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131 comments

  1. YungFattin
    YungFattin
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    • 6 kudos
    Tested on a vanilla+ install: 

    While this mod certainly works most of the time i have had issues with it that i cannot fix: 

    - It does not work with gold as inventory mods despite what it says. While dropping the gold and picking it back up might work, your gold will often double (and sometimes halve) when picking it up or just opening your inventory. I have had this issue with every mod that makes gold an inventory item. 

    - when dropping the backpack it sometimes flys away like a crazy ragdoll, or worse, it clips into the terrain and disappears (with all your loot) (to be clear there is a console code you can use to get it back)
  2. raik3n87
    raik3n87
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    Whenever I pick up the backpack after i dropped it, I always need to manually re-equip it, is this normal?
  3. ChebeVidya
    ChebeVidya
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    • 1 kudos
    Needs more description, installed trhu omod, read the readme, not at vendors, not in my inventory, overall absolutely no idea how to get this backpack, you guys might think everyones a god at modding to understand how you talk in the descriptions. Great looking mod, everything else sucks for idiots like me. hate this
  4. lunarionsilver
    lunarionsilver
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    After looking around it seems this is the most stable, immersive, and graphically pleasing backpack mod I could find for Oblivion! Huzzah!

    But then, to my horror, I saw that the backpack takes the tail slot! Oh no!

    So, a simple jaunt into TES4Edit later and I get to keep my tail and my backpack.

    Thank you for the excellent mod. :3
    1. 2020Noob0
      2020Noob0
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      • 3 kudos
      what slot have you attached the backpack to? 
    2. DanteTheKing
      DanteTheKing
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      • 2 kudos
      How do you make your items drop with the backpack
  5. DanteTheKing
    DanteTheKing
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    • 2 kudos
    LOVE THIS MOD WOULD LOVE TO SEE A SSE VERSION OF IT SOMEDAY
  6. SwanySwan
    SwanySwan
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    • 5 kudos
    Which merchants in Imperial City sell a backpack?
  7. lucasgerolami
    lucasgerolami
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    For some reason, the backpack won't show up in my game???
  8. deleted21724209
    deleted21724209
    • account closed
    • 1 kudos
    i really like the idea of a backpack but i think the model/mesh looks like something a public schoolboy would use not an adventurer, would you consider making something a little more fitting to the game?
  9. Vitak0
    Vitak0
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    • 1 kudos
    0.74 items disappear when I put backpack into conteiner.
    Do I need any obse plugins?
  10. Phelaran
    Phelaran
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    • 3 kudos
    I've been using this for years and never realized that it had been updated (it appears I'm still using 0.59 ). The changelog shows that one minor bug I've experienced has been fixed (sometimes dropping quest items with the backpack; the workaround was to set the dropped weight filter to 1), but doesn't mention two other minor bugs that I regularly experience: (1 ) If I drop the backpack in the middle of the floor and move it closer to a wall without leaving the detection radius, the code seems unsure whether to popup the backpack or not; the backpack then jumps and flops about like a dying fish (the only workaround I've found is to disable popup or drastically shrink the detection radius in the ini ). (2 ) Always when loading a saved game and occasionally on entering a new cell, the visible backpack is re-equipped. I understand that the script re-adds the backpack to inventory when not present (which is responsible for the duplication bug some people are experiencing ), but why does it have to automatically equip the backpack every time? Is there no way to have it respect the player's last choice (equipped or unequipped )?

    I will probably upgrade to the latest version soon, but I'm a little worried about the wording of the transfer dialog. I use a saddlebags mod, saddlebags equip to the character's horse. A backpack equips to the character. Yet the dialog refers to the backpack as a saddlebag. Also, of the four choices, two of them are worded almost identically. I have no idea what "Items of the same type...that are already in the crate" and "The same items that are already in the crate" do differently, if anything. The two descriptions mean the same thing, making it impossible to know what the corresponding actions do. The changelog makes it sound more like "Move Weapons and Apparel to the crate" and "Move Ingredients to the crate", which is clearer but leaves me unsure which command would move Books, Keys, Potions, and Miscellaneous to the crate.
    1. kuertee
      kuertee
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      Hey Phelaran, I don't have Oblivion installed anymore so I cannot help with bug-fixes. Sorry.

      But I can answer the "dump backpack contents" feature.

      The screenshot shows an actual use case. And in that use case the names of the two containers change depending on what you use the feature on. In the screenshot, I was moving the contents of my saddlebag (from my Horse Commands mod) into a chest named "Crate" (which is, if I remember correctly, a standard container in Nehrim). The prompt in the dialogue actually reads "Which items should be moved from the SOURCE CONTAINER into the TARGET CONTAINER?"

      "Items that are of the same type that are already in TARGET CONTAINER."
      This means that only items from the SOURCE CONTAINER that match the same TYPE of items in the TARGET CONTAINER will be moved. For example: if you have weapons and armour in the TARGET CONTAINER, only weapons and armour from the SOURCE CONTAINER will be moved.

      "The same items that are already in TARGET CONTINAER."
      This means that only items from the SOURCE CONTAINER that exactly match the same items in the TARGET CONTAINER will be moved. For example: if you have Steel Boots, an Iron Sword, a Leather Cuirass, Apples, Ale, Gold Coin in the TARGET CONTAINER, only those same items from the SOURCE CONTAINER will be moved.

      With the two options above, you can very quickly move items from your loot container (e.g. your saddlebag) into categorised chests without having to manually organise them.

      Just remember that the TARGET CONTAINER will always be used as the filter of what is moved from the SOURCE CONTAINER.

      I hope that all makes sense.