62 comments

  1. GrimmZombie
    GrimmZombie
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    Hello, I love the mod and I was wondering if you plan on making a SSE port?
  2. dragonfire3405
    dragonfire3405
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    Vielen dank!
  3. qwertypol012
    qwertypol012
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    Regarding support for Hypothermia, will any tents from this mod shelter/cover me from rain and snow?
  4. uglykidcid
    uglykidcid
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    Well I made that General Stores version if anyone wants it.
  5. uglykidcid
    uglykidcid
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    I love this mod. Very immersive. Some one needs to link a pack with General Stores
  6. snoffel
    snoffel
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    only one qustion...does your mod work with perma? Love your mod endorsed
    1. Guitarsolo
      Guitarsolo
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      im using this mod with PerMa, Frostfall, Wet and Cold, INeeds, and all Epic Gameplay Overhaul modules and Sleeping Dangers Sands of Time and a house mod, Eagles Nest. No problems, im somewhere midgame

      This mod is a must have in my opinion if you play with frostfall and an eating and drinking and sleeping mod etc
  7. tsarinvisible
    tsarinvisible
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    Cool mod!
  8. WillyBootleg
    WillyBootleg
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    I absolutely love this mod!! It combined with the Nomad equipment, frostfall and hunterborn create a wonderful immersion experience.!! One reason for my post is I'm noticing a small bug where each time I equip the rucksack it adds one lock pick to my inventory. So you can actually equip and unequip repeatedly And acquire many lockpicks. Lol. Not sure what's causing it or how to fix it though.
    I also wanted to say I think it would be really great for a frostfall version that uses it as a master allowing better integration of both features it would also be cool if there was an option to make frost falls backpacks works similar to the rucksack where they have their own separate inventory.
    but even just like it is thanks very much for this amazing mod!!!
    1. Xgf
      Xgf
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      Thank you

      Yes I add a lockpick, wait a moment and remove it again. I do this so that the Inventory is refreshed. Otherwise, the player would have to close the inverntar first and then openable again. So have to do it only for the correct lockpick Show ;-)

      But i Don't know why the remove not work for you

      Event OnEquipped(Actor akActor)
      xgfRucksack01Inv0.Removeitem(xgfRucksack01List, 9999, True, akActor)
      SetlWeight(2)
      akActor.AddItem(LockPick,1,True)
      utility.Wait(0.1)
      akActor.RemoveItem(LockPick,1,True)
      EndEvent
    2. WillyBootleg
      WillyBootleg
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      Perhaps a conflict with another script somewhere I guess. Maybe changing the load order will sort it out for me. One other question, I've tried searching for the value with TES5Edit, but is there any way to change or increase the carry weight thats added by the rucksack. For example, instead of the rucksack adding extra carry weight of only 35, I'd like to change it to be more like frostfalls backpack weight at 50. Or possibly even 75 since it's a larger backpack than those included with frostfall
  9. psadahm
    psadahm
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    I like this mod. seriously. But I got some major problem.
    I can't sure this mod occurs the problem, however, when I equip the rucksack, it makes my dovahkiin slower(I thought it's a one of the fuctions. And it's realistic. I like that way.) but when I unequip the bag, his walking/running speed is never return to normal.
    Even when I repeat this once again it become more slower.
    I think... the slowdown effect isn't dissapear and overrapped or something.... not sure.

    p.s. Sorry for my bad english but I realy wanted to tell you this because your mods are my favorite.
    and if there is report about this already, blame me. I couldn't found them...
  10. supakeshi
    supakeshi
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    I thoroughly enjoy this mod, and definitely endorse it. I do have one question for anyone Creation Kit savvy: How would one disable the respawning rucksacks in the vendors' inventories, or if easier, limit the purchasable rucksacks to only one? Although some may find the convenience of having multiple rucksacks available, for immersion purposes, I would prefer only having one available (i.e. one vendor having only one available in game, no respawn). This is more so due to the "shared inventory" idea of the rucksacks. I've been playing around creation kit as well as attempting to google answers, however, I haven't come across an effective answer to my question. Any help would be appreciated.
    1. NightDiver
      NightDiver
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      The mod author uses the quest xgfRucksackVendor to populate the vendor inventories. It would require at least modifying the xgfRucksackVendorItems script to do what you are asking. I haven't edited any quest before in Creation Kit but I have used TES5Edit to modify the playerwerewolf quest in a couple of the werewolf mods. Unfortunately, I think you'll need the full power of the Creation Kit.

      Personally, I'm thinking of just creating a crafting recipe for the rucksack at the tanning rack and forgetting about the vendors altogether. Besides, if I can craft leather armor, shouldn't I be able to craft a rucksack. Thinking about it, I'm tempted to blow away the vendor quest altogether and make everything craftable at a suitable crafting station.
    2. supakeshi
      supakeshi
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      Thanks for the tip NightDiver. I did as you advised, but after taking a look at the script source (as even looking at .pex scripts are beyond me at the moment), I came to the conclusion that I'm not good enough at scripting to cleanly edit the script to function to my taste without corrupting the script entirely, and thus, crashing Skyrim O_o (Might have something to do with me not touching any TES scripts since Morrowind... which means I know nothing). However, your variation of crafting verses purchasing from a vendor would be something I would definitely endorse! With that being said, of course it would be entirely selfish of me to request you or the creator of this mod to do anything to either effect, but I appreciate the time you took to answer my previous inquiry ^_^
    3. NightDiver
      NightDiver
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      The crafting recipes you should be able to do yourself. Just google "Creation Kit crafting recipes", it's dead simple. You'd just have to make sure to add this mod as a master, which takes a little extra effort. It wouldn't solve the problem of every rucksack sharing inventories but just ignore the rucksacks in the vendor inventories. The author's mod creates two containers which stores everything from any rucksack the player uses, hence the shared inventories.

      I tinker with a lot of mods to make them suit my personal taste or to fix broken mods.The mods I modify are to make them more immersive or more suitable for roleplaying according to my taste. However, they are only for personal consumption since if I post them to the Nexus I can get an instant-ban without first having the mod author's permission.I'm always happy to help someone do their own modding/mod creation that asks for it if it's within my meager abilities. Otherwise, if the mod author doesn't want to do it and gives me permission and approves of the changes I'll post something.