If you're still having trouble getting this to work with other mods, use Hogwarts Mod Merger But you have to have all of your mods load before "MergedMods_P.pak" and to do that, just rename your mods to something that comes before "MergedMods_P.pak"
I *finally* got it to work! Nothing was working until I just simply renamed the mod from z_UnlockGearLimitP.pak to zzz_UnlockGearLimitP.pak. That way, it was alphabetically the very last mod in the mods folder. I didn't even need to merge anything: as long as it was alphabetically the last mod, it started working. Thank God this works. I hit that 20 item limit before I got access to Hogsmeade...
Edit: It seems this was because I had another mod that I had not merged with this. You can either override the other mods by adding enough z's in front of the name of this particular mod, or merge them all together as indicated in the description, and put the merged mod the last. In my case the offending mod was called "zSQLTest_P.pak".
Somebody needs to pin this comment. Literally the only thing that worked for me!
On another note: We are playing a game with magic and things beyond comprehension, but the devs though it was a good idea to give us a 20 item limit?! f*#@ing magic...just toss it in a bag with no bottom.
I tried comparing this mod's version of the sqlite file and the unmodified version. The only meaningful change I can find is in the `InventoryHolderDefinition` table where the ActorBackPack max slots is changed from -1 to 99 (would seem to give slots for items instead of remove them) and the Inventory full message is blank (not NULL, just blank).
There is a ton of other stuff altered in the file that isn't related to the inventory. I would suggest recreating this mod yourself with your own original sqlite file extraction so that you know the rest of the database matches your version of the game. For instance, the mod database removes some starter bonus content from latest deluxe version (because it didn't exist when the last version of the mod was made).
I think a way cleaner way to handle a mod like this would be to increase the rewards from the Merlin trials instead of directly attacking inventory limits. Then just do the first few of those to vastly increase inventory limits. Way less likely to break things. As it is, each item in your inventory will increase your inventory space by 99, allowing you to add more items that will also increase your inventory space. That will eventually hit an integer limit and crash the game if you just keep adding more and more stuff.
this mod worked fine for me for 1,5 playthroughs (it was the only database mod in my modfolder), but i wanted to try the bigger inventory option from "sql mod menu" now and it looks like the changes from "unlock gear limit capacity" are backed into the save files. deleting the mod files does not delete the effect.
So I've been messing around for days trying to figure this out with no luck. I've noticed that with the mod uninstalled when I buy something it will say "gear slots full", with the mod installed is says "none". same for chests. can anyone helps with this at all? is it working for everyone else right now or can someone confirm its bugged?
should I not be completing the merlin trials whilst this mod is active? was working for a few days perfectly and now it doesn't at all. I get the !none! message now. Merlin trials are the only thing I can think of as a reason?
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EXAMPLE:
So I have mine named as
0AcceleratedAlchemy_0CD_P.pak
0Free_Gear_Upgrade.pak
0InventoriusExpando.pak
0PotionPlantCapacity999_P.pak
0RevelioMxima_P.pak
0TalentResetPotion_P.pak
0Twice MORE XP_P.pak
0UnlockGearLimit_P.pak
zzzMergedMods_P.pak
Just make sure "MergedMods_P.pak" is named Last.
Edit: It seems this was because I had another mod that I had not merged with this. You can either override the other mods by adding enough z's in front of the name of this particular mod, or merge them all together as indicated in the description, and put the merged mod the last. In my case the offending mod was called "zSQLTest_P.pak".
On another note: We are playing a game with magic and things beyond comprehension, but the devs though it was a good idea to give us a 20 item limit?! f*#@ing magic...just toss it in a bag with no bottom.
Glad I turned here for answers
There is a ton of other stuff altered in the file that isn't related to the inventory. I would suggest recreating this mod yourself with your own original sqlite file extraction so that you know the rest of the database matches your version of the game. For instance, the mod database removes some starter bonus content from latest deluxe version (because it didn't exist when the last version of the mod was made).
I think a way cleaner way to handle a mod like this would be to increase the rewards from the Merlin trials instead of directly attacking inventory limits. Then just do the first few of those to vastly increase inventory limits. Way less likely to break things. As it is, each item in your inventory will increase your inventory space by 99, allowing you to add more items that will also increase your inventory space. That will eventually hit an integer limit and crash the game if you just keep adding more and more stuff.
deleting the mod files does not delete the effect.