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BralorMarr

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  1. xanly
    xanly
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    wyre bash says there  are something wrong with this bsa archive
  2. Taedus
    Taedus
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    Makes my game crash on the main menu when trying to load. You have to start a new game for this to work?
  3. pfwolfson
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    Just started using. How do you swap these bags from right to left? There is no explanation anywhere! In principle seems like a good mod but to me seems pointless if every bag is fixed to back right slot and you can only wear one at a time. Im looking to wear as many as possible so how do you swap them in game, nothing in MCM tells you.

    Also could I edit the bags positions myself in Skyrim Creation Kit? How would I do that.

    Thanks
  4. Bridgitte01
    Bridgitte01
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    This mod reminds me of the bag/pouches found in the killer cart mod - there you get separate bags/pouches to store separate things eg. one for soul gems, one for building material, one for food, one for alchemy ingredients - each of them auto sort from your inventory and doesn't add to your weight if not equipped - if there are items not stored into the bags that you wish to have stored, you drop the bag/pouch to the ground, open it and then store the extra items before picking it up again - very useful when playing the game for all makes of character
  5. EriIsMatter
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    I loved this mod for the short time it functioned, but after maybe ten days in game, the hotkeys randomly don't work, dropping the bag leads to its complete disappearance, and carry weight doesn't recalculate. I have bandolier of course, and I can drop and use alchemist sack exclusively at this point...have to uninstall for now. Thanks for those ten days, rip FB in my load order. ;n;
  6. elenhil
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    The only 'conflict' with CCOR is that FBs require more ingredients to craft them than is logical under CCOR standardised recipes.
  7. Legedur
    Legedur
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    Hello. Can someone tell me how this needs to be installed with CCOR? Because CCOR also has Bandoliers integrated. So, how does this work? Can someone activate Bandoliers in CCOR and have Functional bags too or must someone leave CCRO without Bandoliers activation and use only Bandoliers meshes and textures and Functional Bags the only active mod?
    1. khyloskye
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      Late reply, but using it with CCOR is fine. Like that mod, this one only uses the models of Bandoliers. I've had all three installed for over a year and only noticed one minor carry weight conflict that is easily fixed using the MCM.
  8. Sinyentur
    Sinyentur
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    Is there any way to configure things so that more hotkeys can be used?
    I would really love to be able to load my herbs into their bag with just a button press after picking them.
    I really love this mod and it works well but needing to use the menu so frequently is a little bit disruptive.
  9. khyloskye
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    Just want to say that this mod is a wonderful idea and has huge potential. I use it with every playthrough. That said, I'm going to shamelessly ramble off some of my own thoughts on it. So forgive me.

    One of the drawbacks is that you can only equip one "satchel" type bag at a time, one on each side would be great. As someone below mentioned, not everyone is a fan(including myself) of the way bandoliers look and would rather use satchels/belt bags/backpacks only.

    Below was mentioned a septim bag, that's a great idea...I use the Coin Replacer Redux as well. Like the gem bag, it would look really neat on the front right/left slots.

    In that same post below is mentioned having a weight/item limit to the bags themselves. One such mod already does this already to a small degree: EK_Limited Items(http://www.nexusmods.com/skyrim/mods/11322/?). It is currently compatible with Bags, Bandoliers, and Pouches, and limits inventory space in two ways: # of items and/or size of items. For instance, backpacks can have a space limit of say 30, and weapons/armor all have space values. So if a helmet has an inventory space value of 5, you could only fit six helmets in the backpack. It also has a potion, lockpick, and arrow # limiter. So let's say you limit your potions to 10 without any bags equipped. Adding a small pouch from BB&P would increase that by 5, and you could then carry 15 potions max instead of 10. It's really a great mod that doesn't get much attention.

    I wonder if there is a way to combine the space/number limitations of EK with this mod. How cool would that be to have a coin pouch that can only carry like 500 septims max. Or a pelt satchel that is limited to 10 or so pelts. Anything that cleans up that last "miscellaneous" tab in the inventory is always a good thing, and finding a way to divert certain categories of things to be inside an actual bag or pouch would seem a great addition to Skyrim. For instance, just using the simple gem pouch ability of this mod saves nice amount of clutter space in that tab and makes the inventory so easier to navigate. Think about how much space in that tab would free up if you had a separate spot for pelts, bones, soul gems, even looted armor.

    Anyway, sorry for the rant!
    1. BralorMarr
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      I love rants... when they are constructive brainstorming. I think we have similar views of the ultimate direction of bag/item weight management and the way I see it, these sort of limitations solve 2 important problems:

      1) Having strong limitation on carrying capacity, especially of large items, is in effect a complete "economy" rebalance of the game which has the potential to solve the inflation present in most RPG gameworld WITHOUT necessitating ridiculous constraints like price scaling or making items unlootable or random drop.

      2) Having a hierarchically organized inventory is more efficient (script-wise) when the player's inventory is being looted (as in my Death Alternative mod), which was one of the main reason for this mod i.e. to put the dozen of ingredients one can carry under a single item.

      Incidentally, I'm a big fan of boxed inventory (i.e. limited number of slots) and I would like to see an implementation where the player has to carry any extra large loot directly in his hand (like the NPC carrying wood for example). That would make for an extremely interesting dynamics when the player is caught flat-footed due to being too greedy!

      The main problem with all this is that it is difficult to integrate such a system with the vanilla inventory system without access to the engine code, which we don't have. Simple self-organizing and limited capacity bag are easy enough to implement, but the problem is that the items inside become in effect not carried by the player... so for example, you can't pay with gold in a bag when you are in a vendor without first taking the gold out of the bag or creating a function that does that automatically each time, which may become script heavy. Maybe this is not insurmountable.
    2. khyloskye
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      Interesting. I hadn't thought of the indirect effect of economy balancing. I can vouch it certainly affects my gameplay. With this mod, EK, and my base carrying capacity reduced to 100(Disparity slider), it certainly changes the way I play the game. Not only do I have to carefully pick and choose which items to loot, but I also have to carefully choose which items I leave my home with. For weapons, often that means 1 bow, 1 dagger, 1 sword and shield, and maybe a 2-hander. Also only 10 potions, 20 lockpicks, and 40 arrows max with EK(although Hunterborn lets you make more arrows on the fly with the right animal ingredients). I find that over-harvesting ingredients(even though individually they weigh ounces) is the primary reason I become encumbered...so I have to pick and choose there as well, not to mention training myself to regularly leave the lions' share of ingredients at home.

      I really like it this way, even though it can become an annoyance at times. It just makes the game feel so much more realistic. With your mod, I use the bandolier(gold and misc items), the gem pouch, and the soul reliquary the most. Not only are they generally light items, but they really help to clean up that too-often overloaded MISC inventory tab. Remembering to retrieve gold first before talking to merchants was irksome at first, but after a time it became habitual. The pelt, ore, and alchemist bags I tend to leave at home for the most part, but I do bring them along if I know I will really need them beforehand. Planning becomes paramount. And it slows the game down which is a good thing...it's too easy to fly through Skyrim if you want to.

      One small thing I found odd is that you allow firewood to be stored in the bandolier. Not sure if it was intentional or not, but it seemed an odd inclusion as almost everything else allowed in that bag is small misc items.

      I haven't used Death Alternative yet, but I've always wanted to try it. Any scripting heaviness to it? I'm already pretty maxed out on encounter scripting with my crazy mod list.
  10. hresben
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    khylolskye mentioned something similar (if not the same?)
    It would be nice to have a bag for gold/septims but without using the bag slot.