This mod does not require the original mod. It uses its core system but does not modify any items (Object Bounds).
Patches will still work, since they generally target item records, but they are usually not needed.
The Unlimited Bookshelves Patch Generator won’t work, because it scans for items edited by the original mod — and this version edits none — and applies the same Object Bounds to items using the same 3D model. If you want to use the patch generator, just replace my ESP with the one from the original mod.
I would like to improve this version by applying a default Object Bounds value to all books, since they all seem to use the same dimensions. That would make it possible to patch books from all mods. But for other item types, I don’t yet have a good solution. I’m open to any ideas or suggestions you might have.
I would like to improve this version by applying a default Object Bounds value to all books, since they all seem to use the same dimensions. That would make it possible to patch books from all mods.
Is that actually the case though. There are large books and small books. Large books will "physically" fit 11 books in the space of a typical shelf, while small books can hold many more in the same space.
(Let's not even go into journals, since those are narrower still)
Can the collision markers removed in the plugin be removed via BOS instead, thus eliminating any cell edits and incompatibility with all home replacers?
Why do so many object min/max bounds have to be updated? This seems to affect a lot of items and would need patching for any other mod-added items. (This is of special importance to me since I have a book mod, but I also use CACO and a number of other mods that add stuff.) As an important note, not all books use the same bounds; they differ based on the model.
You mentioned in another comment this only supports vanilla items for now, and items from mods need to be specially added. Is that because of the bounds patching, or is there some other reason?
As a heads up, if using the mod Skyrim Souls RE you need a patch (https://www.nexusmods.com/skyrimspecialedition/mods/84987) to make the original version of Unlimited Bookshelves work with the mod correctly. Is there any way we could get a patch like that for this version?
Since this Skypatched version uses the same scripts as the original Unlimited Bookshelves, the existing patch for Skyrim Souls RE should still work without any issues. You can use it as-is with this version.
But now Loot keeps whining about an Unlimited Bookshelves patch generator for SSEedit. https://www.nexusmods.com/skyrimspecialedition/mods/19160?tab=posts I copied the script into SSEEdit\Edit Scripts, but it doesn't change anything. Every time I run Loot, it reappears.
I’m not sure I fully understood your comment. This version no longer supports the patch generation — it’s no longer needed for vanilla objects to work correctly.
However, this approach doesn’t yet handle objects added by other mods. I’m currently thinking about possible solutions for that, but I haven’t found a good one yet.
Just a thought, but perhaps you're just looking at it backwards - or forwards and not backwards enough. Instead of generating a list of things that CAN be added, it might be easier to generate a list of things that CANNOT be added and by default permitting everything else, you'll likely still need to make patches for other mods, but by default most mods will likely work just fine without a patch this way, and that's assuming I'm remember your mod properly, for me 24 hours can be a long time and my memory isn't what it use to be haha.
Like I said, just a thought, maybe you need to look at it from a different perspective is all I'm trying to say, hope you figure it out.
Thanks, this is great, I had no idea this mod existed. Will be trying this out for sure.
Couple comments: There was one record that wasn't needed and I simply just removed it, sorry don't remember which one, hopefully I'm not wrong I simply applied common sense, anyone looking at the esp in xEdit with a 'fresh eye' will likely notice the same record.
Edit: After looking at it again, I don't know why I thought I removed a record, I CORRECTED records, that were re-written in german or something - The Cell records (Breezehome, Vlindrel Hall, Dawnstar Sanctuary, Proudspire Manor, HoneySide, etc, as well as the Container record all had their descriptions rewritten in another language (ie: not the expected english version).
Besides that, I compacted the id's and converted it to an ESL. Also USSEP isn't a requirement by any means as far as I could tell, so I removed that as a dependency. Despite never using the mod before or SkyPatcher for that matter, and despite my immediate gutting of the mod, first attempt started up without a hitch and as far as I could tell was working as expected.
So final notes: I'd convert to ESL and remove the USSEP dependency - Unless I'm missing something?
Thanks for the feedback!I was so focused on getting the SkyPatcher integration working that I didn’t even think about the rest. I’ve just uploaded a new version without the USSEP dependency, as well as an ESPFE version for convenience.
Your comment actually gave me an idea for a small improvement too — so thanks again for taking the time to share your thoughts!
Ah, it's all part of a new mod release, it wouldn't feel right if you didn't mess something up about it - haha
Thanks again! (and you might want to re-read my edit above about the description changes (and NOT a record removal, no idea why I thought I removed a record).
I think only Hjerim was still in english iirc. You might also want to do something like:
A corrected version has just been uploaded. I didn’t update the plugin version number or author info, as the only change was the removal of unnecessary entries. Thanks again for your feedback!
21 comments
Patches will still work, since they generally target item records, but they are usually not needed.
The Unlimited Bookshelves Patch Generator won’t work, because it scans for items edited by the original mod — and this version edits none — and applies the same Object Bounds to items using the same 3D model.
If you want to use the patch generator, just replace my ESP with the one from the original mod.
I would like to improve this version by applying a default Object Bounds value to all books, since they all seem to use the same dimensions. That would make it possible to patch books from all mods.
But for other item types, I don’t yet have a good solution. I’m open to any ideas or suggestions you might have.
Is that actually the case though. There are large books and small books. Large books will "physically" fit 11 books in the space of a typical shelf, while small books can hold many more in the same space.
(Let's not even go into journals, since those are narrower still)
Heads up though you made a typo in the ESPFE name you wrote "Unlimitied"
https://www.nexusmods.com/skyrimspecialedition/mods/19160?tab=posts
I copied the script into SSEEdit\Edit Scripts, but it doesn't change anything. Every time I run Loot, it reappears.
However, this approach doesn’t yet handle objects added by other mods. I’m currently thinking about possible solutions for that, but I haven’t found a good one yet.
Like I said, just a thought, maybe you need to look at it from a different perspective is all I'm trying to say, hope you figure it out.
Couple comments: There was one record that wasn't needed and I simply just removed it, sorry don't remember which one, hopefully I'm not wrong I simply applied common sense, anyone looking at the esp in xEdit with a 'fresh eye' will likely notice the same record.
Edit: After looking at it again, I don't know why I thought I removed a record, I CORRECTED records, that were re-written in german or something - The Cell records (Breezehome, Vlindrel Hall, Dawnstar Sanctuary, Proudspire Manor, HoneySide, etc, as well as the Container record all had their descriptions rewritten in another language (ie: not the expected english version).
Besides that, I compacted the id's and converted it to an ESL. Also USSEP isn't a requirement by any means as far as I could tell, so I removed that as a dependency. Despite never using the mod before or SkyPatcher for that matter, and despite my immediate gutting of the mod, first attempt started up without a hitch and as far as I could tell was working as expected.
So final notes: I'd convert to ESL and remove the USSEP dependency - Unless I'm missing something?
Thanks again.
Your comment actually gave me an idea for a small improvement too — so thanks again for taking the time to share your thoughts!
Thanks again! (and you might want to re-read my edit above about the description changes (and NOT a record removal, no idea why I thought I removed a record).
I think only Hjerim was still in english iirc.
You might also want to do something like:
Thanks again for your feedback!