Changelog - 1.0 : Initial 1.1 : Potion Portmanteau now additionally auto-sorts elixirs, oils & poisons 1.2 : Added two more containers, one for grenades and one for dyes 1.2.1 : Fixed technical description missing from Chroma Carryall tooltip 2.0 : Conversion/Initial release of Spellbound Salvage 2.0.0.1 : Attempted to tweak, end up breaking and then fixed meta.lsx 2.0.1.0 : Added bags to additional traders: Dammon [All locations]; Lann Tarv [Moonrise Towers]; Popper [Rivington] Containers are now consolidated into 1 Rucksack holding 4 of each item Added optional file to spawn Rare version in Tutorial Chest Added optional file to spawn Common version in Tutorial Chest
Installation Instructions - Recommended method : Install via Vortex or BG3 Mod Manager Manual Installation : 1. Extract .pak file from downloaded archive to /Larian Studios/Baldur's Gate 3/Mods/ 2. Add mod information (use info.json) to your load order in /Larian Studios/Baldur's Gate 3/PlayerProfiles/Public/modsettings.lsx You must Long Rest to update traders' inventories for the Rucksack to appear.
Uninstallation Instructions - Do not remove this mod from an existing save...or go for it, I don't really care. I've installed/uninstalled it 10,000 times on an Act 2 save and never ran into an issue but apparently there have been reports of other 'bag mods' breaking save games when uninstalled mid-playthrough.
Agenda - : Custom 3D models of Impedimenta containers for GameWorld placement : Spellbound Salvage item collection : Jewelry : Custom Grumblebeard trader NPC
Obligatory Ass-Coverage - If you are updating from Trash Bags, you MUST do the following steps first or risk permanently losing items: 1. Backup your save file 2. Load your save file 3. Remove ALL items from the Trash Bags containers 4. Save your game 5. Uninstall Trash Bags 6. Load your save file 7. Save your game again 8. Install Spellbound Salvage
Would you be willing to add the bags to the tutorial chest? I use Randomized Equipment Loot 2.4 and due to it's loot list changes I haven't seen the bags once in my play through so far.
Helllooooo and thank you for the latest version of this splendid mod!
Would you be able to add the containers to more traders than just Arron? I am in Act 2 and venturing back to the Emerald Grove does weird stuff with Halsin.
I'm gonna go ahead and ask this on your mod and the Simple Sorting Bags mod in case either of you guys know, but I've been having a Ranger problem.
I desperately want a quiver for all my cool arrows, but for some reason, when arrows are in a bag, you can't use more than one during a turn when you're a high enough level to get extra attacks. Whether the bag is from a mod or from the base game doesn't seem to matter. They'll show up when you go to fire a second shot, but trying to shoot them tells you that you don't have an action point for it. Yet when the arrows AREN'T in a bag, and they're just loosely rattling along in your inventory like, mingling with your stolen cutlery and partying with the nut buster rock you stole from a goblin, you can fire as many of them as you have attacks.
I've found the same is a problem if you have a mod that adds the Alchemist feat where you can throw a bomb as a free action every turn. Any bombs in a bag will not show up when you try to use that action. Instead, you end up on an OSHA most wanted list for storing explosives loose in your inventory in a truly unhinged manner.
Please, bag modding gods, is there a way to fix this or am I doomed to a life of Larian making my characters the most irresponsible MFer's in Faerun?
I didn't know this happened! I don't think I've ever shot more than 1 arrow in a turn lol.
Be that as it may, I have no clue what would cause it but I am not against looking for a solution. If I do find a fix, I would include it in my mod as well as make a standalone.
Yeah, I assume it's an uncommon problem since I've seen no arrow mod that addresses it, and when I tried to google it I got conflicting answers on whether people could shoot multiple arrows a turn or not, so I had to experiment and discovered it's all about the containers.
Larian just doesn't want our organized inventory to be functional. :(
I think it might be more wide-spread than we think. I, personally, just thought that it was the way things were supposed to be until I read your post. After reading this, I tested it out with all my characters. And, I can confirm that if the arrows are NOT in a container, I can use them in my Extra Attack situations. So, now When I start a combat scenario, I will grab a handful of the arrows to be used, and move them out of the container and into my main inventory. It is not ideal, but, until someone can figure it out... it work.
trashcanhandz, I look forward to seeing what other containers you add. Any way possible to be able to add other containers into your containers? Like an Override or something? I am one of those hoarders and organization freaks who like to keep my inventories well-maintained.
My respect goes out to all you modders, and just wish I had the modding know-how to join you.
Glad to hear it! Yessir, I should be able to tag them all to accept other containers as well. I will try it out this evening and hopefully figure something out. Thank you, it can be time-consuming. Its really not too hard to get started. Just depends on the scope of the mod. Having any sort of coding experience helps, even if its just to be able to work your way through game files.
3 questions: 1. Can these be used for regular storage and if so is there any risk of loosing items? 2. Assuming yes to the first question, are the bags autofill as in will they put all potion in my inventory into the bag or do I have to manually put them there? 3. Are modded items included? Like will it just pull from all items tagged as such cause I use the various Secret Scrolls mods as well as a lot of dye mods.
1-2. Yes, they are just regular storage with an added effect. They use the same auto-fill system as the default camp supply, keychain and alchemy bags. So, there are 3 ways that the bags will autofill with items.
Looting the item
Picking the item up from the ground
Adding a container to your inventory by either picking it up from the ground or moving it between party members. They will 'vacuum' up any items of it's type from an inventory this way.
3. They should work with any modded items that use the same parent template as the vanilla items of it's type, which most likely all will.
Hi! This is fantastic. Thank you so much for making it. Question: is it possible to set the potion container to allow elixirs, oils, and poisons? Right now anything that doesn't have the word "potion" in the name is getting rejected.
Hi and thank you! Yes lol I had already thought about this myself. I just need to add the tags for the other item types. Do you think it should include dyes? I plan on updating in the next few hours.
31 comments
1.0 : Initial
1.1 : Potion Portmanteau now additionally auto-sorts elixirs, oils & poisons
1.2 : Added two more containers, one for grenades and one for dyes
1.2.1 : Fixed technical description missing from Chroma Carryall tooltip
2.0 : Conversion/Initial release of Spellbound Salvage
2.0.0.1 : Attempted to tweak, end up breaking and then fixed meta.lsx
2.0.1.0 : Added bags to additional traders: Dammon [All locations]; Lann Tarv [Moonrise Towers]; Popper [Rivington]
Containers are now consolidated into 1 Rucksack holding 4 of each item
Added optional file to spawn Rare version in Tutorial Chest
Added optional file to spawn Common version in Tutorial Chest
Installation Instructions -
Recommended method :
Install via Vortex or BG3 Mod Manager
Manual Installation :
1. Extract .pak file from downloaded archive to /Larian Studios/Baldur's Gate 3/Mods/
2. Add mod information (use info.json) to your load order in /Larian Studios/Baldur's Gate 3/PlayerProfiles/Public/modsettings.lsx
You must Long Rest to update traders' inventories for the Rucksack to appear.
Uninstallation Instructions -
Do not remove this mod from an existing save...or go for it, I don't really care. I've installed/uninstalled it 10,000 times on an Act 2 save and never ran into an issue but apparently there have been reports of other 'bag mods' breaking save games when uninstalled mid-playthrough.
Agenda -
: Custom 3D models of Impedimenta containers for GameWorld placement
: Spellbound Salvage item collection : Jewelry
: Custom Grumblebeard trader NPC
Obligatory Ass-Coverage -
If you are updating from Trash Bags, you MUST do the following steps first or risk permanently losing items:
1. Backup your save file
2. Load your save file
3. Remove ALL items from the Trash Bags containers
4. Save your game
5. Uninstall Trash Bags
6. Load your save file
7. Save your game again
8. Install Spellbound Salvage
Would you be able to add the containers to more traders than just Arron? I am in Act 2 and venturing back to the Emerald Grove does weird stuff with Halsin.
Yeah, that wouldn't be a problem. Would make more sense "silly mod lore"-wise. Got any ideas for traders you'd like them added to?
I desperately want a quiver for all my cool arrows, but for some reason, when arrows are in a bag, you can't use more than one during a turn when
you're a high enough level to get extra attacks. Whether the bag is from a mod or from the base game doesn't seem to matter. They'll show up
when you go to fire a second shot, but trying to shoot them tells you that you don't have an action point for it. Yet when the arrows AREN'T
in a bag, and they're just loosely rattling along in your inventory like, mingling with your stolen cutlery and partying with the nut buster
rock you stole from a goblin, you can fire as many of them as you have attacks.
I've found the same is a problem if you have a mod that adds the Alchemist feat where you can throw a bomb as a free action
every turn. Any bombs in a bag will not show up when you try to use that action. Instead, you end up on an OSHA most wanted list for storing
explosives loose in your inventory in a truly unhinged manner.
Please, bag modding gods, is there a way to fix this or am I doomed to a life of Larian making my characters the most irresponsible MFer's in Faerun?
Be that as it may, I have no clue what would cause it but I am not against looking for a solution. If I do find a fix, I would include it in my mod as well as make a standalone.
Larian just doesn't want our organized inventory to be functional. :(
I, personally, just thought that it was the way things were supposed to be until I read your post.
After reading this, I tested it out with all my characters. And, I can confirm that if the arrows are NOT in a container, I can use them in my Extra Attack situations. So, now When I start a combat scenario, I will grab a handful of the arrows to be used, and move them out of the container and into my main inventory. It is not ideal, but, until someone can figure it out... it work.
trashcanhandz,
I look forward to seeing what other containers you add.
Any way possible to be able to add other containers into your containers? Like an Override or something?
I am one of those hoarders and organization freaks who like to keep my inventories well-maintained.
My respect goes out to all you modders, and just wish I had the modding know-how to join you.
Yessir, I should be able to tag them all to accept other containers as well. I will try it out this evening and hopefully figure something out.
Thank you, it can be time-consuming. Its really not too hard to get started. Just depends on the scope of the mod. Having any sort of coding experience helps, even if its just to be able to work your way through game files.
1. Can these be used for regular storage and if so is there any risk of loosing items?
2. Assuming yes to the first question, are the bags autofill as in will they put all potion in my inventory into the bag or do I have to manually put them there?
3. Are modded items included? Like will it just pull from all items tagged as such cause I use the various Secret Scrolls mods as well as a lot of dye mods.
- Looting the item
- Picking the item up from the ground
- Adding a container to your inventory by either picking it up from the ground or moving it between party members. They will 'vacuum' up any items of it's type from an inventory this way.
3. They should work with any modded items that use the same parent template as the vanilla items of it's type, which most likely all will.Thought you should know it claims it has the Wacatac.b!ml virus. Might be a false positive, wouldn't be the first.
Seriously, though, I have no idea why that would happen. I'll have to see if theres a way for mod authors to fix this. Thanks for letting me know!