New Features - 1.5.0: Ignore wares: Added option to ignore food items marked as wares. Enabled by default; - 1.4.0: Edit ignore lists: Added option to edit existing ignore lists; - 1.4.0: User-defined ignore list: Added option to create your own separate ignore list. Fixes and Improvements - Volition Cabinet: added Volition Cabinet as a dependency. - 1.4.1 fixed a typo that could make the mod to stop working.
1.3.3 is out! New Features - Ignore specific items: Added a new ignore JSON entry under FEATURES to exclude certain items like healing items or weapons from being moved to the chest. Healing items (Goodberry, Gruel, etc) are ignored by default, weapons (Salami) are not. 1.3.1 ensured the Owlbear Egg would not get sent to the camp chest. - Creating a supply sack inside camp chest: A food supply sack would be created inside your camp chest if you had the option send_existing_food enabled. You can now disable the creation of the supply sack (it is still created by default).
Fixes and improvements - Looting from corpses (1.3.3): Fixed an issue where food items looted from corpses were not being sent to the camp chest.
1.2.0 is out! New Features - Recursive inventory food check: Added a nested_containers option under send_existing_food to check inventories for food items recursively when sending existing food to the camp chest, which allows food from bags to be sent to the chest as well. Enabled by default. - Sending food to supply sack inside camp chest: Upon load, if send_existing_food is enabled, a food supply sack is added to your camp chest if it does not have one, and food will be sent to supply sacks inside the chest.
Fixes and Improvements - Picking up items back from the camp chest: Added more safeguards to prevent unintended movement of items when the player is interacting with the camp chest under certain conditions. - Fixed a typo in a debug statement that would throw error messages
Found this Carafe of Wine in my inventory, might've been overlooked by the mod's default settings (other Carafes of Wine go into the stash and bag correctly and no healing properties either):
UID CONS_Drink_Wine_Pitcher_A UUID 27f5f392-7d66-4929-a50d-a33f00fbf4b7 according to the Wiki
The mod just uses the camp supply amount instead of a list of ids, so the mod might have stopped working at some point during your session; I would need to see the SE logs.
Oh ok, I thought it may be missing from a whitelist.
Don't have a log sadly as I don't usually run the SE console visible and there don't seem to be any log files (bc logging is prob disabled too by default?) in \AppData\Local\BG3ScriptExtender either - or is there another location where they're saved?
Not that it's important, but with the update to 2.0.0 the function to disable the mod stopped working. Setting "enabled" : false does not disable the mod
Write your own mods then, pal. These are used for almost all my mods. MCM is not a personal framework. Calling something I worked for months "unnecessary bloat" is not respectful.
Will MCM now be required (instead of being an optional addition) going forward or does the updated ASFTC still work without it?
A bit conflicting messaging imo when the description says "but also works out of the box" yet on the file it states "Make sure you have installed the new requirement..."🤔but maybe it's just my ESL showing.
Yes, MCM will be used going forward as a hard requirement for configuration management. It works out of the box because if you install everything (the box, and these are just standard pak installs), you don't have to set up any sort of configuration afterwards.
What is the expected behavior? Does it auto-send as soon as you pick it up? Does it run a sweep cycle every X Time Period? Does it only send from the base inventory level, or will it send from the supply pack? The Supply Pack in a Bag?
Updated to 1.6.0 and see this in the Script Extender console.
Most consisent way to trigger it is to go back to camp, whether ending the day or just going back. However, I have also gotten it at random times when looting trunks, just not sure what item is triggering it.
It doesn't seem to have much of an effect so far, but then again, I haven't run into any food that's not just common.
EDIT: Have also gotten it when looting berry bushes or bee hives
Guessing this is related to the Rarity feature mentioned in 1.6.0: bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "VolitionCabinet/Shared/Helpers/Rarity.lua"]:44: attempt to concatenate a nil value (local 'rarity') stack traceback: VolitionCabinet/Shared/Helpers/Rarity.lua:44: in method 'IsItemRarityEqualOrLower' AutoSendFoodToCamp/Server/FoodDelivery.lua:51: in field 'IsFoodItemRetainlisted' AutoSendFoodToCamp/Server/FoodDelivery.lua:154: in field 'SendInventoryFoodToChest' AutoSendFoodToCamp/Server/EventHandlers.lua:99: in function <AutoSendFoodToCamp/Server/EventHandlers.lua:96>
In my last run, I immediately failed the quest Help the Devilish Ox because the apple the Ox transformed into was marked as food, and was immediately sent to camp. I finished that run almost a month ago, I don't know if you've fixed this by now, but I would rather ask than just submit it as a bug without knowing.
That's interesting. I'd need the template ID for that apple, couldn't find it online. Setting the debug level to 2 in the mod config, replicating that behavior, and sending me the SE console output would be enough. I hope it's not the same as the common apple, just like they did for the healing apples, lol
I'm afraid that I don't have the technical knowledge to do that. Besides, I finished that save a month ago, and I don't have a save that goes that far back. Although I seem to remember that the apple wasn't marked as a quest item, just regular food. I'm sorry that I can't provide you more detailed info on that. The other strange side effect of this mod is that Yenna can't cook any food. She keeps repeating that same line about having her kitchen utensils to cook, and that she only needs the ingredients, but you can't actually buy anything from her. I guess the game doesn't recognize that you have any food if it isn't actually in your backpack? Neither bug is actually game breaking, but I thought they were worth mentioning.
153 comments
1.5.0 is out!
New Features
- 1.5.0: Ignore wares: Added option to ignore food items marked as wares. Enabled by default;
- 1.4.0: Edit ignore lists: Added option to edit existing ignore lists;
- 1.4.0: User-defined ignore list: Added option to create your own separate ignore list.
Fixes and Improvements
- Volition Cabinet: added Volition Cabinet as a dependency.
- 1.4.1 fixed a typo that could make the mod to stop working.
1.3.3 is out!
New Features
- Ignore specific items: Added a new ignore JSON entry under FEATURES to exclude certain items like healing items or weapons from being moved to the chest. Healing items (Goodberry, Gruel, etc) are ignored by default, weapons (Salami) are not. 1.3.1 ensured the Owlbear Egg would not get sent to the camp chest.
- Creating a supply sack inside camp chest: A food supply sack would be created inside your camp chest if you had the option send_existing_food enabled. You can now disable the creation of the supply sack (it is still created by default).
Fixes and improvements
- Looting from corpses (1.3.3): Fixed an issue where food items looted from corpses were not being sent to the camp chest.
1.2.0 is out!
New Features
- Recursive inventory food check: Added a nested_containers option under send_existing_food to check inventories for food items recursively when sending existing food to the camp chest, which allows food from bags to be sent to the chest as well. Enabled by default.
- Sending food to supply sack inside camp chest: Upon load, if send_existing_food is enabled, a food supply sack is added to your camp chest if it does not have one, and food will be sent to supply sacks inside the chest.
Fixes and Improvements
- Picking up items back from the camp chest: Added more safeguards to prevent unintended movement of items when the player is interacting with the camp chest under certain conditions.
- Fixed a typo in a debug statement that would throw error messages
UID CONS_Drink_Wine_Pitcher_A
UUID 27f5f392-7d66-4929-a50d-a33f00fbf4b7
according to the Wiki
Don't have a log sadly as I don't usually run the SE console visible and there don't seem to be any log files (bc logging is prob disabled too by default?) in \AppData\Local\BG3ScriptExtender either - or is there another location where they're saved?
These are used for almost all my mods. MCM is not a personal framework. Calling something I worked for months "unnecessary bloat" is not respectful.
A bit conflicting messaging imo when the description says "but also works out of the box" yet on the file it states "Make sure you have installed the new requirement..."🤔but maybe it's just my ESL showing.
It works out of the box because if you install everything (the box, and these are just standard pak installs), you don't have to set up any sort of configuration afterwards.
Most consisent way to trigger it is to go back to camp, whether ending the day or just going back. However, I have also gotten it at random times when looting trunks, just not sure what item is triggering it.
It doesn't seem to have much of an effect so far, but then again, I haven't run into any food that's not just common.
EDIT: Have also gotten it when looting berry bushes or bee hives
Guessing this is related to the Rarity feature mentioned in 1.6.0:
bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string
"VolitionCabinet/Shared/Helpers/Rarity.lua"]:44: attempt to concatenate a
nil value (local 'rarity')
stack traceback:
VolitionCabinet/Shared/Helpers/Rarity.lua:44: in method 'IsItemRarityEqualOrLower'
AutoSendFoodToCamp/Server/FoodDelivery.lua:51: in field 'IsFoodItemRetainlisted'
AutoSendFoodToCamp/Server/FoodDelivery.lua:154: in field 'SendInventoryFoodToChest'
AutoSendFoodToCamp/Server/EventHandlers.lua:99: in function <AutoSendFoodToCamp/Server/EventHandlers.lua:96>
Thanks for all the great work you've put in!
I hope it's not the same as the common apple, just like they did for the healing apples, lol
The other strange side effect of this mod is that Yenna can't cook any food. She keeps repeating that same line about having her kitchen utensils to cook, and that she only needs the ingredients, but you can't actually buy anything from her. I guess the game doesn't recognize that you have any food if it isn't actually in your backpack? Neither bug is actually game breaking, but I thought they were worth mentioning.
I guess an option to leave a few items with the party would solve these kinds of problems, I might add it in the future