It has come to my attention that SKSE is not available for Skyrim Special edition. Unfortunately, that means that Quick Stash is also not available for Skyrim Special Edition. I apologize for the inconvenience.
I have noticed a potential problem when starting a new game.
When starting a new game with Quick Stash installed, I did not recieve the quick stash key. However, I did recieve the quick stash key when after loading an already existing game. So it seems that when starting a new game, make sure that Quick Stash is NOT installed first. After you have started the new game, save it, and then quit the game. Install Quick Stash, and reload your saved game. You should then recieve the Quick Stash key. At least that is how it works for me. I can see how this would prevent new people from using this extremly usefull tool.
I recommend not loading any mods until after the carriage scene. Then only load mods that affect your character's appearance until you get away from Helgen. There are some exceptions to this, but consider this a general rule for mods.
What ever is causing the problem is not this mod. Adding an item to the inventory is a very simple thing to do.
I never received a key either. I use this and your Quick Sort mod. This mod load immediately after Quick Sort. I use Alternate Start LAL so I don't get the Helgen intro. I have a couple of mods that add items to your inventory on start up (Helgen Reborn, EFF, MHYHv2) which are before and after these mods in my load order. I get the staff from Quick Sort, Helgen Reborn Manual, Book of Homies, How to be a leader book, but this key won't appear.
Is there a console command to get the key?
Edit: I asked because using player.additem didn't work for me initially, but it worked after reloading Skyrim. Just ype help stash, then looks for the (MISC) item Quick Stash Key and type player.additem xxxxxxx 1.
I'm using the same method to add the key as I use in Quick Sort to add the staff. It's a really simple method that shouldn't have any problems. It's a simple start up quest that runs once and runs one line of script to add the key to your inventory. I have no idea why it would not work in some situations. I'm glad you managed to get the key later. I have not used any of the alternate start mods, but I don't see why that would cause a problem with a start up quest in one mod, but not in another.
I have not stopped working on this mod, even though I am currently working on two others. This mod goes hand-in-hand with the others, but is intended to be used without... anyway. I have some suggestions in about ways to customize stashing--quite a few actually. The next version will be 4.0 as it will require a clean save and add more features. Also, I no longer plan to make six versions. As of 4.0 it will require all DLCs. I've changed my mind on that idea for now.
With the idea of sorting in mind... I would like to add that Quick Stash will work with General Stores. If you use the General Stores activator there is an option in the menu labeled "Auto Sorter." After selecting that option a container opens and whatever you put into that container will get sorted after the menu is closed. Drop the Quick Stash Key in the container, but DOT NOT close the container menu until the Quick Stash Key returns to your inventory.
Edit:
I am currently working on a Sorting Mod. It will be called Quick Sort. I intended for this mod to be as configurable as possible to allow for as few or as many (as possible) item categories as a user may wish without the tedium of training chests--but with the potential to sort mod added items without patches or dependencies.
Also, in the spirit of "non-cheat," while this will move items automatically, it would not (on it's own) allow for "cloud storage. The idea is for the players to have a single base of operations and to quickly stash all their loot into chosen containers with out the time-consuming process of doing it manually.
I spoke of player made items and I was referring to things crafted in game. As for mod added items, so long as they are not (List 1 Items) books, raw food, ingredients, crafting materials, soul gems (why would mods add soul gems anyway?), animal parts and clutter then quick stash will move the items. This was designed as such for speed, because calling RemoveItem on form lists is much faster than iterating over the player's inventory and it's used to reduce the number of existing items in the player's inventory before iterating over the player's inventory.
It's for the sake of List 1 Items and Quest Items that there would ever be a need for versions that are specifically aware of items from other mods/DLC.
List 2 Items are recognized regardless of source, even if mod authors didn't add appropriate keywords to the items, because these items are found by the item's type using the GetItemType function. All items have an item type. All weapons will return the item type code for a weapon because otherwise it's not a weapon and wouldn't be found as a weapon in your inventory. Etc et al.
Right; you said "Coming Soon! All of any item you choose (excluding player made potions and player made enchanted items.)" And I was wondering about modded items as a possibility. Reading your sticky now, it looks like the player made stuff is already included, awesome.
Very helpful answer in any case, thanks. I'm always looking for new and better ways to sort items.
Quick Stash was not intended as a way of sorting items. This is my concern when it comes to configuration. That configuration might be used to sort items. It would break immersion to open an MCM menu and change options every time you want to stash items as a way to sort what goes into your containers.
This sounds like a really useful tool. Will have to wait for next playthrough as I never add mods mid-game. Hope it catches on. Just an idea, if you end up making an MCM... What about the ability to set a weight limit so some folks won't feel like it's cheating? Tracked
Also, I can make it a standard check when adding to NPC's. This wouldn't need a configuration. I merely need to find the formula for carrying capacity. [Actually it's a simple as NPC.GetAV("CarryWeight" ) ]
This would make adding to NPC's a bit slower though. [Since walking over the inventory is stopped at the point of the weight limit it doesn't take much time.] The bottleneck of the script is the use of GetNthForm to iterate over items.
I can see another reason for a user-defined weight cap: to limit the weight on the items stashed so that one can merely use take-all later.
Another thought occurred to me is that I'm not sure if I can detect horses in order to set a different cap on them. I could merely disable the function of stashing to actors/npcs though.
Thanks to VedVulon for getting my gears going on more possible features for Quick Stash. I had not considered the idea of using quick stash to hand off items to followers.
Version 2.0 will include includes recognizing actors when stashing to prevent overburdening the actor. See Change Log.
Consideration for future release: I am considering having the items packed into a container that will be represented in the actor's inventory as a miscellaneous item labeled [Quick Stash Loot]. This item will have weight set. The idea is to prevent the actor from using any of the items that are stashed. This feature will require maintenance code (very light nothing to worry about).
I wish to avoid this mod becoming cumbersome and wish to maintain a level of immersion. I could handle removing the Quick Stash Loot in two ways. I could simply cause all items to go back to your inventory (thus the loot container vanishes) or I can have it open as a container so that you may remove specific items and leave the rest. For now I will go with the first option, which would be my personal preference. I may however offer configuration for user preference once the methods have been resolved and this project reaches the point of implementing the MCM configuration. I would like to hear feedback on this idea.
Regardless of the maintenance code, this version will require a clean save.
Also, I have solved this issue of moving player made potions and player enchanted items (Version 2.0).
Love the idea. Unfortunately, I'm beta testing a mod right now, and I don't want to add another script mod until I'm finished and reset to my previous safe. I have it tracked and will download for use after I'm done with my beta tests. Looks awesome though. Also, I sent you a pm regarding the FOMOD.
25 comments
When starting a new game with Quick Stash installed, I did not recieve the quick stash key. However, I did recieve the quick stash key when after loading an already existing game. So it seems that when starting a new game, make sure that Quick Stash is NOT installed first. After you have started the new game, save it, and then quit the game. Install Quick Stash, and reload your saved game. You should then recieve the Quick Stash key. At least that is how it works for me. I can see how this would prevent new people from using this extremly usefull tool.
What ever is causing the problem is not this mod. Adding an item to the inventory is a very simple thing to do.
Is there a console command to get the key?
Edit: I asked because using player.additem didn't work for me initially, but it worked after reloading Skyrim. Just ype help stash, then looks for the (MISC) item Quick Stash Key and type player.additem xxxxxxx 1.
I have not stopped working on this mod, even though I am currently working on two others. This mod goes hand-in-hand with the others, but is intended to be used without... anyway. I have some suggestions in about ways to customize stashing--quite a few actually. The next version will be 4.0 as it will require a clean save and add more features. Also, I no longer plan to make six versions. As of 4.0 it will require all DLCs.I've changed my mind on that idea for now.
Great work.
Edit:
I am currently working on a Sorting Mod. It will be called Quick Sort. I intended for this mod to be as configurable as possible to allow for as few or as many (as possible) item categories as a user may wish without the tedium of training chests--but with the potential to sort mod added items without patches or dependencies.
Also, in the spirit of "non-cheat," while this will move items automatically, it would not (on it's own) allow for "cloud storage. The idea is for the players to have a single base of operations and to quickly stash all their loot into chosen containers with out the time-consuming process of doing it manually.
I spoke of player made items and I was referring to things crafted in game. As for mod added items, so long as they are not (List 1 Items) books, raw food, ingredients, crafting materials, soul gems (why would mods add soul gems anyway?), animal parts and clutter then quick stash will move the items. This was designed as such for speed, because calling RemoveItem on form lists is much faster than iterating over the player's inventory and it's used to reduce the number of existing items in the player's inventory before iterating over the player's inventory.
It's for the sake of List 1 Items and Quest Items that there would ever be a need for versions that are specifically aware of items from other mods/DLC.
List 2 Items are recognized regardless of source, even if mod authors didn't add appropriate keywords to the items, because these items are found by the item's type using the GetItemType function. All items have an item type. All weapons will return the item type code for a weapon because otherwise it's not a weapon and wouldn't be found as a weapon in your inventory. Etc et al.
And I was wondering about modded items as a possibility. Reading your sticky now, it looks like the player made stuff is already included, awesome.
Very helpful answer in any case, thanks. I'm always looking for new and better ways to sort items.
How would you use Quick Stash for sorting?
I definitely want to avoid the cheat factor. Could you explain in detail what you mean?
I merely need to find the formula for carrying capacity.[Actually it's a simple as NPC.GetAV("CarryWeight" ) ]This would make adding to NPC's a bit slower though.[Since walking over the inventory is stopped at the point of the weight limit it doesn't take much time.] The bottleneck of the script is the use of GetNthForm to iterate over items.Another thought occurred to me is that I'm not sure if I can detect horses in order to set a different cap on them. I could merely disable the function of stashing to actors/npcs though.
Version 2.0
will includeincludes recognizing actors when stashing to prevent overburdening the actor. See Change Log.Consideration for future release:
I am considering having the items packed into a container that will be represented in the actor's inventory as a miscellaneous item labeled [Quick Stash Loot]. This item will have weight set. The idea is to prevent the actor from using any of the items that are stashed. This feature will require maintenance code (very light nothing to worry about).
I wish to avoid this mod becoming cumbersome and wish to maintain a level of immersion. I could handle removing the Quick Stash Loot in two ways. I could simply cause all items to go back to your inventory (thus the loot container vanishes) or I can have it open as a container so that you may remove specific items and leave the rest. For now I will go with the first option, which would be my personal preference. I may however offer configuration for user preference once the methods have been resolved and this project reaches the point of implementing the MCM configuration. I would like to hear feedback on this idea.
Regardless of the maintenance code, this version will require a clean save.
Also, I have solved this issue of moving player made potions and player enchanted items (Version 2.0).
For those of you who maybe interested in the details of handling inventory items with scripts, you can refer to the forum topic where I have discussed this in depth with others.
Cheers!
Krys