So the only real problem of this mod, which unfortunately is also a HUGE one gameplay-wise, is that it lacks messages that notify you that your arms are free, aka, when you can use weapons, magic and powers again. As it stands, you are forced to periodically check if you are able to "move again" everytime you unload stuff, which is a HUGE immersion-breaking problem. In real life, you constantly *know* if you have too much stuff on your hands, it's not like you are forced to take a pause from dropping things every now and then to see if your hands are free.
So, PLEASE, could you fix this problem? A simple message like "You now feel comfortable with the objects you have" would be enough. Great, great mod otherwise.
LOL this was short-lived... Solved by myself. I just added Debug.Notification("You now feel more comfortable") under the line Game.EnablePlayerControls() In the script "_HC_EffectScript" and I recompiled the script. Easy. Still, IronDusk33, if you want to update the mod yourself I'm sure there would be many people out there who would appreciate it :)
Additionally I had to change the following function, since it wouldn't compile otherwise: .SheatheWeapon() to .IsWeaponDrawn() == 1
With the original .SheatheWeapon(), PCA complained that it wasn't a proper function or was missing. Changing it let it compile successfully and it works as intended in-game.
This is the case for all other scripts of this Mod (except for _HC_PackageScript.psc) with various functions not being recognized by PCA. Thus not letting them be compiled. But since they work as is, I didn't touch them of course.
Friendly reminder/request for compatibility with gamepad++. I like the mod so much I still use it even though being over encumbered doesn't actually prevent combat due to changed keys but if a patch was made that'd be amazing.
Does worn equipment count towards the limits for large/medium/small items? I'm thinking primarily of armor, and whether a set of plate is going to be constantly restricting my carrying ability.
If you run Bandoliers through Complete Crafting Overhaul Remade, I suspect this will work fine. You won't get an increase in the items directly like the supported backpacks, but with Storage Helpers, you can turn the worn bandolier into a wearable container, which should then count as one large item, yet be filled with many smaller items.
I also want to give my request about this. With current version of HC, putting these pouches and satchels into the backpack list would be too much because they are far smaller than backpacks and thus should have lower capacity. Maybe about 1/4 or 1/5 carrying capacity of backpacks, so it will be something like "carry 20/25% more items when wearing pouches or satchels". Or more precisely, "your capacity of small and tiny items are doubled when wearing pouches or satchels".
59 comments
So the only real problem of this mod, which unfortunately is also a HUGE one gameplay-wise, is that it lacks messages that notify you that your arms are free, aka, when you can use weapons, magic and powers again. As it stands, you are forced to periodically check if you are able to "move again" everytime you unload stuff, which is a HUGE immersion-breaking problem. In real life, you constantly *know* if you have too much stuff on your hands, it's not like you are forced to take a pause from dropping things every now and then to see if your hands are free.
So, PLEASE, could you fix this problem? A simple message like "You now feel comfortable with the objects you have" would be enough.
Great, great mod otherwise.
Debug.Notification("You now feel more comfortable")
under the line
Game.EnablePlayerControls()
In the script "_HC_EffectScript" and I recompiled the script. Easy. Still, IronDusk33, if you want to update the mod yourself I'm sure there would be many people out there who would appreciate it :)
Additionally I had to change the following function, since it wouldn't compile otherwise:
.SheatheWeapon()
to
.IsWeaponDrawn() == 1
With the original .SheatheWeapon(), PCA complained that it wasn't a proper function or was missing.
Changing it let it compile successfully and it works as intended in-game.
This is the case for all other scripts of this Mod (except for _HC_PackageScript.psc) with various functions not being recognized by PCA.
Thus not letting them be compiled. But since they work as is, I didn't touch them of course.
Needs mods like iNeed will need additional management.
Have to reset through MCM after eat to get right capacity values.
Once I pick them up it counts as 7 small items (ok, good) AND 21(!!!!) tiny items.
What gives?
And because of that I easily go over limits.
UPDATE:
Found temporary method to drop quest items through console:
> player.showinventory
> player.drop <Quest item ID>