In order to attempt better compatibility with other mods, version 3.2 of the mod has been created and rewritten to use dynamic tagging. This should help to avoid clashing with other mods but may not autosort items defined outside of the game. Most likely another add-on will be provided to those who prefer autosorting custom items but don't mind clashing.
The new release file will be available under Files for those who are interested and willing to test it.
Thanks in advance for all your help and the excellent feedback provided this far!
Wanted to give a heads up to all that a new release (of the 3.2 branch) is now inbound on the mod.
There will be further fixes incoming but in general the new branch is a lot better for compatibility and user experience so it's time to make the leap.
Thank you testers for all your diligent work in helping us get here!!! <3
How flexible are the conditions in the ContainerContentFilterCondition attribute? Are there other conditions that can be used other than Tagged() and IsStoryItem()?
EDIT: To elaborate, a lot of mods have items that don't autosort properly. I'm trying to figure out how to add extra conditions to ContainersExtended, or add tags to those items so that they sort. For example, the gloves in Flemsus Equipment can't be placed in the glove bag. They are defined with "using "_Hand_Magic", which apparently doesn't make them count as gloves.
What's the version used where this wasn't working? Does this seem to be addressed in 3.2?
Is would seem that _Hand_Magic should inherit properties from _Hand so I wonder if it's the previous version that was incompatible with other mods that is having trouble.
1. The smoke powder bag, water bottle, and sponge cannot be placed in their corresponding containers. 2. There is a conflict with the item stacking mod(Stackable Barrels for Baldur's Gate 3 - mod.io), which prevents the fire barrels and nautilus liquid tanks from stacking.
Can confirm that Sponge will be auto-sorted into the Adventuring Tools Bag in RC 3.2.0.1. The Barrel part cannot be tested because I cannot reproduce the issue. Also, can confirm that the new armor I used from Shadowheart's Better Starting Gear by AzazeL (Patch 7-8), which would not have been auto-sorted by Armor Chest in 3.1.0.1, will now be auto-sorted in RC 3.2.0.1.
There are still some minor issues, such as the water bottle not being able to fit into the container. If multiple identical items are placed into the backpack at once, some items will not fit into the corresponding backpack and will be outside the backpack, requiring manual placement.It still feels like item stacking mod(Stackable Barrels for Baldur's Gate 3 - mod.io) compatibility issue.But overall, it's already great.
The new version will indeed no longer have the issue where some items do not enter the containers when picked up but instead go directly into the backpack space. Can you optimize the smokepowder satchel separately? Currently, it cannot be placed in the GRENADE container.
Has the shield chest been placed into the world yet? Also the teddy bear, its location, and the console command needed to give it to yourself are not actually listed on the main page of the mod. Just saying that in case it wasnt a purposeful omission.
Thanks so much for the heads up, on both counts this is indeed unintentional. The shield chest is indeed missing. The Teddy is placed but it's location and UUID should be on the details page. Will add that ASAP!
I'll start pondering about the location of the shield chest. If you have any suggestions, PM me here!
If you're still looking for a place to put the shield chest, maybe the secluded chamber with Zevlor and Tilses could work? Also since you put an extra camp supply sack in the mod, maybe putting an extra alchemy pouch would be a good idea as well? you could probably just put it right by the supply sack, but kinda anywhere works really for that one :p
Another great place for the Shield Chest could be the Animal Statue Puzzle Cave. Either near the chest in the Darkness upstairs of down below near the dead body. (https://bg3.wiki/wiki/Underground_Passage)
The core issue I'm having is with extraplanar and long rest. As previous commentor mentioned, each long rest the containers lose weight reduction. I need to remove all items, then re-add them every long rest.
Is that issue being investigated with the RC edition?
*edit* Looks like I missed your reply to that commentor earlier. Thank you for the open discussion and feedback, not all mod authors do that!
It is investigated in parallel to the RC effort, It pertains to a separate mod file, the Extraplanar Containers add-on. As a side note, until I get to the bottom of the resting related issues, quick saving and reloading the game should automatically reapply the statuses.
Last two updates broke half of my containers. Boots, Jewelry, Gloves, Dyes - don't work. I'll try to roll back. UPD: All work fine on 3-0-0-18 version.
I'll wait for now, pretty much 3.0.18 doing the thing for me. Tried to spawn containers again - but still no luck. I presume it was because of custom items like from Ancient Mega Pack, FED and etc.
is there no container for staffs? there are containers for melee & throw weapons, but not staffs... same thing with robes for spellcasters, there are armor containers, but nothing for robes?
is there a way to apply the containers to the camp traveler's chest rather than carrying all containers on-person?
Is updating mid (multiplayer) campaign not recommended? We updated to the latest version for the ingame mod browser version (0.0.0.18) and my game freezes and crashes when I browse through my inventory. Edit: Can't reproduce the crashing anymore. Maybe it only happened cause we loaded a save mid combat after updating? ¯\_(ツ)_/¯
Seems to have been a bug with the game that was fixed with Hotfix #31. "Fixed a crash when hovering over certain items in the inventory or while trading."
Another issue I have now is with the Extraplanar version (ingame mod browser). It stops working after a long rest, the weights are reverted to vanilla state. Have to save and reload to get it working again.
Is it possible to implement MCM compatibility, so that we can select which containers we want to spawn each time and which not? For example I generally just use 3 of your containers but each time I have to select all and remove them.
Yeah it would require SE. I wanted an option to select which containers the addon uses, since I never use the equipment containers but I guess I can just play with tutorial chest / withers npc.
I tested 3.2 and I'm not sure if is a bug or a new feature but when i drag a container from my camp chest into my inventory, it removes the items from the original container and they automatically get sorted into this mod containers, this does not happen in 3.1.0.1 Also another small bug is the crate in the Tutorial Chest is missing the grenade container, i just realize now i had to add it manually (Nevermind, not sure if it was an issue with a previous versions but now i tried to spawn the crate and it does have all the containers)
Thanks for the intel! The behavior was intentional but I removed it for the time being. I'm toying with the idea of forcing items into containers with scripts when the autosort feature in the engine doesn't work. Let me know how you feel about the behavior!
599 comments
In order to attempt better compatibility with other mods, version 3.2 of the mod has been created and rewritten to use dynamic tagging. This should help to avoid clashing with other mods but may not autosort items defined outside of the game. Most likely another add-on will be provided to those who prefer autosorting custom items but don't mind clashing.
The new release file will be available under Files for those who are interested and willing to test it.
Thanks in advance for all your help and the excellent feedback provided this far!
Wanted to give a heads up to all that a new release (of the 3.2 branch) is now inbound on the mod.
There will be further fixes incoming but in general the new branch is a lot better for compatibility and user experience so it's time to make the leap.
Thank you testers for all your diligent work in helping us get here!!! <3
EDIT: To elaborate, a lot of mods have items that don't autosort properly. I'm trying to figure out how to add extra conditions to ContainersExtended, or add tags to those items so that they sort. For example, the gloves in Flemsus Equipment can't be placed in the glove bag. They are defined with "using "_Hand_Magic", which apparently doesn't make them count as gloves.
To your question though I think any native thoth function can be used in the filter!
Is would seem that _Hand_Magic should inherit properties from _Hand so I wonder if it's the previous version that was incompatible with other mods that is having trouble.
2. There is a conflict with the item stacking mod(Stackable Barrels for Baldur's Gate 3 - mod.io), which prevents the fire barrels and nautilus liquid tanks from stacking.
Also, can confirm that the new armor I used from Shadowheart's Better Starting Gear by AzazeL (Patch 7-8), which would not have been auto-sorted by Armor Chest in 3.1.0.1, will now be auto-sorted in RC 3.2.0.1.
I'll start pondering about the location of the shield chest. If you have any suggestions, PM me here!
Is that issue being investigated with the RC edition?
*edit* Looks like I missed your reply to that commentor earlier. Thank you for the open discussion and feedback, not all mod authors do that!
UPD: All work fine on 3-0-0-18 version.
is there a way to apply the containers to the camp traveler's chest rather than carrying all containers on-person?
Yep, the containers could be added to the camp traveler's chest. I'll make a note to create that add-on!
Edit: Can't reproduce the crashing anymore. Maybe it only happened cause we loaded a save mid combat after updating? ¯\_(ツ)_/¯
"Fixed a crash when hovering over certain items in the inventory or while trading."
Another issue I have now is with the Extraplanar version (ingame mod browser). It stops working after a long rest, the weights are reverted to vanilla state. Have to save and reload to get it working again.
Also another small bug is the crate in the Tutorial Chest is missing the grenade container, i just realize now i had to add it manually(Nevermind, not sure if it was an issue with a previous versions but now i tried to spawn the crate and it does have all the containers)