"Will NPCs like my follower have appropriate carry capacity or will they be at the standard 300? report posted @ 8:54, 7 Mar 2015 Reply - View download history"
EnigmaWolf:
"I use this mod and a multiple followers mod, Extendable Followers Framework, and I confirm that their Carrying Capacity is limited by the weight of the items you give them thus this mod is functioning correctly.~"
"Just found this little but superb gem, wow (will endorse later, bookmarked your page).
I use iNeed which has a config for reducing weight capacity, hope your mod is compatible. My guess is it'll work together. I might report back on this point, after testing in my current quite young playthrough on level 3 (i'll put the iNeed config-set back to 0, means 300 standard, thus no setting for this item; playing a Nord i always put it so that i have 100 capacity with iNeed enabled/configured, your set with 120 is alright for me, too).
EDIT
After testing in-game: - It works with iNeed (also in playthrough's). - I use LOOT (pretty much makes a good job with the compatibility sorting for my active 150-160 esm/esp plugins, very few exception rules), which puts your mod somewhere in the third half of the list - this doesn't work (maybe you can report that to the LOOT makers, as i'm too lazy or let me say too busy for that). - So it requires to manually put your mod to the bottom of the list (as you hinted already), then it fires instantly. - Even iNeed's carry weight capacity config still works, which has step settings of -50 -100 -150 -200, so in principle the first two are feasable to apply
Edit2: Endorsed, especially because your mod apparently works also for all npc's ... i'm still excited how wandering traders/merchants (ie. from immersive patrols andthelike, applied) manage that ... . Hope, those contents won't be impacted negatively. posted @ 21:00, 14 Mar 2015 Reply - View download history"
EnigmaWolf:
"Thank you testing with another mod, reporting your findings here, and endorsing my mod.~
Interestingly, NPC Merchants Stock is Separate from their Inventory as an NPC in the Creation Kit.~ The NPC Merchant Stock is actually a list of items that become available at certain levels.~
This is why you can not steal a Merchant's Stock from their Inventory directly.~"
Seems to fall victim to the mounted combat bug because it edits races. Not fault of the mod or anything. Just thought people should know. God I fucking hate that bug.
I'm having problems with the skyre race module. I place this mod right after the race module and before the reproccer at the bottom of my load order. It seems to to completly undo the race module and resets all the races to vanilla buffs and powers exept for the carrying weight, which is like in the mod's description. Does anybody else have this problem or am I missing out on something?
EDIT: Still a great mod. Having no issues on vanilla.
I have the exact same issue. If you place this mod before the SkyRe Race Module, then this mod doesn't work. If you place this mod after, then as you said, SkyRe doesn't work. I have yet to find a work around. I was searching for one when I seen your post. W/o a work around, we may have to choose one mod or the other...
Update: I was able to use TES5Edit to tweak the SkyRe Race Module to reflect the weight value changes in this mod. Everything seems to work perfectly now, though I haven't extensively tested it yet.
77 comments
"Will NPCs like my follower have appropriate carry capacity or will they be at the standard 300?
report posted @ 8:54, 7 Mar 2015 Reply - View download history"
EnigmaWolf:
"I use this mod and a multiple followers mod, Extendable Followers Framework, and I confirm that their Carrying Capacity is limited by the weight of the items you give them thus this mod is functioning correctly.~"
"Just found this little but superb gem, wow (will endorse later, bookmarked your page).
I use iNeed which has a config for reducing weight capacity, hope your mod is compatible. My guess is it'll work together. I might report back on this point, after testing in my current quite young playthrough on level 3 (i'll put the iNeed config-set back to 0, means 300 standard, thus no setting for this item; playing a Nord i always put it so that i have 100 capacity with iNeed enabled/configured, your set with 120 is alright for me, too).
EDIT
After testing in-game:
- It works with iNeed (also in playthrough's).
- I use LOOT (pretty much makes a good job with the compatibility sorting for my active 150-160 esm/esp plugins, very few exception rules), which puts your mod somewhere in the third half of the list - this doesn't work (maybe you can report that to the LOOT makers, as i'm too lazy or let me say too busy for that).
- So it requires to manually put your mod to the bottom of the list (as you hinted already), then it fires instantly.
- Even iNeed's carry weight capacity config still works, which has step settings of -50 -100 -150 -200, so in principle the first two are feasable to apply
Edit2: Endorsed, especially because your mod apparently works also for all npc's ... i'm still excited how wandering traders/merchants (ie. from immersive patrols andthelike, applied) manage that ... . Hope, those contents won't be impacted negatively.
posted @ 21:00, 14 Mar 2015 Reply - View download history"
EnigmaWolf:
"Thank you testing with another mod, reporting your findings here, and endorsing my mod.~
Interestingly, NPC Merchants Stock is Separate from their Inventory as an NPC in the Creation Kit.~ The NPC Merchant Stock is actually a list of items that become available at certain levels.~
This is why you can not steal a Merchant's Stock from their Inventory directly.~"
God I fucking hate that bug.
It seems to to completly undo the race module and resets all the races to vanilla buffs and powers exept for the carrying weight, which is like in the mod's description.
Does anybody else have this problem or am I missing out on something?
EDIT: Still a great mod. Having no issues on vanilla.
Update: I was able to use TES5Edit to tweak the SkyRe Race Module to reflect the weight value changes in this mod. Everything seems to work perfectly now, though I haven't extensively tested it yet.