Skyrim

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TaiChiKid

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TaichiKid

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39 comments

  1. KahvozeinsFang
    KahvozeinsFang
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    I wish all the items didn't look so artificially placed. I would have used it
  2. tonydixon
    tonydixon
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    ****** IMPORTANT******

    Great resource. Found the problem with the .esp and the .esm: Both have a copy of the "AAAMarkers" warehouse interior cell found in the vanilla skyrim.esm file. Clean that out with TES5edit before copy/paste into your mod.

    I was getting _tck_Container scripts adding themselves to new collision planes and markers.

    After you copy/paste, you still need to re-assign new properties in the scripts. Follow the included User Guide. And, yes, even though you see the script properties filled, they are filled with the object id's of the stuff you just copied out of the FlexContainer.esp file, NOT with the id's of the copies you just put in your mod. Follow the included Guide.

    Many thanks to everyone here.

    Tony Dixon
  3. Dreamster91
    Dreamster91
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    This is such a great edition to every modders library of "nifty stuff I must use everywhere" lol Thank you for taking the time to make this and share it with us!

    But I cannot for the life of me get the containers to activate ingame! I have followed your instructions to the letter and even copy and pasted some of your containers from your cell and just can't get them to activate :S I know there's a bug with activators sometimes where you have to rotate them a bit to get them to work, but that doesn't seem to be it. I am using the .esp since I couldn't get the other one to open in the creation kit (too many master files or something) Could this be what's causing it? Any help from anyone would be massively appreciated because I love this mod and refuse to give up lol thanks!
    1. Andragon
      Andragon
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      Yes that is the problem. You needto use the master file or copy all the recources need over propperly into your own mod. Some comments below there is the answer to your master load problem.
  4. sp0ckrates
    sp0ckrates
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    TiaChiKid:

    Hey, I have a question I hope you will answer. I'd like to add shelves to display skulls to a couple of my mods. Do I need to make new dummy, global and other items? The mods are All Races Drop Skulls and Dragons, Giants, Mammoths and Trolls Drop Skulls. They are on Steam too. I am going to credit you for contributing to each mod if I can make it work.
    1. sp0ckrates
      sp0ckrates
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      Or if anyone else knows, please tell me. I'm assuming I have to make a dummy item from an existing skull and then add the vendor item to the container script.
    2. sp0ckrates
      sp0ckrates
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      • 149 kudos
      Guess the author is not responding to posts any longer.
    3. sp0ckrates
      sp0ckrates
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      OK, I've figured out how to modify the container script to add item keywords not supported by this mod. I've also figured out how to get around the quirk of changes appearing to not propagate. Since the publisher does not seem to be replying to questions any longer, I will try to answer questions of others trying to implement this mod. Just leave me a post at one of my mods, such as here: All Races Drop Skulls.
  5. PwWaiti
    PwWaiti
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    Thanks for such an excellent mod, much respect for the work you must have put into it.

    I have used it in my own mod, here is the link if you would like to check it out: The Veil - http://bit.ly/1br51Dz
  6. Georgiegril
    Georgiegril
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    HI, I am very grateful for you taking the time to put this all together and share it! It is exactly what I needed to add dragon claw storage to my mod.
    Unfortunately, I am running up to a large problem.

    I am using your .esp version, although I also downloaded the .esm version to be able to read your amazing instruction manual.
    My problem is that whether I copy/paste the objects from your room, or create new ones according to your instruction manual, everything except the container disappears upon reload. I can set everything up, I compile the scripts and get a "successful", I can save the game, I validate loaded data, no errors, save again. Until I close the file, it appears like everything is fine. However, if I close and then reopen, the only remnant of all of my work is the container box.

    I am by no means a wiz at this stuff, but I have successfully created buttons, weapon racks, bookshelves, and such, so it seems like I should be getting this. Obviously I am missing something. The only thing I can think is that somehow the scripts are not being saved, that there is something specific I need to do to move the scripts from your esp to mine. I hope you (or another reader) can help me.

    Of course when I get this working you will be getting giant neon thanks in my mod description!
  7. bri1020
    bri1020
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    First off- thank you for this! This is how it should have been done in the first place. Secondly, I've a question- is it possible to make it so you can only store a specific type of item in the container? For example a bowl that will only hold apples, a jar that will only hold a specific ingredient, or a shelf that will hold the various drinks (but not potions)? I don't know anything about scripting, and very little about modding in general, but following the included PDF file was easy enough. Any help you could give (even if its just to say its completely impossible) is greatly appreciated. Thanks!
    1. TaichiKid
      TaichiKid
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      The simple answer is yes, it would be possible. You would have to make some modifications to the scripts and maybe define some new global variables to make it work. The current scripts make decisions about what can and can't be placed in a container based on object types and keywords. So a bow can't be placed in a container setup for swords because the bow has the keyword WeapTypeBow associated with it instead of WeapTypeSword.

      If you wanted a bowl that would only hold apples, you would have to add a container type for only storing apples and add a check to the container script that looked for objects of the proper type with a keyword that identified them as apples. I'm assuming that would be possible; I don't have the CK open at the moment, so I can't check to see if apples have an "apple" keyword. But that is the general idea.

      Hope that helps a little and wasn't too obscure. Thanks for checking the mod out.
    2. crysthala
      crysthala
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      Scripting a container to only accept a specific item is relatively easy. The tricky part would be making that work with the original display code.
      http://www.creationkit.com/Complete_Example_Scripts#Script_a_container_that_only_accepts_certain_types_of_items

      Also, TaichiiKid, you should probably know that the Unofficial Skyrim Patch effectively breaks the dragon claw displays. It modifies the dragon claws and the script refuses to recognize them. Thought you should be aware.
  8. TaichiKid
    TaichiKid
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    Yes, you can cut-n-paste the containers from the warehouse into another cell. Here's basically the process:

    1. Open the Creation Kit and load Skyrim.esm, _tck_FlexContainers.esm, <your mod>.esp and make <your mod> the Active File.

    2. Double click _tckFlexContainer_Warehouse in the Cell View window to load the warehouse in the Render Window.

    3. Select the container you want to copy. Be sure you get all the triggers, collision planes (if any), dummy markers, etc. It's best to have markers enabled when you do this (M-key to enable the markers).

    4. Do a Cntrl-C to copy.

    5. Double click <your mod> in the Cell View window to load it in the Render Window.

    6. Find a suitable place for the container and right click the spot in the Render Window. Choose Paste from the pop-up menu.

    7. Reposition the container as needed, save, load up <your mod> and give it a try. Note, you must include _tck_FlexContainers.esm in your load order for the container to work.

    If the container won't open, go back into the Creation Kit, select the Click Trigger and rotate it 180 degrees about the z-axis. Click Triggers have to be oriented just so; if they don't work, spinning them around usually sorts them out.

    Hope this helps. Cheers.
    1. Apollyna
      Apollyna
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      How would I go about removing the masterfile requirement after I'm done, then? I am getting close to the ESP limit and I want to keep things as minimal as possible.
    2. TaichiKid
      TaichiKid
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      The optional Flexible Containers -- ESP download contains a version of the mod in a .esp file instead of a .esm file. Using that one will get rid of the Master File requirement.

      But if you are getting close to the .esp limit, the optional download probably won't solve that problem. If you are doing a mod and want to use these containers in it, you could duplicate all of the elements in the Flexible Containers .esp and add them to your mod. If you try that, be sure you include the scripts.

      Hope this helps. Thanks.
  9. Hupfstrudel
    Hupfstrudel
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    This looks very cool. Will give it a try later and definetely endorsed. Cheers man
  10. crysthala
    crysthala
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    Endorsed, and will be implementing in future mods. Very nice work.

    You may be interested in these:
    http://skyrim.nexusmods.com/mods/33067
    It's a set of dummies you might find useful. I love this system, so if you can think of additional dummies that would be useful, let me know and I'll see about making them!