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kuertee

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  1. kuertee
    kuertee
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    0.804, 16 January 2017:

    • New feature: after a new version is installed, updated or is reset, a save file will be created.
    • New feature: gold weight, capacity and penalties. Note that this weight doesn't actually change the weight of Gold. Instead, it is used to adjust the weight of the Encumbrance penalty item.
    • Bug fix: When starting a new game, the first iteration of the code failed. The following iterations succeeded. Change so that the first iteration didn't fail.
    • Bug fix: User set weights of the different objects are now calculated into the penalty. Note that these don't actually change the weight of the original object. Instead, they are used to adjust the weight of the Encumbrance penalty item.

  2. rost999
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    I could not get the mod working with potions.
    Potions always have penalty. I've tried different settings but failed.
  3. DiazExMachina
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    Hello, I have a little question: how does this mod handle backpacks? Do they also increase the encumbrance threshold? Or are they ignored by the mod?
    Thank you in advance for your answers.
  4. Modling
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    Hello kuertee. How is this mod scripted in terms of performace? One similar mod makes constant loop checking on inventory and logging messages constantly, which seems heavy for Papyrus. Another mod only run the scripts with an item is added/removed to the container/invetory, which seems friendly for Papyrus. So, this is a concern for me about your mod.

    Also, are mods that change weights compatibles? I mean, if your mod detects the changes.
    1. kuertee
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      It runs a script when your inventory changes. Note that the script may take a while to update the actual Encumbrance item, though. Just one of those things about Skyrim.
    2. Modling
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      Well, my combat gameplay style will be based on your fatigue and injuries mod, with all the potions tweaked to be long term effects, to take them before and after the combat, but not during. So, the access to the invetory in those stressed situations for Papyrus will be minimal or null. I will also use a dynamic encumbrance fatigue mod, but I suppose this will not trigger your script. I read above that the mod is aware of the user weight tweaks Thanks for the info.
  5. Juhis6
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    Hi! Firstly thanks for all the clever mods you have done. I've been using many of them since Oblivion. Now, however, I've come across an incompatibility between Encumbering loot and Complete Alchemy and Cooking Overhaul.
     
    CACO has a cooking feature which "divides" salt pile -item to ten portions of salt when one opens the cooking menu. The feature works by removing salt piles from player inventory and adding salt tokens, which are needed in new recipes. When I try to use both mods, salt piles are removed but salt tokens aren't added to player inventory. That means I can't cook with salt. It may be healthier but not wanted...
     
    I think this is because how your mod calculates encumbrance penalties, based on what you wrote on one post. I'm pretty sure you know where the problem is, but I'd like to know if you can solve it easily.
     
    Until then I will be buying my salty treats.
    1. kuertee
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      Thanks for the report. Will look at it. It's definitely is a weird bug because Encumbering Loot does not modify your inventory. And ingredient is an item type that the mod ignores.

      Will look at it in the next couple of days. Am currently busy in my normal release procedure (read-me writing, file packaging, etc.) for my SMF mod.
  6. trancespotter
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    I'm not sure I'm understanding how ELAAW plays with Bandoliers.

    Using the default settings for both mods, the Encumbrance capacity menu does not seem to register that I have equipped any sort of satchel, vial belt or bandolier. The capacity for Potions, for example, stays at 25 with or without a vial belt. The capacity should be increased to 37.5 due to the 50% capacity adjustment. The actual Penalty Encumbrance amount does not seem to be affected by Bandoliers either based on testing various potion capacity amounts and seeing how much the Penalty Encumbrance was changing. The default Potion Capacity in the MCM shows 50, whereas the Penalty Encumbrance window shows 25.

    However, when I tried uninstalling Bandoliers and running ELAAW on its own, the Penalty Encumbrance window for potions went up to 50 and the potion capacity vs Penalty Encumbrance was different from when I had Bandoliers installed, which means it is at least detecting whether I have Bandoliers installed or not.

    So overall I'm confused as to whether ELAAW is detecting equipped Bandoliers, satchels, etc... correctly or not because the Penalty Encumbrance window does not seem to show it.

    1. kuertee
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      Let me check in game. Serendipitously, I actually just made adjustments to the mod (along with my other mods) in my game. The bug was with it not triggering an update on items you already have prior to installing it but only on items acquired after installing it.

      I'll check if it's still compatible with Bandoliers.

      I'll report back tomorrow.
    2. kuertee
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      Edit: You're right, the bit of code below is missing in the showEncumbrancePenalties () function. But it does exist in the getEncumbrance () function. Bandoliers are supported when you play - as in your capacities are dynamic when you have Bandoliers in your inventory. But they do not get represented in the list.

      ALSO: to get ELAAW running properly when installed mid-game, simply drop all your inventory then re-acquire them. Otherwise, only newly acquired items have penalties. That's the bug that I picked-up only yesterday when I updated my version with a new feature: gold encumbrance. (Gold's weight is actually not changed. But its encumbrance is added to the Encumbrance object in your inventory.) ;)

      If bandoliersInstalled && userDynamicCapacitiesWithBandoliers
      setCapacitiesPerBandoliers ()
      Else
      potionsCapacity = userPotionsCapacity
      lockpicksCapacity = userLockpicksCapacity
      soulGemsCapacity = userSoulGemsCapacity
      keysCapacity = userKeysCapacity
      scrollsCapacity = userScrollsCapacity
      booksCapacity = userBooksCapacity
      EndIf


      I'll release an update tomorrow.
    3. trancespotter
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      Will the gold weight be togglable? I'm using some Requiem which already adds weight to gold. There are also a few other mods that add weight to gold as well.
    4. kuertee
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      Yup, it's optional.

      Unlike all other mods, mine doesn't actually add weight to hold. It simply adds it's encumbrance to the Encumbrance item in your inventory. It's a bit safer. Like all my mods, this doesn't change anything in the base records.

      But if gold already has weight from another mod, my mod will take that weight and calculate the correct penalty according to your capacity to carry it - which is also changeable.

      Note: the weight changes in the settings for other items (eg soul gems, etc.) are actually not used in my mod. I totally forgot that I had not coded for them. But my mod will take those items' weight in your game as set by the base game and mods.
    5. trancespotter
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      Where exactly does that bit of code go? I found the showEncumbrancePenalties() function but I'm not sure within which pair brackets I should put it in.
    6. kuertee
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      Sorry about the delay. I totally forgot about the update when I picked-up development of my other mods.

      I've updated the mod now.

      Note: your new encumbrance may change. I found a couple of bugs and so fixed them along with the "displaying of capacities" bug that you reported.
    7. trancespotter
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      Bandoliers and the updated capacities are now working as described on the front page =)

      Oddly, now that it is working as intended I'm actually not even using the Dynamic Capacity feature of the mod. I like to limit myself with my equipment in a realistic manner so instead i just update each capacity individually rather than use the percentage increase of the Dynamic Capacity. I also added item descriptions to each Bandolier and certain armors that show how much I should increase the capacity of each item.

      This mod as well as your other mods are so customizable that it allows for all new ways to subtly enhance little parts of gameplay here and there.

      One synergy idea: the Encumbrance penalty from this mod could increase your fatigue from Eat and Sleep depending on how large it is or how much of you the total carry weight it takes up.

      Once again, GREAT mod! It's made a stale vanilla inventory system much more interesting.

      EDIT: One more thing, does gold have a specific Bandolier that will increase its capacity?
    8. kuertee
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      Hey Thanks!

      Because I just added the gold penalty feature, I totally forgot about making it's capacity dynamic with bandoliers. No bandoliers will increase your gold capacity. I'll look at what bandolier is appropriate and add one, though.

      Unfortunately, I'm not willing to add any more to EAS. It's my 2nd biggest (e.g. in regards to code) after SMF. With saying that, though, I do have an update to EAS which I've not yet released. I've finally figured out why EAS keeps turning it's debugMode to 10. I'll release EAS after I release SMF. If I find the energy to add Encumbrance effects on Energy and Satiation, I'll look into. I can't promise anything, though.

      The one feature I'd really like to add to this mod is the ability to drop all inventory items as a backpack. It'll be a copy (like 90% of my Skyrim mods are a copy of my Oblivion mods) of Inventory is a backpack: (http://www.nexusmods.com/oblivion/mods/21721/?). Unfortunately, it's not feasible in Skyrim because the Scripting engine, Papyrus, runs asynchronously from the 3d world. Papyrus runs too slow. It'll take the backpack to drop a good 30 seconds after you pressed the key to drop it.
  7. crisher888
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    I hope this mod will be ported to SSE along NPC Reactions as soon as SKSE 64 comes out. It was one of my favorites in Skyrim. It does very well his job when you have a lot of populated mods.
    1. kuertee
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      Yeah, it's dependant on how easy it is to port the code into SKSE 64k. Hopefully doable.
  8. trancespotter
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    I really like this mod. I have a brief comment/suggestion on the mechanics of it though:

    For the weapons, armor, and anything else that the player can equip/wear, have you thought about just making those items weightless when equipped and retaining their normal weights when unequipped? There's already a vanilla perk that does this for light armor and heavy armor (I think it's called Unhindered) so essentially you'd just need to make the perk apply to weapons/jewelry/cloaks/backpacks/bandoliers.

    Just a suggestion!
    1. kuertee
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      Good suggestion. But I might apply the adjustment for weapons. Otherwise, it will make those armour perks obsolete.
  9. Scarecrow23
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    Hi, first off thanks for the excellent mods, I'm always a fan of well thought out gameplay tweaks that aren't to common.

    Would you consider going back and updating your older mods (where appropriate) to use FISS like your newer mods? I can never remember the names of the bat files.
    1. kuertee
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      Thanks, Scarecrow. And, yes, I thought about going back to these other mods, like Encumbering Loot. But I decided to only do so when I'm have nothing more to do. At the moment, NPC Reactions is taking up a lot of my time. I have many features still to add to it. Sorry.
  10. Klabauter88
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    This sounds really interesting (although admittedly overly complicated), but does it also work for other NPCs?
    If you can still use followers as pack mules, it seems pretty useless to me.
    1. kuertee
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      Yup. This would be useless to you. The effects of the mod are not applied to NPCs. Its one of a handful, if not the only one, of my mods that don't affect both player and actors nearby.
  11. PeterDracos
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    kuertee, are you planning on working on Inventory is a Backpack any time soon? If not, do you mind if I try my hand at it? I've got some free time coming up and I'd like to get my hand in at Skyrim modding, and the basic functionality of IIAB seems like it wouldn't be too hard to implement.

    Also I've really missed it. I started out loving the concept but hating the practice in Oblivion - then I got the hang of not pressing the 'drop your backpack so you can run/fight.' I didn't miss it in Fallout 3, but at some point in New Vegas my brain started remembering all the stashes in the STALKER games which were described as 'I threw my backpack under a bush cuz I saw some Bandits approaching' or 'I ditched my backpack before I went through the anomalies' and then...yeah.
    1. kuertee
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      IIAB is not "completely" possible at the moment for several reasons:

      1. There's no way to check if an item is a quest item or not.

      2. With Papyrus, walking through each inventory item is pretty slow. Encumbering loot (and Eat and sleep, and Useful potions) runs a script in the background while you play to keep their relevant inventory items in check. I can build this same method in IIAB but it's pretty complex that I've not been willing to try because I was hoping that future versions of SKSE would give better functionality that may help. But it's looking like SKSE doesn't have anything that could.

      3. IIAB really had a purpose when used with Abo's Realistic Fatigue (or other fatigue mods) that slowed the player's speed when encumbered. Are there such mods in Skyrim?

      4. The other less-know features of IIAB (dump objects of same type or of exactly same objects) in containers can easily be built, of course. But, again, I've not been willing to start.



      Also, in the last month, RL work has taken over my free time. I thought I would finish the project last week, but my contract was extended. So no free time yet. I have to break my promise of releasing updates to several of my mods (SMF, EAS, HC, etc.) because of it.
    2. PeterDracos
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      Dang, that makes far too much sense. Especially the quest items part - especially since they're basically all quest aliases now.

      I'd ask why it seems like all the mods I want to work on turn out to be bears, but the answer is that otherwise, they'd already be done =D

    3. jedp15
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      There's a couple mods which do sort of what you want. There's one esp called Hardcore Carriage in the mod "Subtle Immersion Collection" which halves your carry weight when you don't have a pack on and also transports any unfavorited or unused item (that's not weightless) into your pack when you drop it. Combine that with "Skyrealism Encumbrance", which reduces move speed depending on carry weight to carry capacity ratio, and viola. This is all just conceptual; I don't know if the mods are flawless in what they state they can do. I've got them in my LO and hoping all goes well once I start my playthrough. I think combining those with this mod might be over-overkill haha. Whoever reads this, can I get your opinion(s)?