Oh, No! In Chanterelle World, When I put a lot of things in a big safe box, or a barrel, then after playing a wihle, I found that I cannot open the container! can get the storage list with console command, but cannot open and get them! That's so terrible and sad!
It's... the problem of mod "QuickLoot EE - Hunterborn Support"... it just hidden the "E" key tip of inteact hotkey... So no error, no bug...
Hey, I have a slight problem that isn't the worst thing ever, but it's still bothering me a bit lmao. I got this so I could get ale and mead from barrels like they do in the Legacy of the Dragonborn mod with some barrels. However, I ended up looting things from woodpiles and barrels in the safehouse, so there's a floating wine bottle in the kitchen as well as a missing fireplace in the main entrance of the safehouse. Also, the supply search area in the room where you display items is gone. I can still interact with it, but it won't reappear. I have since disabled the mod. Is there any way to fix things disappearing? Should I try to fast travel away and wait 30 days to see if the cell might "reset" with this mod enabled? I saw there was a patch for LOTD after this became a problem. If there's no fix, it's no problem. I'm just curious if you might have any ideas.
**Update** Re: my previous post about some of the barrels and wood piles not being lootable.
I was able to confirm that it was a conflict with another mod: Placeable Statics - Move Anything. Even though the description says they're compatible, I found that by simply disabling PS-MA, DT and DT Enhanced now function normally.
Hope this helps anyone else who may have experienced this!
Could be that the index numbers in "Placeable Statics - Move Anything" are different between Vanilla and SE... As DT adds the indexes of the objects of PS-MA mod to an ingnore list, this could explain problems...
The compatibility script in this mod isn't checking for the correct plugin name for Placeable Statics. It's checking for the Oldrim plugin name, whereas the SE version of Placeable Statics added " SE" to the plugin name. I'm not sure about the FormIDs, but this is the first hurdle.
Heads up, being a direct conversion, this is not compatible with the updates frostfall se/campfire se brought in. To fix this it isn't hard, just takes some time rewriting the script files to reference to the proper objects and esp/esm file. If you have the time and skills, here is the fix.
The fix is easy, just takes time I don't have right now. Open the script files, remove the frostfall checks by changing the esp check and object/quest/esp references to their proper formid's within campfire and the esp reference to campfire. Second, go into the woodscript file and do the same. Remove the frostfall esp checks/references, change them to campfire check, and change the deadwood references to the proper campfire formid references.
Skyui also has this issue. This is easier. It only needs the esp name updated and the esp formid updated.
Ya i literally have zero idea what your even talking about when you explain that fix....If anyone who has done this could make a video that would be geat.
I have problem with this. i was testing possible mod conflict and turned this mod off, then on in MCM and i was thinking that everything is ok. But it turns out that mods is acting like it's off even if it's say that it's on. Can somebody help me, bcs i don't want to lose like 4-5h of gameplay. Is there like command to check if the mod is active or command to manually force this on?
It is working for me without issue. However, there is compatibility issues with skyui and frostfall, but it still runs for me with both these mods. You just don't get all the campfire/frostfall features.
Your issue sounds like a critical script/reference failure. Do a loot sort and bash patch, this may fix it.
It absolutely did work in Oldrim, i used this mod for years and never had a problem with it. To answer the OP's question however you can simply select no when asked if you want to turn the container into a safe one, unless of course that option has been removed from the mod in the process of porting to SE. I am only just now starting SE after 10 yrs on Oldrim and this is one of the first mods I am downloading, just love it.
I had to uninstall it after a friend told me that it generates too many references during gameplay. Don't get me wrong, I loved it when I had it, but I chose a more stable game without it.
Hi, I've been working in the CK, and I'm tweaking the player home Rayek's end, In the home he has a 'SovLargeMeadBarrel01' and I'd love to make this available to have mead or water as well. Is there a script or something that I can add to this to convert it to a barrel that can produce mead/water? Thanks. Honestly if I can specify what it contains I'd like it to contain nord mead.
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Oh, No! In Chanterelle World, When I put a lot of things in a big safe box, or a barrel, then after playing a wihle, I found that I cannot open the container! can get the storage list with console command, but cannot open and get them! That's so terrible and sad!
It's... the problem of mod "QuickLoot EE - Hunterborn Support"... it just hidden the "E" key tip of inteact hotkey... So no error, no bug...Re: my previous post about some of the barrels and wood piles not being lootable.
I was able to confirm that it was a conflict with another mod: Placeable Statics - Move Anything. Even though the description says they're compatible, I found that by simply disabling PS-MA, DT and DT Enhanced now function normally.
Hope this helps anyone else who may have experienced this!
The fix is easy, just takes time I don't have right now. Open the script files, remove the frostfall checks by changing the esp check and object/quest/esp references to their proper formid's within campfire and the esp reference to campfire. Second, go into the woodscript file and do the same. Remove the frostfall esp checks/references, change them to campfire check, and change the deadwood references to the proper campfire formid references.
Skyui also has this issue. This is easier. It only needs the esp name updated and the esp formid updated.
Your issue sounds like a critical script/reference failure. Do a loot sort and bash patch, this may fix it.
To answer the OP's question however you can simply select no when asked if you want to turn the container into a safe one, unless of course that option has been removed from the mod in the process of porting to SE. I am only just now starting SE after 10 yrs on Oldrim and this is one of the first mods I am downloading, just love it.