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gezegond

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gezegond

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51 comments

  1. gezegond
    gezegond
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    Sticky
    Update: You can now pick up the sack after it's dropped. To do so, first empty all the contents then activate it while sneaking.

    Update 3: You can now mark the sack's location on the map. Each sack is identified by a number. Use the "Take Notes" mod to keep track of what you have stored on each sack.

    Thank you everyone for your kind words. :smile:

    I have made a discord server for my projects. If you like you can drop in and have a chat.
    https://discord.gg/ZVVKtcaczz
    1. jaxonz
      jaxonz
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      The ability to pick up a sack while sneaking introduces a bit of a bug. If you do not remove the sacks contents first, all contents are lost and the sack in inventory is considered empty.

      Advise you provide a prompt to confirm sack retrieval when activated while sneaking and then call RemoveAllItems on the sack, moving the contents to player inventory.
    2. gezegond
      gezegond
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      Hi jaxonz. iirc I made it so that if there's anything in the sack it won't let you pick it up as long as you have SKSE, which is required for this mod.
    3. MajorFreak
      MajorFreak
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      hmmm...i accessed the container while sneaking, removed all contents, and now i can't pick the sack up no matter what i do ingame. i'll try troubleshooting, plus reproducing this bug again to confirm.

      hmm...now i have a problem because i reloaded and tried to do it by removing all items while standing up, then activating while sneaking. gives me the same "all contents must be removed yadda yadda"

      it's probably my install order...i'll try moving it to near the bottom and see if that fixes it. nopers.

      oh well, maybe it was just that one particular sack. i'll follow up later
  2. Kinlar
    Kinlar
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    I keep getting this error in the Papyrus log:
     

    Cannot open store for class "QF_LootLater_SackList_02001D9C", missing file?
    Error: Unable to bind script QF_LootLater_SackList_02001D9C to LootLater_SackList (55001D9C) because their base types do not match

    And indeed, the QF_LootLater_SackList_02001D9C.pex script, which is used in LootLater_SackList quest, is missing in the package.
    1. gezegond
      gezegond
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      I'll take a look at it but the mod should function fine without it. I looked at the script and it doesn't do anything, not sure when I made it and what for.
    2. bschneider72
      bschneider72
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      • 8 kudos
      did you fix this issue i want to use your mod but not with papyrus spam.
    3. Modling
      Modling
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      • 28 kudos
      The last update is posterior to the post, but take a look at Papyrus Log to be sure.
    4. Daemonjax
      Daemonjax
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      • 66 kudos
      I confirmed that the quest LootLater_SackList still has a script attached to it that does not exist (QF_LootLater_SackList_02001D9C). '

      I removed the script from the quest using xedit.
  3. Lorneos
    Lorneos
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    Thank you for this very useful mod! It would be great, if you could port it over to SSE!
    1. gezegond
      gezegond
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      I am currently taking a break from modding so I can't say that would happen soon if ever.
  4. brakerofwind
    brakerofwind
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    Hi, just wanted to leave a comment and say great mod, and appreciate all the work and thought that went into making it. Mad respect. Just wondering if you or anyone here could help with the fact I cannot pick up one of the sacks after dropping. No prompts for me when sneaking. If not, thanks anyways.
    1. gezegond
      gezegond
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      If you installed one of the older versions, it didn't have that ability. If you don't have skse that might be the problem. Otherwise, it might be that your scripting engine is too busy (too many script mods), the mod wasn't installed properly, or there was an incompatibility issue with another mod.
  5. Kinlar
    Kinlar
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    I have a problem with the mod, if I drop two sacks consecutively (but not at the same time), I cannot pick up the first one. I'm not sure if it's related, but it often happens with the one which gave me a "doesn't fit" warning.
    1. gezegond
      gezegond
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      Hi. Yeah you shouldn't do that, they'll just go directly "on top" of each other (in 3D space they'll be "inside" each other) and then there will be problems with collision detection (which is why you can't pick it up). Just move a bit before dropping another sack.
    2. MajorFreak
      MajorFreak
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      how are is a little bit?
    3. gezegond
      gezegond
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      A single step should do I guess. Tell me if it doesn't solve your problem.
  6. vizex1
    vizex1
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    Just a minor suggestion. I think the quest for marking sack locations should be in the miscellaneous quest section. Seems more fitting.
    1. gezegond
      gezegond
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      In misc section I couldn't mark them separately had to either mark them all together or clutter the misc with all the sacks. This way seemed better and more organized to me.
  7. Psypicasso
    Psypicasso
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    What a hell of a genious idea! Thank you a ton mate.
  8. hero2zer0
    hero2zer0
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    this mod seems like the closest i've been looking for, would you ever consider making something like this but as a backpack, so instead of simply adding 50+ to capacity if you could actually store items in a seperate inventory then carry said inventory and drop it to take what contents you need
  9. jaxonz
    jaxonz
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    Consider placing the sack container slightly in front of the player. It presently places it under the player's feet.
    1. gezegond
      gezegond
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      Thanks for the suggestion. I didn't want that because it would become problematic if the player is close to a wall. It's a simple mod so the fact that it spawns under their feet isn't a big deal IMO.
  10. Ka3m0n
    Ka3m0n
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    I LOVE these small realism mods! It's why I created GEMS. "Loot Later" is now featured on GEMS under category 260 - Backpacks and Storage.



    Thanks for sharing your work with everyone and making Skyrim a better game!
  11. madpaddy
    madpaddy
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    Great work mate, such a simple mod but i wouldnt play without it now .