to work fine. This is applicable to the original and SI version of this mod. Anyone has any ideas what can be wrong? Tnx!

    UPDATE 11/4/2018:
    Installing OOO 1.36 which include Harvest Containers mod fixed this, saks behave as they suppose to, no problem. OO also has SI patch for Harvest Containers. No more problems.
    1. CarlosS4444
      CarlosS4444
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      Check out this whole guide: https://sites.google.com/site/khettienna/mod-user-guides but visual anomalies section might be the best place to start too.
    2. uladz
      uladz
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      CarlosS4444 - thank you for the reply! though that's not the case of missing dds/nif files as this section in the guide points to. Unless they are missing for the mod itself. I'll check it in TES5Edit and see if the files are indeed copied into Data directory but everything else like "hand" overlay texture are working fine. And I have started a fresh Oblivion install and this is the only mod (plus OBSE obviously) I've installed for far so there should be no conflicts whatsoever. Note that I'm running Mod Organizer 2 to manage modes, not OBMM. I had hard time to get Steam version of Oblivion correctly start via MO2 though but it works fine now. If I find the issue I'll report back here.
    3. JimmyRJump
      JimmyRJump
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      What is "OOO 1.36

      *EDIT*

      Ah, it's the Oscuros Oblivion Overhaul v1.36 mod. Jeez, folks and their incapability to write full names.
  7. Tabitha
    Tabitha
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    Mod makes my game crash every time I install it, All my containers have missing meshes now too :|
    1. CarlosS4444
      CarlosS4444
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      Missing meshes? Check out this guide: https://sites.google.com/site/khettienna/mod-user-guides/mod-use-troubleshooting#Item3
  8. maxtheduke
    maxtheduke
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    This is awful. I stored all my things in a clam. Because i know they are safe container. But now it disappeared. I owerwrited the savegame.
    1. Jasmer
      Jasmer
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      That isn't exactly the mod's fault, though. An open/closed clam mesh would be nice I guess but a lack thereof, where the clam disappears once "harvested", doesn't make this mod awful. Were you using several different save files so you could go back to an older save? If not, that's your fault, not the mod's.
    2. tanjingwei
      tanjingwei
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      Containers will refresh once every few game days unless it is in your player home.
    3. maxtheduke
      maxtheduke
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      • 4 kudos
      yes my "awful" is intented to the situation, not to the mod itself. Btw times ago (after removing the mod) i found all my stuff in a clamp far away.
      clamps does not respawn
    4. RobinWoods
      RobinWoods
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      The clam tried to get away with your stuff Never trust a clam.
    5. CarlosS4444
      CarlosS4444
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      Exactly, always be suspicious when you see an innocent and inviting-looking clam. This is OBLIVION after all, so be prepared for anything.

      But if you want to know which containers are safe, there is a mod for this: http://www.nexusmods.com/oblivion/mods/13957/?
  9. ahanix1989
    ahanix1989
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    Did you ever fix the Havok Add-On bug where it wouldn't remove old crates? I couldn't figure out why I was getting severe lag in the Market District. Turns out each crate was duplicated 44 times, meaning my PC was trying to render over 1,500 crates. It took a LONG time to use the console to Disable all the duplicates.
  10. mileafly
    mileafly
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    Is it possible to remove the handprints somehow from the Crates? I don't want to use havoc crates, but I do like the opening animations of wardrobes, barrels etc. But the handprints are just extremely ugly and immersion breaking, destroying the whole purpose of the mod in the first place imo. I would rather just crates be handled as in vanilla without any handprint on them. Can I remove some texture file or anything to get rid of the hands?
    1. monshael
      monshael
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      Looked in the textures folder and found that there are only 'hand' files. You can get any DDS image editor and change the files as you like, you just need to be willing to.