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qlhaele

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  1. nifty
    nifty
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    Since this doesn't affect the Hearthfire homes, I uninstalled (using the uninstall fix script) and to try another mod. The other mod wouldn't work at all. So I tried putting this mod back in on the original save I made before uninstalling. This mod wouldn't work either. Somewhat fortunately, it didn't break the alchemy table, the mod just isn't removing the original Breezehome satchel and replacing it with the mod's satchel. I tried manually adding the mod's satchel from the console, but the satchel doesn't exist to be added. It's like the uninstall script jacked up the save, even though I didn't use THAT save game when I ran the uninstall script. I guess I'm back to manually putting ingredients in the satchel again.

    Point is do not uninstall this mod unless you really never want to use it on that character again.

    EDIT: I loaded another character's save game with the mod loaded. The character was in Honeyside, so I went right to the alchemy area and the alchemy satchel was there and working. I saved the character and exited out of Skyrim. I relaunched Skyrim and went to the original character save. The alchemy satchel was there in Breezehome and working appropriately! So if you do run into the issue I had, try loading a different character that hasn't been messed up, and see if that fixes the other save.

    Also, for Hearthfire or any other place where you want the alchemy satchel, follow the steps mentioned in an earlier post. use placeatme xx000D62 to get the satchel in the world. use moveto itemref# x,y,z to get it placed. Then use Disable followed by Enable to reset the item so the interaction point is now where you relocated the item to (otherwise, the satchel will have moved, but the interaction point is still set to the original spawn point for the object.)

    Doing that will not get a Hearthfire alchemy table to automatically move the ingredients from satchel to your inventory though. You'll still need to open the satchel manually and hit Take All. Reason is the mod author did not attach his script to the Hearthfire alchemy tables. I don't think it's possible to attach a script via the console. You'd have to go into the CK to do it.
    1. frenchiveruti
      frenchiveruti
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      I would love a Dev reply here....
      So far, the workaround is useful. Now the thing is to learn how to "bind" the satchel with the alchemy table.
      I wonder if there's any command to do so.
    2. deleted59475776
      deleted59475776
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      The mod should be easy to fix as I'm seeing in SSEdit. One can at last resort create duplicate of alchemy workstations and attach to them the new script and disable vanilla workstations in the plugin. This way when uninstall the mod you retrieve vanilla stuff without script alteration.
  2. vecnysamotar
    vecnysamotar
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    Is this mode dead? Because the last update was in 2012
    1. qlhaele
      qlhaele
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      This mod will still work, but it's been pretty much replaced with my other mod Automatic Item Storage. So I'd probably recommend using that instead, but it's up to you. Some people might still prefer this mod instead that's why I left it up.
    2. deleted59475776
      deleted59475776
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      I prefer this mod to the other one because it's light. I was using Automatic Item Storage but it has some issue when you do quests that involve emptying your inventory like going in Jail or the MQ Thalmore embassy part.
  3. Ka3m0n
    Ka3m0n
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    What a great timesaver! Just to let you know, "Alchemy Ingredient Storage" is now featured in my community directory of Gameplay Enhancement Mods. (Only mods that improve realism and gameplay are selected).



    (Your mod is listed under category 120 - UI - Timesavers )

    By adding it to GEMS, I hope more people will see your mod and try it out.

    Thanks for helping to make Skyrim a better game!
    1. frenchiveruti
      frenchiveruti
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      This mod is now Extremely Outdated, does it deserve to be still in G.E.M.S.?
    2. SonofRiggnarok
      SonofRiggnarok
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      Unless someone made a better one I don't see how it's outdated. It's pretty much perfect for all skyrim saves no matter when you play.
  4. qlhaele
    qlhaele
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    @ducnam - Yeah I hear ya. There's a reason I posted end of support notices on all my mods -- I literally can't make any updates at the moment since I don't even have a Skyrim capable machine with which to mod. At some point I plan on updating this and my other mods, but don't hold your breath because I don't know when that'll be.

    @true_blue - Yes, if you're familiar with modding and using the CK, then adding the satchel to the new homes isn't very difficult. Just look at how I set everything up in the CK for each home and do the same for the new ones.
    1. Jambo11
      Jambo11
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      I can't attach the script to another alchemy bench because I can't find the script, and a copy/pasted preexisting alchemy bench and satchel only work 50% of the time in-game. Sadly, I can't clean up the scripts to better fit the new location because: "Errors encountered while attempting to reload the script."
    2. frenchiveruti
      frenchiveruti
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      Hey, have you found a solution in this 2 years?
  5. KaosRs
    KaosRs
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    i'ts compatible wicht manors the hearthfire :??
    1. frenchiveruti
      frenchiveruti
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      Nope
  6. Bryanspro
    Bryanspro
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    Sounds like something i need for, so many ingredients...

    So much waste time....
  7. Mayhem King
    Mayhem King
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    • 29 kudos
    When I uninstalled this mod, it broke my home alchemy labs. (They stopped working.) Therefore, I recommend to NOT uninstall this mod with an existing character/game save. Otherwise, I haven't had any issues with this mod.

    If you uninstall this mod with an existing character/game save and they stop working, you can reinstall this mod and your home alchemy labs should work again.
  8. Jambo11
    Jambo11
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    Well, I finally figured out how to edit the script properties. The only problem is I can't get that little icon next to the script name to turn into a green arrow, even though all of the properties are filled.
  9. Jambo11
    Jambo11
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    It's too bad that attaching a script to something makes it a persistent object. I want to move the alchemy table and the satchel in Proudspire Manor to fit with a mod for that abode, but the satchel can't be moved. Oddly, I had no problem moving the alchemy table...
  10. Jambo11
    Jambo11
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    The number of abodes that where you've placed an alchemy satchel is quite extensive, but there's a few that I'd like to add. How would I go about placing linking the satchel to a given alchemy table?

    Edited to add: Nevermind. It was a simple as copying and pasting the satchel and an alchemy bench from another location. I would imagine that the simplicity of the process was due to the fact that each satchel and alchemy bench are linked together via script, instead of being linked together through the object edit window.

    It isn't 100% reliable, but it's better than having to transfer the ingredients back and forth the old-fashioned way

    Sadly, as I just recently noticed, the Dragonborn ingredients aren't included in the script, and I get an error every time I try to examine the script properties.

    Edited to add...again: Hopefully, simply adding the Dragonborn ingredients to the form list, "MT_AlcAll," is all it takes.