Thank you for this, I have the bad habit of opening empty containers, even if it says it's empty beforehand. This way I can easily see empty ones and skip over.
Thanks for that comment, if i can get other guys with problems to confirm the new SKSE version fixes the problem i am going to put that in notes so new users dont get in troubles. Well that SKSE version adds some proper papyrus support. I tried to go with a SKSE plugin but since there is almost no documentation for starting up with SKSE it seems there are two kind of SKSE modders, the ones who know everything about since oblivion and the ones who will never get to understand it cause reading through someone elses code is just damn tiresome.
OK, it seems like the problem was with my skse version. Now that I upgraded from v1.4.15 to v1.5.6 it works so far (only tired 5 containers). I don't really like the idea of using a beta skse, but I think I stick with it for now and see if it causes any problems.
Containers not yet visited DO NOT behave as vanilla, all containers are now borked (after mod removal). I'll track project this to see if the problems ever get sorted, until then I started a new game (wasn't too far along anyhow). Thanks for the idea and keep at it, you have a good start here :-)
Well, this is embaracing... I got a couple of hours of playtime and so far everything worked here. And that sucks even more cause if i got the problems atleast i would know what to do. Not sure if it matters but are you guys using 1.4.15 or 1.5.6 beta SKSE? I could make alternative debug script if you are up for testing and even dunno, something like a spell you would use to close the containers if youre not using the original mod anymore. And if you remove the mod, those containers will stay like that till a reset, its how the game works. The savegame keeps all the data on all the containers you have visited even if you remove the mod. If you check a container you havent visited with the mod active youll see it should work as vanilla.
34 comments
With 1.6 officially out, I tried things again and everything works as it should. I can now enjoy your wonderful mod as intended.
Hurrah (and thanks).
Can you check your SKSE version? Try using 1.5.6 if you already are not.
Well that SKSE version adds some proper papyrus support. I tried to go with a SKSE plugin but since there is almost no documentation for starting up with SKSE it seems there are two kind of SKSE modders, the ones who know everything about since oblivion and the ones who will never get to understand it cause reading through someone elses code is just damn tiresome.
Not sure if it matters but are you guys using 1.4.15 or 1.5.6 beta SKSE?
I could make alternative debug script if you are up for testing and even dunno, something like a spell you would use to close the containers if youre not using the original mod anymore.
And if you remove the mod, those containers will stay like that till a reset, its how the game works. The savegame keeps all the data on all the containers you have visited even if you remove the mod. If you check a container you havent visited with the mod active youll see it should work as vanilla.