* Bags of Holding now actually have infinite carry weight. * Bags of Holding no longer share one inventory. Instead, every Bag of Holding is its own separate container.
This may break existing Bags of Holding. Follow these instructions to update from version 1 to version 2:
* Empty your Bag of Holding. * Drop it to the ground; then open the console, click on your Bag, and type "disable", then "markfordelete". Alternatively, you can put the bag in some respawning container, and make it disappear that way. * Install version 2.0. * Use the console command "player.additem xx034d31 <number>" to add <number> new Bags of Holding to your inventory. xx is the load order of "Magical Utilities.esp".
Version 2.1 makes the following changes:
* add back button for teleport menu * allow dismantling teleporters remotely (without having to travel to them) * fix potential race condition in Fortify Speed script * add MCM option to turn off autosave
For some reason, whenever I open the Recall To Teleporter menu, or do so via the Teleport menu from the orb, nothing shows up despite me having created multiple orbs in multiple locations during testing. I'm not sure what I'm doing wrong based on the other posts on this, if anything, or if I'm missing a mod dependancy or something (going to investigate that a second time). Oh, and unlinking the orb seems to do nothing. I also can't find a way to dismantle or pick them up after they're placed.
Sorry if I'm being a pain. I was fairly sure I've read up on everything.
I tried to post a screenshot but apparently the forum saw fit to interpret that as the entire contents of an image file in text form. o_O
I have the same issue on Skyrim SE (I manually converted the mod). Tested Craftable Teleporters mod (manually converted too), it works for me. Will use that mod as a replacement https://www.nexusmods.com/skyrim/mods/74358
I have the original orb teleport mod installed and a pretty complex network of going. Can I install this, remove the older mod, and still have all most orbs works? Or will this remove them, as the newer mod sees them as all new object ids?
That's probably going to break things. You best bet is to 1. Dismantle your network 2. Remove the old mod 3. Install the new mod 4. Use the console to give yourself enough teleporters and rebuild the network
Love this mod. But recently whenever I open my bag of holding its name is barrel instead of bag of holding and it doesn’t have all the items I’ve put in ti
Hello, I cant seem to figure out how this works, I crafted the pad and the orb, placed the pad and the orb, but when I hit the recall spell and choose a teleport pad it makes the sound like I teleported but I don't go anywhere, do you have to name it before it takes you anywhere and if so how do I name it, thanks!
**Edit** Nevermind lol, figured it out. So the pads are for larger areas, and the orbs are for say, a desk?
I don't take it you would be open to making a patch for open cities for the orb teleporters? Or have it teleport you right outside the main gates. Right now, the orbs teleport you into the original city space, not the open cities area.
This mod doesn't add any teleporters to the game world; it just allows you to craft and place your own. You may be talking about the orbs added by Immersive College of Winterhold.
Yes, I was. That makes sense. I guess I may need to find a way to edit the esp myself. Just not sure what references to find and what to change them to.
Yes, I was. That makes sense. I guess I may need to find a way to edit the esp myself. Just not sure what references to find and what to change them to.
I loaded this and when I created a bag of holding, I started loading my crafting materials and it maxed out at 300 weight of items, it would not let me load any more. Your description said unlimited.
When I cracked open your mod, I noticed that instead of using a enchantment which would require a limit, you created an NPC for the bag, so I am guessing that it's using the follower limits for how much I can put in. Just a guess after a quick look.
Great mod all around. My only gripe is the teleport spells auto-saving after use.
Since my game tends to be a real crashy pos, I have all vanilla auto-saving disabled. Could I trouble you for a patch? I have a feeling it's in a script somewhere and that's the only thing I can't touch in the CK myself.
JerisEnigma wrote: Great mod all around. My only gripe is the teleport spells auto-saving after use.
Since my game tends to be a real crashy pos, I have all vanilla auto-saving disabled. Could I trouble you for a patch? I have a feeling it's in a script somewhere and that's the only thing I can't touch in the CK myself.
If your game crashes while saving, there's a serious problem with some of your mods.
Regardless, you can open AFLOTeleportLinkedScript, remove the very last line in the TeleportPlayer() function (Game.RequestAutoSave()), and recompile; that should solve your problem.
I just uploaded an optional patch to remove the autosaves.
Thanks for this mod, I think it was really missing in the game. During installation it conflicts with NPC Knockout Overhoul: - 'Interface\exported\uilib\UILIB_1_notificationarea.swf' - 'Interface\exported\uilib\buttonArt.swf' - 'Interface\exported\uilib\UILIB_1_ListMenu.swf' - 'Interface\exported\uilib\UILIB_1_TextInputMenu.swf' - 'Scripts\UILIB_1.pex' - 'Scripts\UILIB_1.psc' Do you know if they are the same or I have to expect issues?
21 comments
* Bags of Holding now actually have infinite carry weight.
* Bags of Holding no longer share one inventory. Instead, every Bag of Holding is its own separate container.
This may break existing Bags of Holding. Follow these instructions to update from version 1 to version 2:
* Empty your Bag of Holding.
* Drop it to the ground; then open the console, click on your Bag, and type "disable", then "markfordelete". Alternatively, you can put the bag in some respawning container, and make it disappear that way.
* Install version 2.0.
* Use the console command "player.additem xx034d31 <number>" to add <number> new Bags of Holding to your inventory. xx is the load order of "Magical Utilities.esp".
Version 2.1 makes the following changes:
* add back button for teleport menu
* allow dismantling teleporters remotely (without having to travel to them)
* fix potential race condition in Fortify Speed script
* add MCM option to turn off autosave
I'm not sure what I'm doing wrong based on the other posts on this, if anything, or if I'm missing a mod dependancy or something (going to investigate that a second time).
Oh, and unlinking the orb seems to do nothing. I also can't find a way to dismantle or pick them up after they're placed.
Sorry if I'm being a pain. I was fairly sure I've read up on everything.
I tried to post a screenshot but apparently the forum saw fit to interpret that as the entire contents of an image file in text form. o_O
https://www.nexusmods.com/skyrim/mods/74358
1. Dismantle your network
2. Remove the old mod
3. Install the new mod
4. Use the console to give yourself enough teleporters and rebuild the network
**Edit** Nevermind lol, figured it out. So the pads are for larger areas, and the orbs are for say, a desk?
When I cracked open your mod, I noticed that instead of using a enchantment which would require a limit, you created an NPC for the bag, so I am guessing that it's using the follower limits for how much I can put in. Just a guess after a quick look.
My only gripe is the teleport spells auto-saving after use.
Since my game tends to be a real crashy pos, I have all vanilla auto-saving disabled. Could I trouble you for a patch?
I have a feeling it's in a script somewhere and that's the only thing I can't touch in the CK myself.
If your game crashes while saving, there's a serious problem with some of your mods.
Regardless, you can open AFLOTeleportLinkedScript, remove the very last line in the TeleportPlayer() function (Game.RequestAutoSave()), and recompile; that should solve your problem.I just uploaded an optional patch to remove the autosaves.
During installation it conflicts with NPC Knockout Overhoul:
- 'Interface\exported\uilib\UILIB_1_notificationarea.swf'
- 'Interface\exported\uilib\buttonArt.swf'
- 'Interface\exported\uilib\UILIB_1_ListMenu.swf'
- 'Interface\exported\uilib\UILIB_1_TextInputMenu.swf'
- 'Scripts\UILIB_1.pex'
- 'Scripts\UILIB_1.psc'
Do you know if they are the same or I have to expect issues?
Thanks again
LTA
Edit: I'm not even sure whether a patch for those mods is needed, as I don't think there's any actual incompatibility.
If you think that the spell costs from Magical Utilities are too high, you can just download the ParMa patch, even if you don't have PerMa.
Downloading - and I promised myself I wouldn't download anything else after last night -you modders make it too hard to resist!
I won't be able to tell you if it works or not for awhile - I'm starting another new playthrough today (bc I can't stop downloading!!)
Thank you!