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kuertee

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kuertee

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About this mod

You're not a pack rat and need some way to limit your inventory? Loot armour and weapons (i.e. unequipped) have
encumbrance penalties.

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[size=9]Encumbering loot armour and weapons[/size]


Version: 0.804
Date: 16 January 2017
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/13247

Requirements:

Options:





[size=7]Short description[/size]


Weapons, armour and other items that are not equipped and number above the capacity limits have encumbering penalties.

[size=7]Updates since last release (0.801):[/size]




    0.804, 16 January 2017:
  • New feature: after a new version is installed, updated or is reset, a save file will be created.
  • New feature: gold weight, capacity and penalties. Note that this weight doesn't actually change the weight of Gold. Instead, it is used to adjust the weight of the Encumbrance penalty item.
  • Bug fix: When starting a new game, the first iteration of the code failed. The following iterations succeeded. Change so that the first iteration didn't fail.
  • Bug fix: User set weights of the different objects are now calculated into the penalty. Note that these don't actually change the weight of the original object. Instead, they are used to adjust the weight of the Encumbrance penalty item.



[size=7]Updating[/size]


  • Simply deactivate and uninstall the previous version then install and activate this version. Note that you do not need to stop the mod in-game. If you do, you will lose your accumulated mod-specific data. Let the new version back-up the data of its old version, clean-up the old data (i.e. zero-out) by stopping itself, restart itself and restore the data of the old version.
  • If you have Sky UI's MCM, you can check the settings in Sky UI's MCM wihtin the game.
  • Or check the settings in "Data\Ini\kuerteeEncumberingLootArmourAndWeapons.ini". If you change any of it, execute your changes by typing {bat "ini\kuerteeEncumberingLootArmourAndWeapons.ini"} (without the brackets) in the console.
  • After the update is finished, a save file, called "elaawNew", will be created and the message, "kuELAAW v0.802", will appear.



[size=7]Gameplay changes[/size]


Encumbering loot armour and weapons

Equipped items have no encumbering penalties. Any number under or equal the item's capacity has a x 2.25 encumbering penalty. Any items numbering more than this capacity has a x 3 encumbering penalty.

Note that encumberance penalties are extra weight added to the item's normal weight. So the penalty of a gauntlet with 1 weight is 2.25 - 1 = 1.25 extra weight.

The capacities of the different item types and their different penalties are:

  • Helmets, cuirass, gauntlets, boots: capacity: 1, under capacity penalty: x 2.25, over penalty: x 3
  • Hats/hoods, clothing, gloves, shoes: capacity: 1, under: x 2.25, over: x 3
  • Shield: capacity: 1, under: x 2.25, over: x 3
  • Daggers: capacity: 4 (add one more for each equipped dagger), under: x 2.25, over: x 3
  • One-handed weapons (not including daggers): capacity: 2, under: x 2.25, over: x 3
  • Two-handed weapons: capacity: 1, under: x 2.25, over: x 3
  • Ammo: capacity: 100, under: x 1 (no penalty), over: x 3, weight: 0.1
  • Potions: capacity: 50, under: x 1, over: x 3
  • Lockpicks: capacity: 50, under: x 1, over: x 3, weight: 0.1
  • Soul gems: capacity: 50, under: x 1, over: x 3
  • Keys: capacity: unlimited, under: x 1, over: x 3, weight: unchanged. Configure this with MCM, the INI or via the console.
  • Scrolls: capacity: 5, under: x 1, over: x 3, weight: unchanged
  • Books (except Elder scrolls): capacity: 5, under: x 1, over x 3, weight: unchanged
  • Gold: capacity: 1000, under: x 1, over: x3, weight: 0.005



Daggers and one-handed weapons are a special case in that the capacity for daggers are increased for each dagger the player has equipped. However, this is not the same case for the one-handed weapons limit.

Note that ammo, potions, lockpicks, soul gems, keys, scrolls and books numbering under their capacity have no penalties. But those over the capacity have the normal x 3 penalty.

An "Encumbrance penalty" armour item is add to the player's inventory. This not only shows the amount of the penalty in your inventory but, when clicked, will also list the penalties for each item type. Note that a message will be displayed if the mod is busy calculating the penalty. When it completes, the list will automatically be presented.

Key chain

When userUseKeyChain (default = True) is set, all your keys are removed from your inventory and added to a "Key Chain" object. Click on it to view your keys.

Dragten's Bandoliers - bags and pouches

http://skyrim.nexusmods.com/mods/16438

When active and userDynamicCapacitiesWithBandoliers is True (default), your capacity for potions, lockpicks, soul gems, keys, scrolls and books are at 50% their set capacities (i.e. userPotionsCapacity, userLockpicksCapacity, etc.).

Bandoliers, pouches and satchels increase your capacity for potions, lockpicks, soul gems and keys. Book holders increase your capacity for scrolls and books. And the vial belt and vial pouches further increase your capacity for potions.



Equipped item capacity adjustments - Potions - Lockpicks - Soul gems - Keys - Scrolls - Books
Bandoliers - + 25% userPotionCapacity - + 25% userLockpicksCapacity - + 25% userSoulGemsCapacity - + 25% userKeysCapacity - None - None
Vial belt - + 50% userPotionCapacity - None - None - None - None - None
For each satchel - + 50% userPotionCapacity - + 50% userLockpicksCapacity - + 50% userSoulGemsCapacity - + 50% userKeysCapacity - None - None
For each book holder - None - None - None - None - + 50% userScrollsCapacity - + 50% userBooksCapacity
For each pouche - + 12.5% userPotionCapacity - + 12.5% userLockpicksCapacity - + 12.5% userSoulGemsCapacity - + 12.5% userKeysCapacity - None - None
For each vial holders - + 12.5% userPotionCapacity - None - None - None - None - None


Example: With no bandoliers, bags or pouches, you can only carry 50% your capacity for potions, lockpicks, soul gems, keys, scrolls and books. With a bandolier, your capacity for potions, lockpicks, soul gems and keys increases by 25%. Having a satchel increases them by another 50%.

[size=7]Details[/size]


When the player's inventory changes or when a game is first loaded, the mod will query the player's inventory. The application of penalty occurs after this. This process can take up to 30 seconds, and so it works in the background and will simply update the encumbrance penalty when done.

The encumbrance penalty is not added to the item's weight. The weight of items are untouched by the mod. The encumbrance penalty is applied to a special piece of unequippable armour named "Encumbrane penalty". This can be clicked from the Inventory screen to get a list that details the current penalties.

You can configure this mod with SkyUI's MCM or in the Console by typing "SetPQV kuELAAWq {mod data} {value}". Below are the various mod data that you can change, their default values and a short description of their effects.

userEncumbranceMethod = 1
0 or 1. 0 will revert to the mod's previous method without capacities, under and over penalties. 1 will use the new method with item capacities, under and over penalties.

userEncumbrancePenaltyFactor = 2.25
When userEncumbranceMethod is 0, unequipped weapons and armour have this encubrance penalty.

userHelmetCapacity = 1
userHelmetUnderCapacityPenalty = 2.25
userHelmetOverCapacityPenalty = 3
These are the helmet capacity, the penalty for items numbering under or equal the capacity, and the penalty for items numbering over the capacity. Set the capacity to -1 so that helmets are not counted in the penalty calculation.

Note that you remove the penalty for items under or equal the capacity by setting the penalty to 1. These items, by default, have a penalty because of the original design for the mod: unequipped items have an encumbrance penalty.

These other variables follow this same definition:
userCuirassCapacity = 1
userCuirassUnderCapacityPenalty = 2.25
userCuirassOverCapacityPenalty = 3
userGauntletsCapacity = 1
userGauntletsUnderCapacityPenalty = 2.25
userGauntletsOverCapacityPenalty = 3
userBootsCapacity = 1
userBootsUnderCapacityPenalty = 2.25
userBootsOverCapacityPenalty = 3
userShieldsCapacity = 1
userShieldsUnderCapacityPenalty = 2.25
userShieldsOverCapacityPenalty = 3
userClothingHeadCapacity = 1
userClothingHeadUnderCapacityPenalty = 2.25
userClothingHeadOverCapacityPenalty = 3
userClothingBodyCapacity = 1
userClothingBodyUnderCapacityPenalty = 2.25
userClothingBodyOverCapacityPenalty = 3
userClothingHandsCapacity = 1
userClothingHandsUnderCapacityPenalty = 2.25
userClothingHandsOverCapacityPenalty = 3
userClothingFeetCapacity = 1
userClothingFeetUnderCapacityPenalty = 2.25
userClothingFeetOverCapacityPenalty = 3
userDaggerCapacity = 4
userDaggerUnderCapacityPenalty = 2.25
userDaggerOverCapacityPenalty = 3
userOneHandedCapacity = 2
userOneHandedUnderCapacityPenalty = 2.25
userOneHandedOverCapacityPenalty = 3
userTwoHandedCapacity = 1
userTwoHandedUnderCapacityPenalty = 2.25
userTwoHandedOverCapacityPenalty = 3

userAmmoCapacity = 100
userAmmoWeight = 0.1
userAmmoUnderCapacityPenalty = 2.25
userAmmoOverCapacityPenalty = 3
Change the weight of ammo, potions, lockpicks, soul gems and keys by setting the appropriate weight variable. A -1 will not change their weight. A 0 will give them a weight of 0. Any other weight will be added to and/or substracted from the encumberance penalty instead of actually changing the weight of the object

userPotionsCapacity = 50
userPotionsWeight = -1;don't change weight
userPotionsUnderCapacityPenalty = 1
userPotionsOverCapacityPenalty = 3
userLockpicksCapacity = 50
userLockpicksWeight = 0.1
userLockpicksUnderCapacityPenalty = 1
userLockpicksOverCapacityPenalty = 3
userSoulGemsCapacity = 50
userSoulGemsWeight = -1;don't change weight
userSoulGemsUnderCapacityPenalty = 1
userSoulGemsOverCapacityPenalty = 3
userKeysCapacity = -1
userKeysWeight = -1
userKeysUnderCapacityPenalty = 1
userKeysOverCapacityPenalty = 3
userScrollsCapacity = 5
userScrollsWeight = -1;don't change weight
userScrollsUnderCapacityPenalty = 1
userScrollsOverCapacityPenalty = 3
userBooksCapacity = 5
userBooksWeight = -1;don't change weight
userBooksUnderCapacityPenalty = 1
userBooksOverCapacityPenalty = 3
userGoldCapacity = 1000
userGoldWeight = 0.05
userGoldUnderCapacityPenalty = 1
userGoldOverCapacityPenalty = 3

userSupressPenaltyUpdatedMessage False
Supress the notification of when the penalty is udpated by setting this to True.

userUseKeyChain True
When set, all your keys are removed from your inventory and added to a "Key Chain" object. Click on it to view your keys.

A configuration file (data\ini\kuerteeEncumberingLootArmourAndWeapons.ini) is provided with the relevant console commands. If you want to change any of the default values above, change them in the INI file then run the file by typing {bat "ini\kuerteeEncumberingLootArmourAndWeapons.ini"} (without the brackets) in the console. You only need to do this when you want to change the values of the property. Your changes will be saved in your game.

Also, when configuring with the INI file, you'll need to run this INI file after Stage 5 of the main Quest. This is after the prologue - after you leave the cave under Helgen. Or after leaving the hut of Arthmoor's Live Another Life.

[size=7]Install[/size]


  • Use Wrye Bash (http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install this mod. Just drag the package (which is a normal ZIP file) into Wrye Bash's Installers tab. However, the package is only a normal ZIP file, so if you know the game's mod file structure, install it manually.
  • Change your settings within the game in Sky UI's MCM or check the settings in "Data\Ini\". If you change any of it, execute your changes by typing in the console {bat "ini\kuerteeEncumberingLootArmourAndWeapons.ini"} without the brackets.
  • Activate the mod.



[size=7]Uninstall[/size]


  • In the console, type "SetPQV kuELAAWQ uninstallNow True." Or with Sky UI's MCM, set the uninstallNow toggle to True then exit the menus.
  • Wait for a message confirming the uninstallation. Save the game.
  • Deactivate the mod with Wrye Bash. If you installed this manually, simply delete all the files you installed. (Wrye Bash keeps track of files used, so installing/uninstalling the mod with it is 100% simpler.)



[size=7]Troubleshooting[/size]


  • You can reset the mod by typing {SetPQV kuELAAWQ resetNow True} (without the brackets) in the console. Or with Sky UI's MCM, set the resetNow toggle to True then exit the menus.
  • When it resets it will ask you either reset all of its data or continue with the current data. Resetting all its data will remove all your configurations and set the mod as if you have first installed it.
  • You can check all the mod's data by typing {SQV kuELAAWQ} in the console. You can check if your configurations were set in the mod properly with this.
  • If you find that your changes (with the command SetPQV or from executing the INI) does not appear in the mod, check the command again for spelling errors. Then try again.
  • If you find that resetting (with resetNow) and uninstalling (with uninstallNow) don't seem to work, the mod may have been suspended. It is best to simply start-over (i.e. reinstall the mod) after a "clean" save.
  • Creating a clean save:

    • If you can, uninstall the mod from the console with {SetPQV kuELAAWQ uninstallNow True}.
    • Wait for the mod to confirm the uninstallation. It may take a minute. If no confirmation appears, then simply continue to the next step.
    • Save the game manually from the console by typing {save uninstalledMod}.
    • Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game folders. Make sure that none of the mod's Scripts are left. A mod manager like Wrye is best used for this.
    • Load the "uninstalledMod" save.
    • Save the game manually again from the console by typing {save cleanSave}. Because all of the mod's files were removed, all of its data will be "zeroed" in this game.
    • Play from this game.



  • As a last resort, you can also enable script logging and investigate it and/or send it to me. Contact me first either on TESNexus or the official Bethesda forums. To enable script logging, read this thread from the official Bethesda Creation Kit Forum: http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-some-things-to-try/.



[size=7]History[/size]




    0.801, 10 March 2014:
  • New feature: Key chain. When userUseKeyChain (default = True) is set, all your keys are removed from your inventory and added to a "Key Chain" object. Click on it to view your keys.

    0.8, 18 February 2014:
  • Tweak: When the toggle camera feature is locked (e.g. when in Vampire Lord or Werewolf mode), the mod will not calculate new encumberance.
  • Bug fix: Previously, when you get encumbered after looting a chest, one of the items you looted may be deleted from your inventory. This happened more often when you choose "Get All" and there are heavy items in the container that will make you encumbered. E.g. looting a dead dragon for dragon bones.

    0.701, 14 October 2013:
  • Bug fix: The calcuation of a category (e.g. cuirass, one-handed weapons, books, etc.) would sometimes get stuck until the inventory for that category changes by the act of equipping, unequipping, acquiring or dropping something from that category.

    0.7, 28 July 2013:
  • Tweak: I reprogrammed how the mod queries your items. In previous versions, every time your inventory changes or when you change your equipped item, the mod would step through your inventory to calculate the penalties. This was a very slow process. In this version, your inventory is copied in hidden containers. Each container contains only items of the same class (e.g. helmets, boots, books). And when your inventory changes by acquiring or losing an item, the appropriate container is changed and processed. Basically, instead of calculating the penalties by stepping through your whole inventory, the mod now calculates it by processing only the items in the hidden containers that have changed. This is a much faster process - allowing for quicker updates of the penalties.
  • Tweak: Checking the integrity of the penalty is now only checked on new mod updates and when you go to sleep - instead of at every new game load.
  • Tweak: Recompiled with Skyrim's 1.9 patch.
  • Bug fix: The Encumbrance penalty item was disappearing when playing the brawl mini-game or when in Pelagius' quest.
  • Compatibility: Previously, when in a special form (e.g. Vampire Lord or Werewolf), the script failed. It resumed when the player reverted back.
  • Tweak: You can now change user settings before the main quest is at stage 5 (e.g. before leaving Helgen).
  • Tweak: The main package and the MCM can now be merged manually (with TES5Edit). Removing the reliance on GetFormFromFile () from the MCM discovery code made this possible. In this new version, SendModEvent () is used by the main package and the MCM to "ping" each other.

    0.636, 12 February 2013:
  • New feature: Capacities and penalties for scrolls and books. By default the capacity for these are 5.
  • New feature: Support for Dragten's Bandoliers - bags and pouches. When active and userDynamicCapacitiesWithBandoliers is True (default), your capacity for potions, lockpicks, soul gems, keys, scrolls and books are 0. Bandoliers, pouches and satchels increase your capacity for potions, lockpicks, soul gems and keys. Book holders increase your capacity for scrolls and books. And the vial belt and vial pouches further increase your capacity for potions.
  • Tweak: When the mod calculates the new encumbrance penalty, the encumbrance penalty is 0. The new encumbrance penalty will be applied after the process. Because the process can take up to 30 seconds, this tweak feels less annoying and more responsive especially after you drop loot to free your encumbrance.
  • Tweak: Previously, when you were tagged as "essential", all encumbrance penalties were removed. This was to support the times when you had to brawl. In this version, the encumbrance penalties are removed not only if you are tagged as essential but also if you are in combat and are unarmed.
  • Bug-fix: Previously, the encumbrance calculation fails when you have no items equipped in either hand.

    0.633, 12 January 2013:
  • New feature: Set a universal weight for ammo, potions, lockpicks, soul gems and keys. By default, ammo and lockpics are 0.1 weight, and the weights of potions, soul gems and keys are unchanged.
  • New feature: Capacities. As in previous versions, equipped items have no encumbering penalties. Additionally, in this version, the player has a limited number of different item types they can carry. Any number under or equal this capacity incurs the x 2.25 encumbering penalty. Any items numbering more than this capacity incurs a new x 3 encumbering penalty. The capacities of the different item types and their different penalties are:

    • Helmets, cuirass, gauntlets, boots: capacity: 1, under capacity penalty: x 2.25, over penalty: x 3
    • Hats/hoods, clothing, gloves, shoes: capacity: 1, under: x 2.25, over: x 3
    • Shield: capacity: 1, under: x 2.25, over: x 3
    • Daggers: capacity: 4 (add one more for each equipped dagger), under: x 2.25, over: x 3
    • One-handed weapons (not including daggers): capacity: 2, under: x 2.25, over: x 3
    • Two-handed weapons: capacity: 1, under: x 2.25, over: x 3
    • Ammo: capacity: 100, under: x 1 (no penalty), over: x 3, weight: 0.1
    • Potions: capacity: 50, under: x 1, over: x 3
    • Lockpicks: capacity: 50, under: x 1, over: x 3, weight: 0.1
    • Soul gems: capacity: 50, under: x 1, over: x 3
    • Keys: capacity: unlimited, under: x 1, over: x 3, weight: unchanged, configure this with MCM, the INI or via the console.

  • Tweak: Unplayable armour, which is used by modders as a token, are now ignored by the mod. Previously, they were queried even though they had 0 weight. In this version, they are simply ignored.
  • Bug fix: Previously, the encumbrance effects would constantly change between having no encumbrance to having encumbrance.
  • Tweak: Tweak: Reworked the OnItemAdded () and OnItemRemoved () events to minimise spam from the game when a very many number of items are added or removed by the game. E.g. When Delphine takes all your inventory before the player infiltrates the Thalmor Embassy.
  • Tweak: Better handling of While...EndWhile loops when the game first loads or when the mod is uninstalling.
  • Tweak: Removed the internal code for OnMenuMode since it is not required.

    0.624, 21 August 2012:
  • Bug-fix: Changes with SKSE's SetWeight doesn't carry across new game sessions. This version ensures that the correct encumbrance is applied at new sessions by forcing an update at game-restarts.
  • Bug-fix: SKSE's SetWeight doesn't update the invisible item's weight in your inventory automatically. This version forces the update when the penalty changes.

    0.62, 18 August 2012:
  • Tweak: Encumbrance is not adjusted while the player is tagged as an "Essential" - i.e. cannot die. E.g. during brawls, the player is tagged as essential.
  • Tweak: This version now uses the SKSE function SetWeight to add the encumbering penalty to the player. Previously, it added multiple weighted invisible objects to the player's inventory that amounted to the penalty.

    0.6, 23 May 2012:
  • Compatibility tweak: The mod is disabled during DA15 - The Mind of Madness quest.
  • Tweak: Encumberance penalty will not be updated while your animation is locked in crafting stations. This will make this mod compatible with mods that try to detect changes to your inventory during these times.
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you escape from Helgen.

    0.51, 28 April 2012:
  • Tweak: Removed requirement of Inventory and Weight. This now requires SKSE. Benefits: More accurate and faster resolution of encumbrance penalties. No temporary duplication of items. Note that the current SKSE is a BETA release. But so is this mod at 0.51. ;)

    0.5, 19 March 2012:
  • Initial release.



[size=7]Credits[/size]


kuertee in http://www.bethsoft.com/bgsforums/

[size=7]Tools Used[/size]


Creation kit - http://www.creationkit.com

[size=7]Licensing/Legal[/size]


You can do whatever you want with this mod but all I ask in return is that you give me credit. I would also like to be contacted when you include this mod in part or in full in a public release.