Please make sure you read the known issues in the description before reporting any bugs.
I personally will not be porting this over to Xbox (It can't go on ps4 because it depends on scripting). I do not have an Xbox to troubleshoot on, and because most bugs come from scripting issues theres also little I can do about any bugs, so I don't really feel like trying to support a version on a platform I don't have access too for bugs I can't do anything about. Because I am just the maintainer of this file this also weighs into it as I feel there's no huge benefit for me porting it versus someone else who may also have basic data editing skills.
If someone else would like to port this they may go ahead, this is an open source file as per request of the original author, but PLEASE be respectful of the users and don't port it unless you plan on keeping up with any potential updates that may be published here. If you do port it, toss a comment to me here and let me know, I'll link it in the description for people
Edit: Also worth noting, as of now, the version numbers between this mod for classic Skyrim and the Special Edition may not match up. They will always have content equality, but things like typos, minor bug fixes to a mistaken object bound etc and things like that may result in one version being a few numbers ahead then the other. Nothing to worry about at all.
SkyPatcher was recently given object bounds support for books as a test run to patch this mod dynamically. Is there a specific process as to how an items object bounds are edited? or rules to follow when patching for other mods?
Just a heads up this conflicts with Survival Mode CC. Easily fixed in sse edit but figured I mention to people if they wonder why certain foods no longer restore health
However, I noticed that some aliments do not restore anymore hunger in survival mode with this mod installed (Venison chop for example). In xEdit it seems your mod replace the Skyrim base item by a version without the effect.
There is a bug that if you put something into the shelves, then press E to collect the item on shelves, then you open the shelves' inventories, you will see another item there, take it, you got two item.
This mod has served me well for many years. One that has never left my load order. Such a nice QoL mod for me. Adding trinkets and whatnots next to the books is a nice touch. I just wish I could find a good player home that has enough book shelf space for all of my books. (I'm a serious book worm) I've tried making my own home mod, but adding all of those links from books to containers is a HUGE pain lol.
One of my favourite player houses that actually has more shelf space than needed for all the books (including journals and notes and such) is Castle Valdmire. I used console commands to add all books and added all the books to the shelves and half the library shelves were still empty and I could add all kinds of trinkets to the shelves. It's been a while since I played (currently working on reinstalling and readding all my mods), but iirc a few of that author's other houses also had a lot of shelf space if the vampire theme isn't to your liking, but that's one I know for sure had more than enough for everything
Thanks for this mod, seems to work quite well. There is still a safeguard in place to prevent too many items from fitting onto a shelf, but I can fit maybe 16-17 books on a given shelf now if they can fit. This allows me plenty of space to put every book in the game into my Hearthfire library (not counting journals, notes, etc).
Just wanted to let you know, per the description, that I updated the playerbookshelfcontainerscript to include a while loop to check every 0.1 if the player is in a menu. I think this will make it compatible with Skyrim Souls (mod that unpauses the game when in menus). So far it looks to work for me (difficult to test in vanilla with only bookshelves in player houses, but I can see candles flickering in the background!). Anyway, I'm going to put it up on a page. Will still need this mod as it's just a script override.
Something is wrong because my shelves will handle whatever will fit in them. Be aware of the sizes though... troll skulls for example are huge. You may need to generate a patch to help. Check out https://www.nexusmods.com/skyrimspecialedition/mods/19160?tab=posts&BH=0 which adds more functionality to this mod.
They both supply a new "playerbookshelfcontainerscript.pex" script file. Even after extracting the BSA to ensure it overwrites Skyrim Souls (using MO2) and testing on old and new saves, I just could not get the mods to work together. Even uninstalling Skyrim Souls on the old save led to the item not physically appearing in the bookshelf after placing (on a new save it did).
I'm not sure if this is correct advice, but what worked for me after unpacking this mod's bsa and overwriting the conflicted file was opening the save in FallrimTools - Script cleaner and more, searching for "bookshelf" then selecting "kill listed." This mod is working as expected now on a save that I had started with Skyrim Souls installed. I haven't encountered any issues so far, but again, I can't guarantee it's entirely safe to do this.
144 comments
I personally will not be porting this over to Xbox (It can't go on ps4 because it depends on scripting). I do not have an Xbox to troubleshoot on, and because most bugs come from scripting issues theres also little I can do about any bugs, so I don't really feel like trying to support a version on a platform I don't have access too for bugs I can't do anything about. Because I am just the maintainer of this file this also weighs into it as I feel there's no huge benefit for me porting it versus someone else who may also have basic data editing skills.
If someone else would like to port this they may go ahead, this is an open source file as per request of the original author, but PLEASE be respectful of the users and don't port it unless you plan on keeping up with any potential updates that may be published here.
If you do port it, toss a comment to me here and let me know, I'll link it in the description for people
Edit: Also worth noting, as of now, the version numbers between this mod for classic Skyrim and the Special Edition may not match up. They will always have content equality, but things like typos, minor bug fixes to a mistaken object bound etc and things like that may result in one version being a few numbers ahead then the other. Nothing to worry about at all.
However, I noticed that some aliments do not restore anymore hunger in survival mode with this mod installed (Venison chop for example).
In xEdit it seems your mod replace the Skyrim base item by a version without the effect.
Just wanted to let you know, per the description, that I updated the playerbookshelfcontainerscript to include a while loop to check every 0.1 if the player is in a menu. I think this will make it compatible with Skyrim Souls (mod that unpauses the game when in menus). So far it looks to work for me (difficult to test in vanilla with only bookshelves in player houses, but I can see candles flickering in the background!). Anyway, I'm going to put it up on a page. Will still need this mod as it's just a script override.
Cheers.
https://www.nexusmods.com/skyrimspecialedition/mods/27859
They both supply a new "playerbookshelfcontainerscript.pex" script file. Even after extracting the BSA to ensure it overwrites Skyrim Souls (using MO2) and testing on old and new saves, I just could not get the mods to work together. Even uninstalling Skyrim Souls on the old save led to the item not physically appearing in the bookshelf after placing (on a new save it did).
I'm just gonna resort to Jaxonz Positioner, though it's way more work :(
https://www.nexusmods.com/skyrimspecialedition/mods/13090