Working great. I have 3 stashes in my saved game and the inventory is always correct. It is super easy to drop these, move these, access, use, and take. There is one extra click (grr) and that prevents accidental pickup (ah, ok). Having stash spots really adds to the game and you can use them to organize home inventory or who knows what. Drop a bag of knives in the tavern and start a brawl. Some NPCs should go to it and equip a weapon to fight you and followers.
Comparing mods: There is another mod with stashing that lets you carry containers with items in them and gives full use when carried. This is a feature with completely different new uses and may be better for extreme inventory use but this feature causes items carried in containers to not register as carry weight and that can be a huge balance issue with realism mods. Also this mod here works 100% with the prompts mods and HUD mods I have done.
Our games do so much now like using tents, field crafting a torch, knocking on doors, using a compass, smashing locks, dueling, but it should not be complicated to play and it should all work together. This mod is uncomplicated, works with every change my game has seen, and functions naturally.
sorry for bothering you ...im trying to put a functional knapsack on horse saddle ...any suggestions ...i have the meshes for saddle and knapsack but idk how to make it act like a container ..thx for help in advance
I'm afraid the game doesn't work like that. Once you put the saddle (and knapsack) on the horse it basically becomes one with the horse entity so you can't activate it without activating the horse. I think your only option is to add a script to the saddle with an "OnEquip" section to block normal activation then an "OnActivate" section to check variables, i.e, if the player is sneaking open the horses inventory else activate as normal (mount). But thats just off the top of my head, you'll have to have a good look at the scripting in the creation kit wiki for full details.
Oh, and don't forget to add an "OnUnequip" section to re-enable normal activation on the horse if you remove the saddle.
This is one of the most strangest yet simply amazing mods ever. It looked so stupid when i was scrolling through the Latest files section of the Nexus but after reading the mod description (Love the "eat the apple to run scripts") i'm totally sold on the idea. I'll be using your mod to transport all of the items i'll sell so that my inventory will be less cluttered.
11 comments
Comparing mods: There is another mod with stashing that lets you carry containers with items in them and gives full use when carried. This is a feature with completely different new uses and may be better for extreme inventory use but this feature causes items carried in containers to not register as carry weight and that can be a huge balance issue with realism mods. Also this mod here works 100% with the prompts mods and HUD mods I have done.
Our games do so much now like using tents, field crafting a torch, knocking on doors, using a compass, smashing locks, dueling, but it should not be complicated to play and it should all work together. This mod is uncomplicated, works with every change my game has seen, and functions naturally.
Try reading the description before txt shouting next time.
I think your only option is to add a script to the saddle with an "OnEquip" section to block normal activation then an "OnActivate" section to check variables, i.e, if the player is sneaking open the horses inventory else activate as normal (mount).
But thats just off the top of my head, you'll have to have a good look at the scripting in the creation kit wiki for full details.
Oh, and don't forget to add an "OnUnequip" section to re-enable normal activation on the horse if you remove the saddle.
Hope that helps, good luck with the mod!
bert