Hey there, I'm developing a mod that can automate uninstalling other mods. Could you clarify why you've overridden some of the vanilla templates? I need to account for that to make sure my mod's logic is sound.
Also, the 'Adventure's Backpack' does weird stuff with Gold.
I would prefer it just leave Gold alone, as I am having to go through my characters and micro-manage it due to this mod.
I typically have all my characters send Gold to the main party leader, which the 'Adventure's Backpack' grabs and stuffs into its pack, but then puts in a seperate stack.
Again, would prefer it just leave Gold alone, which by default places in the players inventory at top-level.
This is not a gold only issue, the separate stack/wrong placement is a vanilla bug. Look in your alchemy or camp supply pack, they are a mess. Regarding dolor amarus, thanks for confirming the bug.
Regarding 'Wares', again the Mod seems to interfere with items marked as 'Wares' and likes to grab them and put them into containers, but then removes the 'Wares' tag. :(
So, I have to micromanage those as well or game won't find them when I try to sell them.
Would prefer your mod just ignore any item marked with the 'Wares' tag.
The Dye Rack won't work at all for me, for both vanilla and modded dyes. All other containers work fine. I have this mod near the bottom of my load order, with only Stackable Items below it.
I have it near the top, but the dye rack uses a tag that is built in the vanilla game so shouldn't be affected by load order. Probably another mod in your load order doing strange things? (no dyes are modified/retagged by this mod)
+1 to this. I've tried moving the mod to the bottom, top, and various places in my load order, the Dye rack won't work. If it helps, I'm using Distinctive Dyes. However, none of the default dyes work with the rack.
All of you need to share your load orders and compare, another mod is doing this. I just tested the rack and it works fine for all dyes (vanilla, modded, distinctive). It's likely you all installed the same mod/update which broke dyes considering the timing.
Okay here's mine minus override mods which I can't easily screenshot due to the nature of the Mac mod manager. I'd have to individually look them up and list them. Let me know if that's necessary.
206 comments
I would prefer it just leave Gold alone, as I am having to go through my characters and micro-manage it due to this mod.
I typically have all my characters send Gold to the main party leader, which the 'Adventure's Backpack' grabs and stuffs into its pack, but then puts in a seperate stack.
Again, would prefer it just leave Gold alone, which by default places in the players inventory at top-level.
Look in your alchemy or camp supply pack, they are a mess.
Regarding dolor amarus, thanks for confirming the bug.
So, I have to micromanage those as well or game won't find them when I try to sell them.
Would prefer your mod just ignore any item marked with the 'Wares' tag.
The 'Torch' gets grabbed by the Armament container, which seems to remove it from the character's torch slot.
I believe it has to remain at top-level in the inventory or it gets un-equipped.
So, I am having to constantly drag it back out of the Armament container and requip in the character.
:(
Probably another mod in your load order doing strange things?
(no dyes are modified/retagged by this mod)
I just tested the rack and it works fine for all dyes (vanilla, modded, distinctive).
It's likely you all installed the same mod/update which broke dyes considering the timing.
https://ibb.co/3NzVHBD
https://ibb.co/QdrwfB8
https://ibb.co/hd5kKWC
https://ibb.co/KwVFHqP
https://ibb.co/2tc5qG5
https://ibb.co/kD1bK0Z