Any chance for adding a crate to Solstheim? Or a quick tutorial on how to add our own crates to locations? I could imagine such a tutorial would be handy or those with custom player homes.
I just took a look at the mod. Thankfully the mod author included the script source!
The script used is not super complicated. I *think* all that needs to be done is to create a new objectReference Property in the script, then create a new elseif button in the script, then add a new object in the game world (Solstheim for example), and finally give this object in the game world the script and add a new object property to this object that references the object in the game world.
I don't know why, but I cannot re-compile the script in Creation Kit. It throws a lot of errors, saying functions are missing, amongst many other things. My guess is it has to do with the fact I'm using MO2, and I'm unsure as where to place the source script or how to approach the situation from within from the Creation Kit. I have tried placing the source script in sources-)scripts, both in Skyrim data folder and in MO2 folder. Didn't help.
I could try re-compiling the script from outside the Creation Kit, but I won't be doing that any time soon since my mind is already overflowing with all the new stuff I have learned in regards to modding the last couple of weeks.
Sorry, I'm unsure as where to go from here. Could really use a reply from the MA!
EDIT: just found out my problem. I needed to paste the SKSE source scripts into sources-)scripts folders as well! Apparently those scripts contain the functions I was missing. I succesfully compiled the script :) Tomorrow I'll try editing it, and see how far I'll get.
Starting 1 compile threads for 1 files... Compiling "eesShipping"... C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(24,11): getTotalItemWeight is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(24,31): cannot compare a none to a float (cast missing or types unrelated) C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(24,31): cannot relatively compare variables to None C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(25,21): GetTotalItemWeight is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(25,42): cannot multiply a none with a float (cast missing or types unrelated) C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(25,65): cannot cast a none to a int, types are incompatible C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(34,20): GetEnableParent is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(34,38): none is not a known user-defined type C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(41,20): GetEnableParent is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(41,38): none is not a known user-defined type C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(48,20): GetEnableParent is not a function or does not exist C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(48,38): none is not a known user-defined type No output generated for eesShipping, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on eesShipping
Just found out my problem. I needed to paste the SKSE source scripts into sources-)scripts folders as well! Apparently those scripts contain the functions I was missing. I successfully compiled the script :) I could probably also simply rename the folder in my SKSE mod through MO2.
Tomorrow I'll try editing the script, and see how far I'll get.
So, I got the Solstheim crate to work. I placed it just outside the Northern Maiden ship, I think it's called. It was quite a pain though, because you need to go through every Shipping Crate and update it with the new properties.
Two things: - A message menu can only contain a maximum of 9 choices. By adding Raven Rock the menu is basically full. This means that if more crates need to be added, then one needs to work with sub-menu's. I'm not sure yet how those work, though I found some posts here and there. - I tried adding a new condition to the Lakeview menu button, hoping I could force it to only show up after actually buying the property. I did this by trying GetQuestComplete and GetStageDone and relating it to the BYOHHouseFalkreath quest and the stages. The following setting was the best I could manage, because it didn't braek the shipping menu, but it also didn't show the Lakeview option: GetStageDone 100 >= 1.0 AND Whenever I set that queststage to the proper number, the Lakeview option unfortunately doesn't show up. THIS NOW WORKS AS INTENDED
EDIT: https://www.mediafire.com/file/exbae6hmpz2yx4i/East_Empire_Shipping_%2528Poepkat_Edit%2529.rar/file / here is the file with the Raven Rock crate added just outside the Northern Maiden ship. I also added quest conditions to Lakeview, Windstad and Heljarchen so that they will only show up in the Shipping Menu once you have bought the deeds to the respective house. I did this to prevent cluttering the menu when unneeded. Raven Rock will only appear as a shipping destination once you have visited Raven Rock at least once (a.k.a. have the map marker for Raven Rock discovered). I tested my edits on a huge load order and everything was working fine. I didn't add conditions for the other locations (Whiterun, Markarth, Windhelm, Riften, Winterhold) because in vanilla Skyrim those locations are marked on the map form the beginning of the game and can be visited from the start by renting a carriage.
I'm trying to get in contact with PatchesTheClown to see if they will allow me to make further modifications to their mod, because I have some more ideas that could help evolve this mod to the next level (without losing its original intent). These ideas are mainly atmospheric, because I feel that right now the Shipping Crates are too blended in the environment. It's not really clearly how they differ from regular crates. I'm thinking about expanding upon the way these crates are visually represented in the environment so that work more intuitively gameplay-wise. Unfortunately PatchesTheClown seems to be inactive. If anyone can help me get in contact with them, please let me know.
EDIT 2: In my experience the East Empire Shipping mod is safe as an ESPFE, but do this at your own risk :)
Hey man, I tried your mod and confirm that you can find the crates in Markath, Whiterun, Solitude and Riften, but the crate at Windhelm does not appear. I opened the esp using sseedit and it showed no crate placed on Windhelm dock. Please check.
Originally version has that problem as well. I found the solution: delete the static objects 000f46ef and 000f4714 (and the static shrub 0009a3c4) which overlap location with the Windhelm crate. Please take note for a future version. Other crates at major cities are usuable, i have not checked the HF houses or Raven Rock.
Was this an issue with Open Cities? Or with a version that has been removed? I am asking because the crate at the Windhelm docks is showing up fine for me and usable, I've been sending items to Heljarchen Hall and Belethor's shop from the Windhelm docks.
Do you have to have interacted with a crate first in order to ship something to it? I ask because I'm considering using this as a money sink to send funds one way, but don't want to have to interact with or ever empty the crate in the destination location.
This mod (and others you've made) deserves a lot more credit/attention. It's simple, clean, and has a huge impact. Feels like it should have been a part of the vanilla system. Thanks so much!
So for those who are using Open Cities and aren't ready to go into xEdit and make changes to the esp to get the crates working, would you consider doing a version that places the Whiterun and Riften crates at their respective stables outside the city proper, or for Whiterun maybe just outside the city gate? Raven Rock would also be an fantastic add.
-Whiterun and Riften crates will be missing. -You need to make new crates same as the old. -You need to delete the old crates -You need change new crate IDs to match the old.
With SSEEdit navigate to WorldSpace/Tamriel/Cell/Persistent Right click Persistent to add new object
With SSEEdit navigate to RiftenWorld/Cell/Persistent Click this crate and ctrl-click your new object Right click either and select "compare selected 2" Use drag and drop to make your new object same as the old.
Write on paper the old object id Delete old object Right click new object Select change form ID Add the ID you put on paper.
-Do this for the Whiterun and Riverwood crates. -Make twins, delete old, update form IDs. -Don't forget to filter for conflicts. -Paper world map fix should overwrite everyone if used. -I deleted the nav-mesh from this mod and kept nav from OC.
WorldSpace/Tamriel/Cell/Persistent has 5 placed objects beneath it, and not sure you meant all those objects should be duplicated?
Also, did you mean Riften, not Riverwood?
EDIT: I realized I needed to add the 2 new crates to Worldspace/Tamriel/Cell/Persistent for a total of 7 crates there, copying over the crates from RiftenWorld and WhiterunWorld. Deleted the old crates and updated the Form IDs but not seeing the new crates yet. Don't see any conflicts, but continuing to test.
Okay, I verified that the other crates in Worldspace/Tamriel/Cell/Persistent are appearing in game (Lakeview, Solitude, Windhelm). I've created the 2 new crates for Riften and Whiterun in the Worldspace, deleted the old crates in RiftenWorld and WhiterunWorld, and made sure the new crates match the Form IDs of the old crates. Snap from xEdit below -- Riften is crate 6c005911 and Whiterun is crate 6c005918:
Spoiler:
Show
Unfortunately, still not seeing the crates for Riften or Whiterun in game. I do have Open Cities and I do have Dyndolod installed (using the generation method for Open Cities per the Dyndolod manual). I tried disabling Dyndolod just in case those generated textures might be having some effect, but the crates do not seem to be appearing either way. I have East Empire Shipping.esp loading late as well so I don't think there are any conflicts, and I did update the Riften navmesh to use Open Cities mesh.
Question: should I delete the <Persistent Worldspace Cell> as well from RiftenWorld and WhiterunWorld? EDIT: Removed these cells, but seems to have had no effect.
Okay update and success. I found that I needed to do the following console command before the crates would appear in Open Cities:
player.moveto 6c005918 player.moveto 6c005911
This teleports you to each crate in the instanced Whiterun and Riften (not Open Cities), but once this is done, the crates will appear in Open Cities. I loaded 2 Open Cities saves and the crates are both appearing now, and I can access the crates. Thanks for writing this up!
I'm very excited to discover this mod. Thank you so much for your work! Would you consider making a patch for Beyond Skyrim - Bruma, too? The White Pine Lodge is far afield from any of the Skyrim homes, and the EEC's connections with the empire would, I think, keep this lore-friendly and immersive. Thank you for your time. :)
Even with the mod at the bottom of my load order, the crate at Windstad Manor isn't appearing for me (the ones at the other two homes appear normally). Any help?
Edit: Found it. It's actually next to the stone quarry. Is that intended? The mod description states that it's supposed to be by the workbench. I'm talking about the crate with refid xx005919.
Edit 2: Ok as this is the first time I'm actually building Windstad Manor, apparently you build an armorer's workbench next to the stone quarry, making the EETC crate technically be "by workbench". However, at both the other 2 houses, the crate is next to the carpenter's bench, and that's what I was expecting at Windstad as well. Maybe it should be moved next to the carpenter's workbench, for the sake of consistency, or the description page should be changed to reflect the actual location of that particular crate to differentiate it from the other two.
For some reason there's 2 workbenches when looking in the Creation Kit at Winstad. I must have put it next to the wrong one. I'll move it next update. Thanks for the heads up
47 comments
I'll have a look in the Creation Kit later tonight, maybe reverse engineering a mailbox is not so hard.
The script used is not super complicated. I *think* all that needs to be done is to create a new objectReference Property in the script, then create a new elseif button in the script, then add a new object in the game world (Solstheim for example), and finally give this object in the game world the script and add a new object property to this object that references the object in the game world.
I'll look at it some more tomorrow.
I could try re-compiling the script from outside the Creation Kit, but I won't be doing that any time soon since my mind is already overflowing with all the new stuff I have learned in regards to modding the last couple of weeks.
Sorry, I'm unsure as where to go from here. Could really use a reply from the MA!
EDIT: just found out my problem. I needed to paste the SKSE source scripts into sources-)scripts folders as well! Apparently those scripts contain the functions I was missing. I succesfully compiled the script :) Tomorrow I'll try editing it, and see how far I'll get.
Starting 1 compile threads for 1 files...
Compiling "eesShipping"...
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(24,11): getTotalItemWeight is not a function or does not exist
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(24,31): cannot compare a none to a float (cast missing or types unrelated)
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(24,31): cannot relatively compare variables to None
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(25,21): GetTotalItemWeight is not a function or does not exist
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(25,42): cannot multiply a none with a float (cast missing or types unrelated)
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(25,65): cannot cast a none to a int, types are incompatible
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(34,20): GetEnableParent is not a function or does not exist
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(34,38): none is not a known user-defined type
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(41,20): GetEnableParent is not a function or does not exist
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(41,38): none is not a known user-defined type
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(48,20): GetEnableParent is not a function or does not exist
C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\eesShipping.psc(48,38): none is not a known user-defined type
No output generated for eesShipping, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on eesShipping
https://forums.nexusmods.com/index.php?/topic/7023466-papyrus-wont-compile-anything-heres-the-probable-fix/
You probably need to unpack scripts.zip.
the functions I was missing. I successfully compiled the script :) I could probably also simply rename the folder in my SKSE mod through MO2.
Tomorrow I'll try editing the script, and see how far I'll get.
because you need to go through every Shipping Crate and update it with
the new properties.
Two things:
- A message menu can only contain a maximum of 9 choices. By adding Raven Rock the menu is
basically full. This means that if more crates need to be added, then one needs to work with sub-menu's. I'm not sure yet how those work,
though I found some posts here and there.
- I tried adding a new condition to the Lakeview menu button, hoping I could force it to only show up after actually buying the property. I did this by trying GetQuestComplete and GetStageDone and relating it to the BYOHHouseFalkreath quest and the stages. The following setting was the best I could manage, because it didn't braek the shipping menu, but it also didn't show the Lakeview option: GetStageDone 100 >= 1.0 ANDTHIS NOW WORKS AS INTENDEDWhenever I set that queststage to the proper number, the Lakeview option unfortunately doesn't show up.
EDIT: https://www.mediafire.com/file/exbae6hmpz2yx4i/East_Empire_Shipping_%2528Poepkat_Edit%2529.rar/file / here is the file with the Raven Rock crate added just outside the Northern Maiden ship. I also added quest conditions to Lakeview, Windstad and Heljarchen so that they will only show up in the Shipping Menu once you have bought the deeds to the respective house. I did this to prevent cluttering the menu when unneeded. Raven Rock will only appear as a shipping destination once you have visited Raven Rock at least once (a.k.a. have the map marker for Raven Rock discovered). I tested my edits on a huge load order and everything was working fine. I didn't add conditions for the other locations (Whiterun, Markarth, Windhelm, Riften, Winterhold) because in vanilla Skyrim those locations are marked on the map form the beginning of the game and can be visited from the start by renting a carriage.
I'm trying to get in contact with PatchesTheClown to see if they will allow me to make further modifications to their mod, because I have some more ideas that could help evolve this mod to the next level (without losing its original intent). These ideas are mainly atmospheric, because I feel that right now the Shipping Crates are too blended in the environment. It's not really clearly how they differ from regular crates. I'm thinking about expanding upon the way these crates are visually represented in the environment so that work more intuitively gameplay-wise. Unfortunately PatchesTheClown seems to be inactive. If anyone can help me get in contact with them, please let me know.
EDIT 2: In my experience the East Empire Shipping mod is safe as an ESPFE, but do this at your own risk :)
Does this count toward the plugin limit for is it flagged as ESL?
Is it compatible with JK's Skyrim (thinking about potential box clipping)?
I compacted and flagged this as ESL in XEdit, though. It still works fine.
-Whiterun and Riften crates will be missing.
-You need to make new crates same as the old.
-You need to delete the old crates
-You need change new crate IDs to match the old.
With SSEEdit navigate to
WorldSpace/Tamriel/Cell/Persistent
Right click Persistent to add new object
With SSEEdit navigate to
RiftenWorld/Cell/Persistent
Click this crate and ctrl-click your new object
Right click either and select "compare selected 2"
Use drag and drop to make your new object same as the old.
Write on paper the old object id
Delete old object
Right click new object
Select change form ID
Add the ID you put on paper.
-Do this for the Whiterun and Riverwood crates.
-Make twins, delete old, update form IDs.
-Don't forget to filter for conflicts.
-Paper world map fix should overwrite everyone if used.
-I deleted the nav-mesh from this mod and kept nav from OC.
RiftenWorld/Cell/Persistent
WhiterunWorld/Cell/Persistent
WorldSpace/Tamriel/Cell/Persistent has 5 placed objects beneath it, and not sure you meant all those objects should be duplicated?
Also, did you mean Riften, not Riverwood?
EDIT: I realized I needed to add the 2 new crates to Worldspace/Tamriel/Cell/Persistent for a total of 7 crates there, copying over the crates from RiftenWorld and WhiterunWorld. Deleted the old crates and updated the Form IDs but not seeing the new crates yet. Don't see any conflicts, but continuing to test.
Unfortunately, still not seeing the crates for Riften or Whiterun in game. I do have Open Cities and I do have Dyndolod installed (using the generation method for Open Cities per the Dyndolod manual). I tried disabling Dyndolod just in case those generated textures might be having some effect, but the crates do not seem to be appearing either way. I have East Empire Shipping.esp loading late as well so I don't think there are any conflicts, and I did update the Riften navmesh to use Open Cities mesh.
Question: should I delete the <Persistent Worldspace Cell> as well from RiftenWorld and WhiterunWorld? EDIT: Removed these cells, but seems to have had no effect.
player.moveto 6c005918
player.moveto 6c005911
This teleports you to each crate in the instanced Whiterun and Riften (not Open Cities), but once this is done, the crates will appear in Open Cities. I loaded 2 Open Cities saves and the crates are both appearing now, and I can access the crates. Thanks for writing this up!
Edit: Found it. It's actually next to the stone quarry. Is that intended? The mod description states that it's supposed to be by the workbench. I'm talking about the crate with refid xx005919.
Edit 2: Ok as this is the first time I'm actually building Windstad Manor, apparently you build an armorer's workbench next to the stone quarry, making the EETC crate technically be "by workbench". However, at both the other 2 houses, the crate is next to the carpenter's bench, and that's what I was expecting at Windstad as well. Maybe it should be moved next to the carpenter's workbench, for the sake of consistency, or the description page should be changed to reflect the actual location of that particular crate to differentiate it from the other two.