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MTichenor

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IndigoNeko

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398 comments

  1. Maderasnobile
    Maderasnobile
    • member
    • 0 kudos
    SE ?
  2. TheGrayOwl
    TheGrayOwl
    • supporter
    • 0 kudos
    Be great if this were updated to SSE.

    There are too many fantastic mods on the original version that I can't get because they're not available to the Special Edition.
  3. bluepheonix
    bluepheonix
    • supporter
    • 6 kudos
    This looks cool, but I have a question about this:
    "Items picked up when over capacity will now be dropped (unless added by console commands). A RED warning will be displayed when this happens."
    Is that something that can be turned off? I want to, for instance, pick up a ton of stuff to Smith with all at once, then put it all back (role-play that I am picking each thing up from the supply pile in front of me as I go without actually having to exit smithing in between every item), but it appears that wouldn't be possible at all with this feature.

    Even bigger problem would be picking something up that I want to have my horse carry for me (like a tent or pile of firewood), but it is automatically dropped before I can put it on my horse. I mean, I have arms, it doesn't have to fit in my backpack! So yeah, does the MCM make that optional? I don't really want to install it just to find out. Thanks to anyone who can answer this!

  4. Gibbo3771
    Gibbo3771
    • supporter
    • 0 kudos
    DISREGARD BELOW: It does not matter, this mod is buggy and weight seems to shift all over the place. I event went to the effort of starting a fresh game with just this mod installed and spawned in some items, it just changes the carry weight randomly for no reason.

    EDIT: Whenever I equip something, I get increased carrying capacity as well as a reduction from that particular item.

    A little buggy if you add it to a current game, I suggest taking everything off (armor, weapons, clothes, bags) and make sure there are no fortify effects are active. Load the game in after installing the mod and weight (haha a play on words with me spelling it wrong) few seconds. Then equip everything, should adjust after you leave the screen.
    1. gomer1800
      gomer1800
      • supporter
      • 0 kudos
      EDIT: Whenever I equip something, I get increased carrying capacity as well as a reduction from that particular item.

      Thats exactly how the mod works dude. Every 5 seconds the script recalculates your carrying capacity. Recall, at level 1 your carrying capacity is 50 + the weight of all equipped items. For example, a naked PC has 0/50 capacity, if she picks up a dagger (say 1 lb) and does not equip it then her capacity is now 1/50. She then equips the dagger, after 5 seconds her capacity goes from 1/50 to 1/51. This is what you're witnessing.

      I don't know if this mod is buggy, but it certainly adds to your script-load, so if youre experiencing bugs then this mod is probably clashing with something else you have that affects your capacity.
  5. lord_corellon
    lord_corellon
    • member
    • 3 kudos
    This mod is great, but is there any way to change companions' carry weights too? It's a little redundant if your companion is still a pack-mule...
    1. Klabauter88
      Klabauter88
      • member
      • 1 kudos
      This. The idea of this mod is really great. With such a system you actually finally could make this whole carryweight capacity and equipping thing kinda realistic (when you add a globally working TCSO with weightless weapons to it at least), but as long as it doesn't work for NPCs too, it's really kinda redundant.
    2. geopard
      geopard
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      • 0 kudos
      That s it. I was looking for such a mod too to make the game more realistic. But if your companions can carry your items then it wil be useless again. Even then it will be not realistic if you can carry mammoth snout or tusk in your bag. It doesn't depend only from weight but also volume.
      A lot of ppl like here I can see are looking for more realistic game. I would like to know why Bethesda doesn't take care about it a little.
      But anyway thanks for this nice try !
    3. patrickmurphy
      patrickmurphy
      • supporter
      • 4 kudos
      I've been thinking the best way to simulate an inventory is to mix the concepts between diablo and arma, where there are slot squares and separated inventories for each bag equipped.
  6. revenant0713
    revenant0713
    • supporter
    • 54 kudos
    Is this gonna be updated soon? I wish even crates/sacks had weight limits. I tried Container and Arrow Weight Restrictions, but I don't get why gold and arrows there weigh the same.
  7. WTHeskett
    WTHeskett
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    • 9 kudos
    Small bug. Not sure if you can fix it, but when I loaded a save on a horse I had to re-equip gear to get your mod to recalculate the carry weight.
  8. Ekzz
    Ekzz
    • supporter
    • 5 kudos
    wish i could try this mod but i dont have dawnguard D:

    kudos to you for making it though
    1. WTHeskett
      WTHeskett
      • member
      • 9 kudos
      you don't need dawnguard just use the non dawnguard edition
  9. karamazovnew
    karamazovnew
    • member
    • 14 kudos
    There's a better way to 
     


    I really like this mod - I do however reduce my base carryweight to 2 (i.e. player.modav carryweight -48 when nothing in inventory). I'm trying - without success so far - to account for the weight of all displayed weapons (I'm using Equipping Overhaul - 49784) - until I can work this out I just do so manually. I've recently found a glitch that was driving me crazy - when I equipped Ancient Nords Rags cuirass (Nexus mod 39003) my player inventory would increase by 6 (its weight) but carryweight would increase by 18. Eventually discovered the cause. The armour is configured for 3 armour slots and since your scripts poll each slot for carryweight...
    Easy enough to sort out - just remove the extra armour slots in TESVEdit or CK


     
    Actually there's a better way to fix that. Instead of checking each slot, you check the slot masks instead. The following code is inspired by the Script Reference webpage:
     
    Spoiler:  
    Show

    Bool bLoop = true

    Int iSlotChecked = 0x200     ;ignore shield

    Int  iSlot = 0x01

     

    While(bLoop == true)

       if (Math.LogicalAnd(iSlotChecked, iSlot) != iSlot)

          Armor CurrentArmor = PlayerRef.GetWornForm(iSlot) as Armor

          If( CurrentArmor)

             fEquipmentWeight += CurrentArmor.GetWeight() ;add equipment weight to max carry weight

             iSlotChecked += CurrentArmor.GetSlotMask()

          Else

             iSlotChecked += iSlot

          EndIf

       EndIf

       if (iSlot>=0x80000000)

          bLoop = false                              ; if you don't use this, the iSlot will go over the Integer limit and turn negative

       else

          iSlot *= 2

       EndIf

    EndWhile

     

    fEquipmentWeight += iBaseCarryWeight as float

    PlayerRef.SetActorValue("CarryWeight", fEquipmentWeight)

  10. afwe14
    afwe14
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    jesus, change the name cuz i forgot it the idea's great but i don't wanna use skse.