An update to the IMS Compatibility Patch TES5Edit script has been released. There is only a slight change to the code. If you have modified the TXT files to work with your particular setup only extract and replace the PAS file. The script will now bypass injected records and allow it to work with mods such as Complete Crafting Overhaul Remade. If you did not encounter the "Load Order FileID" issue when using the previous version, you do not need to re-build the patch file.
Hello! Before anything, I love the mod but I have a problem, I saw this was on the bugs section marked as "being looked at", but I want to confirm that I have some of my containers with autostore turned off (mainly sell sack and arrow quiver) however it still chooses to auto store my items in there. Any reply would be appreciated!
Honestly, its a little hard thinking back to how this version is coded. I've been working on and testing a new version for SSE in between work and other "real life" things.
You can try emptying the affected containers, rebuilding the list (if it has that option), turning off the container and seeing if that prevents the items from auto-storing. If it does, try turning them back on and making sure that nothing is being auto-stored while the list is supposed to be empty.
Note that auto-storing is defined as the automatic transfer of items as they are picked up from the ground and from containers. Other instances of automatic transfer not considered part of "auto-store" is the return of items after crafting or selling.
I have been using the Legacy of the Dragonboan mod since long before I installed this mod. My Legacy Relics container has always been grayed out and unusable. This mod still needs an awful lot of work, but then you already knew that.
*confused* You've been posting on the SSE version of this mod. Now you are posting on the LE version. If you're somehow mixing SSE and LE mods, no wonder things are not working.
No need to get snippy princess. No I'm not confused. Nexus just gave me the wrong game when I did a search. Everything I said still applies. The mod still needs a lot of work, but It still has a lot of potential even if it doesn't work half the time. Too bad it has been abandoned.
I completely understand if you aren't willing to provide support for this but I'll ask anyway in case you are adventurous. I ported this mod into SE and it's working great! The only issue I have is with the custom patch, "the FORMid can't be mapped that your sticky refers to." Do you anticipate any other issues with importing this into SSE? Thank you for your advice. Again I completely understand if you're like "I can't help you with that."
I see no reason why the main mod itself couldn't be ported without issue.
As far as the xEdit patch script, no idea why it is doing that for some people. I cannot replicate it with the load order that I am using. Thus it may be a result of having certain other mods in the load order.
I did some fiddling and did a reduced SE load order (base game + DLC). On the SE at least any form of a ported CCOR just breaks the patcher from starting with the "FORMID can't be mapped" error.
My normal load order does not work but removing CCOR allows the patch to function as expected. I'm not sure if this is the result of me improperly porting CCOR to SE or if CCOR would be the issue on the regular edition of skyrim as well but I would curious if the other people reporting the FormID error are also using CCOR.
One of the other users with this issue mentioned having CCOR as well. I wonder what could be up with that mod that would cause this issue.
Well, it wouldn't be the end of the world to run the patch script with all the CCOR stuff not loaded in xEdit. Anything new from CCOR that one may wish to store in the containers may or may not be included in some or all of the automatic transfers. However, that would be one solution to get around the issue.
I absolutely love your redone version of IMS! If I had an inventory management wishlist, you managed to check just about all the boxes with this one, thank you.
I did want to ask if there was any way to turn off the notification log spam though? I keep getting messages about "persistent item', which is a bit of a problem when I head out to my greenhouse and use a harvest spell. Wall of text results.Considering that is quite literally the only quibble I have and it's not really even functionality related I'll repeat myself saying that if I could have written a list of what I wanted in an inventory mod, it would have been IMS. Amazing job.
Only way to turn that off would be to edit and recompile the script. I have to prevent persistent items from being stored automatically as otherwise quest items would be transferred and potentially break quests. If I find the time, I'll try to add a toggle option that can be used to suppress such messages.
If you wish, you can try the following: Extract the scripts from the BSA Open abim_IMS_PlayerScript.psc in the Creation Kit or in properly configured Sublime Text or Notepad++ Comment out lines 69, 83 and 92 Compile the script again
This change is minor as far as papyrus goes and should be reflected without having to start a new game. But if for some reason it does not, then a new game would be necessary.
I can wait until you can hopefully find the time. While I can mess about in CK and TES5Edit, every time I've attempted to tweak scripts goes horribly wrong. It's really not a huge thing, and I totally understand why the script is written that way, it's just the messages that were a little annoying not the functionality. I'd rather hope you have a chance to add a toggle than risk breaking the mod.
Since even getting Papyrus Compiler to do its job at all takes some work, I've prepared a compiled version of this for you (well, really for me, but you can have it too. :-) Download from Mega.
Load Order FileID cannot be mapped bug reports have been moved to the Bugs section. Should anyone encounter this bug, please share the following information to the appropriate thread in the bugs tab: -- Mod manager (if any) being used -- Version of TES5Edit being used -- Any testing that may have been done (i.e. running the compatibility patch script on a reduced load order) -- Any complicated mod setups that include multiple plugins with multiple patches
My only solution at this time would be to not use the patch, delete it from the folder as it was obviously not built correctly. Then just use the base mod as-is. Only difference between using the patch and the base mod alone, is that with the base mod the formlists are built as you add items to the respective containers (which is the non-patch method of registering items).
All I can say is that when the patch scripts were built, they worked fine without issue with my setup. However, I also don't run with complicated setups where plugin A requires B & C while B requires C which seems to be the issue according to the linked bug report.
All I can do is find the time to make sure my TES5Edit is up to date and try building the patch again with the load order I have. I am almost fairly certain that there isn't anything I can do on my end to resolve.
If you do switch to the base mod only, be sure to go into the MCM and stop using any containers. You'll need their respective OnInit blocks to run when you opt to use the container from the MCM. Failure to do so will leave the previous information in-game as each container's quest manager will still be running.
Seems to be an issue with xEdit under certain conditions. https://github.com/TES5Edit/TES5Edit/issues/474 Make sure you are on the most up-to-date version of TES5Edit. If it continues to be an issue, report the specifics to the xEdit team.
I've also been using the original version. I started to try to tweak it, but got lost at the perk, script fragments, and quest stage (I had no trouble creating a new container, ARMO for it, reference in the game world, and formID list entries for it, but the rest I wasn't really sure what it did).
Really what I want to do is a) stop making the Worker Bundle weighted, and b) have more containers: "Armor to Enchant", "Armor to Smith", "Armor for Followers", "Weapons to Enchant", "Weapons to Smith", "Weapons for Followers". That way I can reserve the Enchanting container for items to disenchant, soul gems to use, and jewelry/clothing items to enchant; and use the Smithing container only for storing ingots and such. I pick up enough stuff that putting, say, all the weapons and armor to work on into the Smithing bag makes a FormID list that is too long and slow to be practical.
Is there a step-by-step way to add an arbitrary number of additional bags?
Try this new version. Pretty much every container has the option to be weightless.
As far has adding more containers within the system... While it is technically possible, it is not easily done. And I won't be making any sort of instructions to add more. Tho, I will say that this version might be easier to add containers than the previous incarnation.
A'ight. Sounds like I'd need to start a new game to do that, though. I guess I have enough savegames around I can try to clean-save after a removal and see if a new install works, though I remain skeptical because of how Papyrus is.
WOW! Just literally started a new game a couple of days ago and installed the older version. Now this new one pops up. I'm guessing it's safe to uninstall that and grab this since I haven't even used the old one yet.
Great to see you're still on here working on IMS. Been using your stuff since Glimpse of Elsweyr. I consider the holdall bag to be a must have. Thanks for making and sharing!!
I wouldn't say it is safe as I never tested such a scenario. I would say that if you truly did not use any feature of the old version as of yet then it may be possible to uninstall, make a new save, install the new and not encounter any game breaking issues. But there is always a risk with uninstalling almost any mod mid-game. Also since I do not recommend or support doing such (as noted on the description page), all risk of doing so is on you.
26 comments
There is only a slight change to the code. If you have modified the TXT files to work with your particular setup only extract and replace the PAS file.
The script will now bypass injected records and allow it to work with mods such as Complete Crafting Overhaul Remade.
If you did not encounter the "Load Order FileID" issue when using the previous version, you do not need to re-build the patch file.
You can try emptying the affected containers, rebuilding the list (if it has that option), turning off the container and seeing if that prevents the items from auto-storing. If it does, try turning them back on and making sure that nothing is being auto-stored while the list is supposed to be empty.
Note that auto-storing is defined as the automatic transfer of items as they are picked up from the ground and from containers.
Other instances of automatic transfer not considered part of "auto-store" is the return of items after crafting or selling.
I completely understand if you aren't willing to provide support for this but I'll ask anyway in case you are adventurous. I ported this mod into SE and it's working great! The only issue I have is with the custom patch, "the FORMid can't be mapped that your sticky refers to." Do you anticipate any other issues with importing this into SSE? Thank you for your advice. Again I completely understand if you're like "I can't help you with that."
As far as the xEdit patch script, no idea why it is doing that for some people. I cannot replicate it with the load order that I am using. Thus it may be a result of having certain other mods in the load order.
My normal load order does not work but removing CCOR allows the patch to function as expected. I'm not sure if this is the result of me improperly porting CCOR to SE or if CCOR would be the issue on the regular edition of skyrim as well but I would curious if the other people reporting the FormID error are also using CCOR.
Well, it wouldn't be the end of the world to run the patch script with all the CCOR stuff not loaded in xEdit. Anything new from CCOR that one may wish to store in the containers may or may not be included in some or all of the automatic transfers. However, that would be one solution to get around the issue.
I did want to ask if there was any way to turn off the notification log spam though? I keep getting messages about "persistent item', which is a bit of a problem when I head out to my greenhouse and use a harvest spell. Wall of text results.Considering that is quite literally the only quibble I have and it's not really even functionality related I'll repeat myself saying that if I could have written a list of what I wanted in an inventory mod, it would have been IMS. Amazing job.
If you wish, you can try the following:
Extract the scripts from the BSA
Open abim_IMS_PlayerScript.psc in the Creation Kit or in properly configured Sublime Text or Notepad++
Comment out lines 69, 83 and 92
Compile the script again
This change is minor as far as papyrus goes and should be reflected without having to start a new game. But if for some reason it does not, then a new game would be necessary.
Thanks again!
-- Mod manager (if any) being used
-- Version of TES5Edit being used
-- Any testing that may have been done (i.e. running the compatibility patch script on a reduced load order)
-- Any complicated mod setups that include multiple plugins with multiple patches
I've already done the patch and had the same error as AsurasWraith, but the esp created seemed to be fine. I also have the latest TES5Edit.
All I can say is that when the patch scripts were built, they worked fine without issue with my setup. However, I also don't run with complicated setups where plugin A requires B & C while B requires C which seems to be the issue according to the linked bug report.
All I can do is find the time to make sure my TES5Edit is up to date and try building the patch again with the load order I have. I am almost fairly certain that there isn't anything I can do on my end to resolve.
If you do switch to the base mod only, be sure to go into the MCM and stop using any containers. You'll need their respective OnInit blocks to run when you opt to use the container from the MCM. Failure to do so will leave the previous information in-game as each container's quest manager will still be running.
"Load Order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp".
I followed all the steps.
https://github.com/TES5Edit/TES5Edit/issues/474
Make sure you are on the most up-to-date version of TES5Edit. If it continues to be an issue, report the specifics to the xEdit team.
Really what I want to do is a) stop making the Worker Bundle weighted, and b) have more containers: "Armor to Enchant", "Armor to Smith", "Armor for Followers", "Weapons to Enchant", "Weapons to Smith", "Weapons for Followers". That way I can reserve the Enchanting container for items to disenchant, soul gems to use, and jewelry/clothing items to enchant; and use the Smithing container only for storing ingots and such. I pick up enough stuff that putting, say, all the weapons and armor to work on into the Smithing bag makes a FormID list that is too long and slow to be practical.
Is there a step-by-step way to add an arbitrary number of additional bags?
As far has adding more containers within the system... While it is technically possible, it is not easily done. And I won't be making any sort of instructions to add more. Tho, I will say that this version might be easier to add containers than the previous incarnation.
Great to see you're still on here working on IMS. Been using your stuff since Glimpse of Elsweyr. I consider the holdall bag to be a must have. Thanks for making and sharing!!