Oblivion

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Wolfhound

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Wolfhound2

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  1. Wolfhound2
    Wolfhound2
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    /LurkMode off
    Ok, I lied - consider this a tease...
    'Whimsy' will be landing in about a month or so.
    One brownie point for the first person who figures out what Whimsy stands for.
    /LurkMode on

    1. Wolfhound2
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      Ok - that was optimistic. *facepalm*
      But it will be coming at some stage - I got sidetracked with a new version of Gather Ye Rosebuds...
      When I finish with that, I'll turn my sights back here. :o)
    2. aragonit
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      I'm still wondering about Whimsy. I hope you recovered from your *facepalm* :)
  2. RaoufsWife
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    I know this is an old mod, but i'm posting in case someone else using it had this problem and fixed it somehow.

    It works fine at first, but after closing the game and playing again, whenever I deposit items using the spell, my character is stuck (as if overburdened) and no boxes show up again. Can't pull up menu, can't cast, can't exit game, nothing. I'm disappointed since I am really loving the mod. I'm wondering if I screwed it up somehow without knowing.
    1. DeltaStrata
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      I doubt anyone is looking for a solution to this four years later, but...

      I had the some problem. Or rather, I experienced the same symptoms, but after I had been using the mod for dozens of hours. I was able to narrow down the issue to only happening when I was trying to deposit Sack Cloth clothing items (shirt, pants, & shoes). I have no Nirnly idea why that would be a problem, but I've been avoiding them and haven't had any issues since.

      If anyone else experiences this issue, try dropping sack cloth items off somewhere outside of your configured containers, then trying to deposit again. If that doesn't work, you'll have to do what I did, depositing smaller groups of items in chunks, trying to find the one(s) that's giving you problems.
  3. HikariWS
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    Thanks for this mod!

    So sad you haven't been able to finish the new version, but I hope you do well.

    When possible, please finish 1.4 with the promissed bugfixes before working on 2.0!
  4. Wolfhound2
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    Sigh. Has it been this long? Apologies to anyone waiting on a new release.

    As some of you might know, I have Crohn's disease, and 2015 has been a god-awful year for me.
    I simply haven't had the physical, mental or emotional energy to do anything more than drag myself through the working day, then collapse on the sofa. So any possibility of modding had to be thrown out the window.

    Thankfully, I'm getting back to something approaching normality now, so I can start picking up the pieces again.

    I'm going to stop making promises except:
    This mod is not dead. I haven't given up modding. I will do the long-promised update.

    But I'm not putting any time-frame on it. It will be ready when it's ready.
    There will be no teasing, no promises, just an upload when it's done.

    /LurkMode back on
  5. Ravez
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    Hi,
    Thanks a lot for your very usefull mod, very good job.
    And thanks too for working on a new release.
  6. Wolfhound2
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    Hi All

    Just wanted to let you know that I'm not dead or anything... unfortunately there was a GOG sale, and I bought Divinity 2, so that's what I've been at for the last three weeks... :o)

    Anyhoo, I finished DIV2 last night (incidentally, it's a brilliant game, worth checking out) so I'll now get the finger out and get back to this mod.
    I'm seriously considering a complete rewrite from scratch, since there are new functions in OBSE that make it possible to do what I want without jumping through mad hoops, and functions to allow me to add features I always wanted but couldn't get to work.

    So, you know, keep holding your breath. :o) This *will* happen.


    1. Sergio1992
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      Nice! I'll track this mod. When you upload the new one, please upload there a "empty" file, so I will know you just made a new release!
    2. Wolfhound2
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      @Sergio19992
      Thanks for your interest - it's the fuel that keeps modders going. That and caffeine.

      Ummm... not sure what you mean by an empty file... won't it be flagged up as a new release if I change the version number?

      Anyway, I'm back looking at this seriously now so y'all can expect some proper progress over the next few weeks.
  7. milvanSmouse
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    THANK YOU!
    I don't comment or kudos much here at the Nexus (though I endorse religiously), I felt this was necessary. This mod coupled with "Vault" (http://www.nexusmods.com/oblivion/mods/32695) have made all my kleptomaniacal, OCD hoarder, loot-wh*%# dreams come true! These two will ALWAYS be in my load order. M/
    1. Wolfhound2
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      Thank you, sir or madam. ;o)
      Hopefully the forthcoming version 2 will fulfil your cravings even more.

      Now that there are a few rest days in the World Cup, I'm getting back to working on this.
      I'm toying with the idea of getting rid of container filters entirely and instead allowing you to set the filters at the item-type level instead.

      So for example, you could have the same container grab
      One-handed blades, enchanted, exclude standard kit
      Poisons, made by me
      Bows, unenchanted, include standard kit

      Probably not an especially useful container, that, but you get the drift...

      To implement this, I'll need to get to grips with OBSE arrays and stuff... which should be fun. :oP
      I want to make sure, though, that this doesn't lead to savegame-bloat, so we'll have to see how it goes.

      So - to all:
      now would be a good time if you want to throw ideas at me, while I'm still at the playing-around-with-it stage.
    2. claustromaniac
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      I'm toying with the idea of getting rid of container filters entirely and instead allowing you to set the filters at the item-type level instead.

      Sounds like a very good idea. If done well it will simplify the process of defining the filters and increase the potential for customization at the same time.

      To tell you the truth, I haven't been playing too often lately and the last time I was in the process of starting a new game, so I couldn't keep testing and getting familiarized with the current version enough to come up with any suggestions for the next version. However, something interesting crossed my mind just now.

      I know you already mentioned that you were going to revamp the menus for this next version. I don't know exactly what you have in mind but right now I made out a way to make a particularly friendly UI for that specific part of setting filters that you last mentioned.

      Have you ever tried COBL? One cool thing about COBL are its alchemy sorters. They allow you to sort your potions and ingredients by categories. A particularly brilliant thing about them is that when you are asked what categories of ingredients you want to take from a container, the menu itself consists of a non-static container filled with a token for every category of ingredients in the actual container. I have seen this method used in other non-related mods as well. Companion Vilja comes to mind. In the case of Vilja, the tokens are used to display her stats and to access her configuration menu.

      From my observations I can tell this method is particularly useful when there is a lot of options to be displayed, since the default Oblivion menus can handle very little information at once and they don't even support scrollbars, whereas inventory menus do. I never bothered to take a look at the code but I guess they achieve it by adding scripts to every token with an OnAdd Player event handler to set "global" quest script variables depending on the token and then making the tokens self-destruct.

      In spite of the fact that I have very little knowledge of Oblivion scripting, I can see why some modders found this method convenient, so I guess it is probably worth considering
    3. Wolfhound2
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      That's an excellent idea, claustromaniac.
      I am currently... err... playing with Vilja, so I know the container-as-menu you mean.
      Thinking about it, I can see how it could be used to simplify the container configuration.
      I'll play around with it and see where it takes me.
  8. Wolfhound2
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    Just a quick update - World Cup kinda getting in the way... :o)
    So it'll be a few weeks...
  9. Wolfhound2
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    @Legotrash & @Claustromaniac
    Thanks for the kind words - I'm a wee bit surprised (but delighted) that people are still keeping an eye on this.

    Forgot to mention some other tweaks I've made that will be in the next release:
    >An option to turn on ALL item types with one click, so you can quickly define a container for, say, all your stolen goods - select all items, set a container filter for 'Exclude items owned by me', and voila, that container will grab everything that is stolen. Simples!
    >An option to clear down the configuration of a container and start from scratch.

    I'm toying with the idea of allowing for more that one 'standard kit'. It's not much of a big deal in terms of coding, so it might be handy to have (off the top of my head) 'Standard Kit - Explorer', 'Standard Kit - Merchant', 'Standard kit - Diplomat' or whatever. If I do that, the container filters would expand to treat each separately. I should be able to let you define your own names for these, and maybe up to 5 standard kits?

    One word of warning though - I'm completely re-writing the code to do things differently and make the mod more flexible and efficient. I'm fixing mistakes and bad decisions I made due to lack of knowledge when I started, and to take advantage of new features in OBSE. This will mean that version 2 will NOT be backwards-compatible with earlier versions. Don't worry about the stuff in your containers - that will all be fine, but you WILL lose your configurations and you'll have to set them up again. It should be worth it though, with loads of extra features, and configuring should become easier and more intuitive with the new menu structure.

    I'll also take the opportunity to lose the 'Speedy Disrobe' name for the mod's esp. :oP

    I *might* make it an esm instead of an esp, so that other mods can plug into it and use the functionality. For example, a house mod could include a compatibility patch to pre-configure its containers for Speedy Depositing. I'm not at all sure about that, but there is a case to be made for making it an esm... (see the posts from Warudder and ElminsterAU below)

    PS: Claustromaniac - I'll take you up on that offer, ta very much. I'll pm you when I have something like a release candidate for testing. A couple of weeks, maybe?
    1. claustromaniac
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      Sure thing. I've been logging in on a daily basis lately and I'm one of those few fellows who actually enjoy testing stuff to some extent lol so you can count on me.

      By the way, I like the ideas you came up with. Intuitivity and ease of use in general are aims that get along perfectly with the "skip to the good part" concept of this mod. So as long as the customization potential is not reduced, the more the better.
    2. Wolfhound2
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      Thankee kindly... and customization potential will definitely *not* be reduced!
  10. Legotrash
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    Welcome back! I love this mod,you've done great job.
    Btw,good thing you showed up because I forgot to endorse this and only now I noticed it . Better late than never I guess.