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?
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.
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.
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.
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.
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.
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.
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")
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.
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.
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.
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.
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.
111 comments
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
Installed through NMM and activated.
Any ideas?
EDIT: Following the instructions for placing a new satchel fixes the issue.
if game.GetFormFromFile(0x00001000,"Real Wildlife Skyrim 0.1.esp")
How do you find the mod ID 0x00001000?
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?
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.