Add a storage container to the player's inventory, and merchant dialogue to initiate selling the storage's content. Automatically stow appropriate items from the player's inventory to storage. Learn what to stow by watching the player manually move items to storage (and back). Many MCM options to tune (or turn off) automatic stowing.
Not a hard requirement, but most features will be unavailable without it.
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Changelogs
Version v1.03.20250518
Bugfix: Learning was not happening until MCM opened and closed.
Version v1.02.20250516
MCM configuration is now saved from game to game.
Bugfix: Bulk setting of zero now disables bulk selling, just like the help message promised.
Tweak: Minor adjustements to the list of items excluded from automatic stowing.
Version v1.01.20250504
Added a configurable threshold for selling in bulk
Version 1.00.20250503
Improved priorisation handles all the items in a single pass
Safeguard against unlikely situation where selling does not end. Attempt new selling conversation and wait 24h.
Version 1.00.20220523
Added previously unrecognized merchants; Opening a barter menu triggers a search for additional merchants
Merchant is detected if GetOffersServicesNow and is in a faction with an assigned BuySellList; Merchant will buy stolen items iff that faction has NotSellBuy turned on
Added all dragon claws as exclusions, though not all require it
Added a few more exclusions
Version 0.02.20210904
Exclude devious devices from automatic stowing
Add stowing options for MiscObjects: soul gems, smithing (gems, ore, ingot, hide, leather, strip), clutter (dragon claw, misc, remains, clutter, etc., but not gold, torch, lockpicks, keys)
Don't stow non-playable items
Added a merchant animation, while waiting to find a better one
Prevent running selling script twice in parallel, or selling and stowing in parallel
MCM now appears from the start, rather than after first save/load cycle, or not at all
Added qvStowAndSell.json, with debugging option and list of excluded items
Added qvStowAndSell.data, with maintainer's list of excluded items
Auto exclude items that disappear while being stowed
The goal is to reduce the tedium of sorting through your inventory to find things to sell, especially when you have to visit multiple merchants to exhaust your stock of items to sell.
The formulas for base values and selling prices are true to the base game. Please report any discrepancy, I am aiming for 100% match with the base game calculations.
The following are taken into account:
Calculating the base value of all items, including custom-enchanted
Calculating the sell price of all items, including the effects of SpeechCraft, perks, potions and enchantments
Distinguishing stolen items
Comparing items to the merchant's buysell list
Computing merchant's available gold
Training the speechcraft skill according to the value of sold items
Updating weights and encumbrance, though the balancing only happens while the container menu is closed
Equipped, favorited and quest items are exempted from automatic stowing
To protect against improperly disposing of quest items, stowing is done one reference at a time; it can be slow if you have a lot
To handle stolen and enchanted items properly, selling is also done one reference at a time, but if you have too many (configurable; default 100+) the stack will be processed in bulk and you may end up selling stolen items to the wrong merchant or not getting the full value of enchanted items
Merchant interactions:
Adds a new topic: "Buy what you can from my storage." It initiates selling
Merchant as a few reply lines, to summarize the transaction when it is done
While the merchant is evaluating the content of your storage, he browses through a book (presumably his price list)
You may quit the merchant dialogue after the "Buy what you can from my storage." prompt. Selling will continue, even if you fast travel or go through load doors
Compatibility with other mods:
No known conflicts; please report any you suspect
If you have mods that add new merchants, open their barter menu once and you will henceforth be offered to sell from your storage; this is how the dawnguard merchants are handled for example
The default configuration is safe. Some of the automatic stowing options, if turned on, could cause trouble with some quests that won't tolerate their quest items leaving the player's inventory, even very briefly. In practice, there are very few such instances and the mod will give you an explicit warning; please report any such conflicts so I can add specific checks and exclusions
Glitches (won't fix):
The barter menu sometimes opens for a fraction of a second when starting a selling conversation with merchants
Items to be sold sometimes appear for a fraction of a second while in a selling conversation with merchant
Selling will be slow if the merchant has thousands of septims and you have hundreds of items to sell