Now v1.3 is released I'd just like to gloss over some of the current features, the two versions and future plans etc...
As of v1.3: - There are 2 spells that open inventory. Oh myyyy... - The "Open Inventory - Outfit" spell allows you to take items of the NPC's original outfit and gives them a brand new one, randomly generated. - You now can access a "portable storage" whenever and wherever you are. You can safely store whatever you like there. This is great for people who have collector type mods or things like Halos Poser. Or maybe you are just a minimalist that struggles with a hoarding issue. I am not judging. - Auto loot will now automatically loot items to your portable storage instead of you if you are sneaking.
Why two versions?
I was told a power version would work better with Add Item Menu. I don't use that mod and the most I know of it is what I've read. It was a request and testing the power version, it seemed to run much more smoothly with possibly better control. I will be using this version personally from now on, but left it as an optional as updating with one of the spells equipped would have caused issues.
The spell version looks nicer, has better effects and would be better for people roleplaying as mage characters or wanting to level their magic skills. It also has the advantage of having two of the mod's spells equipped at the same time. The choice is entirely down to your preference. If updating from 1.2 for either version then you'll need to buy Open Inventory - Outfit and Portable Storage at the Riverwood Trader.
Future Plans
This mod would have remained at version 1.0 if not for the suggestions of the community. Keep them coming, if it's physically possible and doesn't detract from my intentions with this mod then I will implement them. However, I have many other mod projects that I would like to finish or update. This mod is at a point that development will take a backseat for a while. Then maybe a big update, who knows...
Thank you for all the downloads, endorsements and comments. They encourage me to make more mods.
I am still working on this mod and any improvements, fixes etc... However, I have recently been focusing on a more personal project which is quite big and has taken up considerable amounts of my free time. For reasons that will become known, it is very important to me to develop and release that mod.
To make matters worse, I live in England where the weather is abnormally hot and I use a laptop which has an overheating issue. This has greatly restricted my modding time. I've had to prioritise the new (bigger) project simply so it is not at a standstill. This new project is now very near completion and once V1.0 is released (SE exclusive for now, sorry !) , my priority will be Open Inventory.
Thanks for all your ongoing support of my mod, it makes me really happy that people enjoy it and any issues will be fixed.
I emptied Lydia's inventory, but when I gave her different stuff she wouldn't equip it, maybe it's because I had to use the spell to open her inventory because every time I talked to her "I am sworn to carry your burdens" but nothing would happen and it wouldn't leave dialogue mode
Edit: While I now have to use the spell to open her inventory at all, I can tell her to get dressed
can you add showing the spells or make a different mod that Shows the spells of an npc ? would be realy nice because nobody knows how to see that either via console commands or else
CatGirl wrote: Big thanks for your work. This spell give me more carry weight (60000 +), How i can returning my normal carry weight?
Seconded. I mostly wanted this to remove modded items I don't want NPCs to wear when the resetinventory command doesn't work. The carry weight active effect feels too cheaty.
Edit: I nerfed it by opening the esp in the Creation Kit, finding the entry '_CarryWeightSpell' and changing the magnitude to 1.00. It only works with a game from before this was installed though, near as I can tell, so hopefully doing so had no interference with the other aspects of the mod. I was hoping for a console command to remove the effect, which I'll try to figure out later... At any rate, thank you, PhysicsFish for this mod. :smile:
Edit 2: Not sure what happened, but this suddenly stopped working when it used to work perfectly. At first I thought it might have been the change I made, so I reverted to the original esp and entered the world via qasmoke (I.E. a fresh new game, in a manner of speaking). The regular 'View Inventory' spells still worked, but the ones that are supposed to enable me to view equipped armor and weapons, although it used to work fine in my save game, did the same thing as the regular spell, except it made them naked. >.< The qasmoke game was with only this mod and requirements as well.
Hi there...I just wanted to say I've tried your mod and it has many uses! I was wondering if you might add a version that adds nothing as a replacement outfit, but lets us place an outfit there that they will equip. That was one of the main reasons I downloaded it, hoping that it might be an easy way to put specific outfits on NPCs. Unfortunately they just wont wear what I put in their inventory and the equip function seems not to work (perhaps because a random outfit is being generated). All in all, a great mod for taking everything tho! :)
That was originally my plan for the outfit part of the mod but people were annoyed by them becoming naked. If I used something with an armor rating too low, an alternate attire (sleep outfit for example) would become part of the existing outfit. Not everyone was willing to re-dress them and just wanted their kit. I will be fixing this in an update and there will be both non-skse and skse versions. The reason they don't wear it right now is because I added a formlist that picks a random outfit for them to wear which generally has a higher armor rating to prevent the aforementioned happening. It's difficult to find a balance, especially without skse as the mod was originally made for sse.
But I am glad you find it useful and the simple answer is that this aspect of the mod is being worked on.
hmm even if its random picks from "this chest of parts" this could increase the performance with it not having to parse the whole list of things if this was in a Staff you could give to Companions this could be FUN
The current version works like this: - removing all items to a separate container (to remove the outfit - best method without skse) - sets a new outfit. This MUST happen to fill the outfit slot. I used formlists for each armor piece as putting them in rags seemed to cause issues with NPC that have a sleep outfit and I couldn't decide on one that suits every NPC. - Removing the items back so everything is in the inventory.
The skse version I am working on right now deals with the outfit directly. When it is ready I will release. It works, but it is not at a stage I am happy with.
As for adding to a staff, that's a possibility but I didn't really fancy the idea of your companions being able to willy nilly change outfits of npc in skyrim if they used the staff at all.
And as for source files... I am happier to explain how I've done things. I don't trust people to not steal my mod or use them without my permission. I hope you respect my decision on this.
It was originally just a spell to open the inventory with no other plans, due to requests it has since expanded. Opening the inventory using a spell is magic, not particularly cheating or a god item. Maybe at this stage it could do with a category change, but originally it was pretty accurate.
I can create a power version but to be honest it seemed unnecessary, the cost to cast the spell is pretty minimal and will help level your conjuration, which is always useful. If it were a power I could set it to no cost and of course it would be in power section, but it would not level any stats. If you are having trouble finding the spell each time you want to equip it then it might be worth favouriting it.
Haha yeah, certainly not gameplay-wise but I was just thinking how magnificent it could work alongside AIE 2.0 if this mod also included a power version
I don't use AIM, purely because I'd be too tempted to cheat with things like Relics of Hyrule which ruin them so I have no experience using that mod but I did read the mod page and I am unsure what bonus a power would have. Could you explain? That way I might be able to make a version more focused for AIM users with maybe a script tweak if necessary.
AIM basically works in 3 ways: spell, power, and item. The spell version activates a menu after being charged, the power activates a menu instantly after pressing "z", the power/shout key. And the object version does the same thing as the previous two but needs to be activated/opened from the inventory, like regular looted items, instead of being casted/shouted(power)
The basic idea would be to create a simplified version of the existing spell. Hovering over an NPC and pressing z would instantly grant the player access to the NPC's inventory without delays or special effects. The power key would serve as the activator and if there is an NPC in range of the cursor, it should activate the NPC in range
57 comments
As of v1.3:
- There are 2 spells that open inventory. Oh myyyy...
- The "Open Inventory - Outfit" spell allows you to take items of the NPC's original outfit and gives them a brand new one, randomly generated.
- You now can access a "portable storage" whenever and wherever you are. You can safely store whatever you like there. This is great for people who have collector type mods or things like Halos Poser. Or maybe you are just a minimalist that struggles with a hoarding issue. I am not judging.
- Auto loot will now automatically loot items to your portable storage instead of you if you are sneaking.
Why two versions?
I was told a power version would work better with Add Item Menu. I don't use that mod and the most I know of it is what I've read. It was a request and testing the power version, it seemed to run much more smoothly with possibly better control. I will be using this version personally from now on, but left it as an optional as updating with one of the spells equipped would have caused issues.
The spell version looks nicer, has better effects and would be better for people roleplaying as mage characters or wanting to level their magic skills. It also has the advantage of having two of the mod's spells equipped at the same time.
The choice is entirely down to your preference. If updating from 1.2 for either version then you'll need to buy Open Inventory - Outfit and Portable Storage at the Riverwood Trader.
Future Plans
This mod would have remained at version 1.0 if not for the suggestions of the community. Keep them coming, if it's physically possible and doesn't detract from my intentions with this mod then I will implement them. However, I have many other mod projects that I would like to finish or update. This mod is at a point that development will take a backseat for a while. Then maybe a big update, who knows...
Thank you for all the downloads, endorsements and comments. They encourage me to make more mods.
I am still working on this mod and any improvements, fixes etc... However, I have recently been focusing on a more personal project which is quite big and has taken up considerable amounts of my free time. For reasons that will become known, it is very important to me to develop and release that mod.
To make matters worse, I live in England where the weather is abnormally hot and I use a laptop which has an overheating issue. This has greatly restricted my modding time. I've had to prioritise the new (bigger) project simply so it is not at a standstill. This new project is now very near completion and once V1.0 is released (SE exclusive for now, sorry !) , my priority will be Open Inventory.
Thanks for all your ongoing support of my mod, it makes me really happy that people enjoy it and any issues will be fixed.
Edit: While I now have to use the spell to open her inventory at all, I can tell her to get dressed
I fixed it:
Disarm the Imperials and arm the StormCloaks better.
(It also works good on PS3. Thanks.)
Seconded. I mostly wanted this to remove modded items I don't want NPCs to wear when the resetinventory command doesn't work. The carry weight active effect feels too cheaty.
Edit: I nerfed it by opening the esp in the Creation Kit, finding the entry '_CarryWeightSpell' and changing the magnitude to 1.00. It only works with a game from before this was installed though, near as I can tell, so hopefully doing so had no interference with the other aspects of the mod. I was hoping for a console command to remove the effect, which I'll try to figure out later... At any rate, thank you, PhysicsFish for this mod. :smile:
Edit 2: Not sure what happened, but this suddenly stopped working when it used to work perfectly. At first I thought it might have been the change I made, so I reverted to the original esp and entered the world via qasmoke (I.E. a fresh new game, in a manner of speaking). The regular 'View Inventory' spells still worked, but the ones that are supposed to enable me to view equipped armor and weapons, although it used to work fine in my save game, did the same thing as the regular spell, except it made them naked. >.< The qasmoke game was with only this mod and requirements as well.
But I am glad you find it useful and the simple answer is that this aspect of the mod is being worked on.
if this was in a Staff you could give to Companions this could be FUN
could you post the source files??
- removing all items to a separate container (to remove the outfit - best method without skse)
- sets a new outfit. This MUST happen to fill the outfit slot. I used formlists for each armor piece as putting them in rags seemed to cause issues with NPC that have a sleep outfit and I couldn't decide on one that suits every NPC.
- Removing the items back so everything is in the inventory.
The skse version I am working on right now deals with the outfit directly. When it is ready I will release. It works, but it is not at a stage I am happy with.
As for adding to a staff, that's a possibility but I didn't really fancy the idea of your companions being able to willy nilly change outfits of npc in skyrim if they used the staff at all.
And as for source files... I am happier to explain how I've done things. I don't trust people to not steal my mod or use them without my permission. I hope you respect my decision on this.
https://www.nexusmods.com/skyrim/mods/64905
The basic idea would be to create a simplified version of the existing spell. Hovering over an NPC and pressing z would instantly grant the player access to the NPC's inventory without delays or special effects. The power key would serve as the activator and if there is an NPC in range of the cursor, it should activate the NPC in range