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JonteMonkey

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JonteMonkey

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111 comments

  1. mikeynexus
    mikeynexus
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    Is this mod still open for development? If so, are you still taking requests for new ingredients mods to be added?
    I've been looking at how it works; is it possible to avoid having to add all the ingredient lists for mods individually by adding/removing all items in player inventory with the "INGR" tag?

    Thanks,
    -m
  2. BatDood
    BatDood
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    I'd love to use this mod but I'm not getting the dialogue box to store all ingredients. I'm attempting to use it on the satchel in Breezehome in Whiterun.
    Installed through NMM and activated.

    Any ideas?
    1. JonteMonkey
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      Are you sure you are carrying any ingredients? The dialog doesn't show if it can't find any in your inventory. Failing that it may be a clash with another mod. You can also try the "troubleshooting" steps in the readme to see if this helps. Either way, let me know how you get on.
    2. ALynV
      ALynV
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      I'm having the same issue in Breezehome. Verified I was carrying ingredients; using 12a which only adds the satchels to the player homes. I've used earlier versions without an issue, but I can't say 100% if it's the new version or a mod conflict, as I'm using some new mods in this playthrough, including Immersive Interiors (http://www.nexusmods.com/skyrim/mods/39208/?), but even moving your mod after that one in the load order didn't solve the issue. Haven't tried manually replacing the satchel yet; will do that next & see how it goes.

      EDIT: Following the instructions for placing a new satchel fixes the issue.
    3. BlueTek
      BlueTek
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      Ty for mentioning that way to add another satchel. Otherwise i wouldnt have fixed this issue.
    4. Mister Giggles
      Mister Giggles
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      This issue is caused by the Unofficial Skyrim Patch. It overwrites the original satchel with its own version. To fix it, you need to attach the auto-sorting script to the Unofficial Patch's version of the satchel and then set the script's parameters identically to what it's set to with the other satchels.
  3. AmosJolthead
    AmosJolthead
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    I refuse to play without this mod from now on.
    1. JonteMonkey
      JonteMonkey
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      Cool. I'm glad you like it. Don't forget that if you want support for any mod adding then just let me know (preferably with a link to the mod).
  4. kryliss
    kryliss
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    I'm not much of a coder but would there be some way to identify ingredients by the keyword VendorItemIngredient, that way you wouldn't have to update this mod for the other mods that are out there as long as they use the correct keyword.
    1. JonteMonkey
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      Probably - although when I experimented with this a couple if years ago it was very slow to do the transfer and was a bit unreliable. Could be different now but I'd break everyone's game if I changed the method now.
    2. kryliss
      kryliss
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      Thanks for the response, I kind of figured that it would be something like that. I do have another question. I'm wanting to include ingredients from other mods. I'm looking at your source code. Yes this question may be basic but I can't seem to find it anywhere.

      if game.GetFormFromFile(0x00001000,"Real Wildlife Skyrim 0.1.esp")

      How do you find the mod ID 0x00001000?
    3. JonteMonkey
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      It's not possible to check for the presence of a mod directly so the work around is to check for the presence of a formID that you know is in that mod. The 0x00001000 is just the first ingredient added by that mod if memory serves me right.
    4. kryliss
      kryliss
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      Okay, here's what I'm trying to do.

      Right after the endif of "the Willows 101 Bugs"

      ; Add Kryliss's Ingredients
      if game.GetFormFromFile(0x002A3EAB,"Kryliss.esp")
      ; Debug.Notification("Adding support for Kryliss")
      JM_AlchemyIngredients.addform(game.GetFormFromFile (0x002A3EAB,"Kryliss.esp")) ; Bee's Wax
      endif


      Under the DetectMods function I added the following.

      if game.GetFormFromFile(0x002A3EAB,"Kryliss.esp")
      ModSignature = ModSignature+128
      endif


      In the creation kit, Bee's was has a FormID of 062A3EAB

      Is there anywhere else or anything else I would have to do besides modifying JM_BAS2_LoadAllIngredients.psc and compiling it to get this to worK?
    5. kryliss
      kryliss
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      Okay, I found out what I was doing wrong. Everything was working, I just had to exit the area where the satchel I was testing with and then come back. I've now been able to successfully add support for my own personal mod, Prides of Skyrim and Hunterborn. If you want, I could send you the code I added and you could add it to yours for everyone.
    6. JonteMonkey
      JonteMonkey
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      Yes please. Just send me a PM with the details and I'll get it put up this weekend. I'll add you to the credits. Thanks.
    7. kryliss
      kryliss
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      Will do, also added in ingredients for "More Plants All Extra" and "Realistic Needs and Diseases"
    8. Mathalor
      Mathalor
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      If I read that right, this would work on kryliss.esp's added ingredients, but not the publicly available version of 101 bugs. Is that right?
    9. JonteMonkey
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      It should work with willow's 101 bugs but I haven't tested it myself as I don't use that mod. If it doesn't work then let me know and I'll look into it.
  5. phototext
    phototext
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    Great mod, an essential.
  6. EsperAngel
    EsperAngel
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    an essential mod,thank you!
  7. gnivler
    gnivler
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    update: the mod is working, I had a conflict with Alchemy Ingredient Storage which was disable but had scripts in the savegame. The author of that mod posted an uninstall fix which worked to restore the alchemy lab and the 'normal' satchels trigger as intended with Jontes.

    Thanks for making the mod but it doesn't seem to work in my config, opening the satchel in my Whiterun home doesn't cause any dialog to pop up. I am using all DLC and SKSE.

    Also the mod is reported as needing cleaning by BOSS (couple of ITM only) if you end up updating it.
    1. JonteMonkey
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      Sorry for the slow response. The menu only appears if you are carrying ingredients. Have you checked this? If you are and still are not getting a menu then follow the instructions in the readme to put a new satchel in.
  8. manga666
    manga666
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    Doesn't work with SKSE,hope you'll get there
    1. JonteMonkey
      JonteMonkey
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      It does work with SKSE (or at least it did last time I played Skyrim a couple of weeks ago). Or do you mean that it doesn't use the MCM?
  9. rysiox
    rysiox
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    Glad I found it! Thanks m8
  10. JonteMonkey
    JonteMonkey
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    Comments like this make me happy. Thank you.