Skyrim Special Edition
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SomethingObscure

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SomethingObscure

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About this mod

Oh no, you've made a mess. Well, time to put everything right.

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As you visit people's houses, maybe even your own house, things can become a bit of a mess. Plates are under the table. A cabbage is rolling down the hallway. How did that pair of gauntlets wind up over there?  This mod lets you sort it all out, one bit of clutter at a time.


When you launch the game with this mod installed, you'll have a new lesser power, "Tidy Up".  Simply cast it like any other lesser power, and once it's activated, anything that normally you'd be able to pick up now has the option to put back where it belongs; even (especially!) things that don't belong to you!  When you're finished righting everything that's taken a bit of a tumble, cast the power again, to go back to your normal bull-in-a-china-shop self.

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  • The spell works by adding a perk that introduces a second interaction option to clutter. This is the same as how cannibalism works, but with less clutching of pearls. Actually maybe this version has all of the clutching of pearls, just to make sure they're all where they ought to be.
  • I've set it to not work on NPCs, doors, furniture, containers, activators, or harvestables.
  • The interaction also is blocked when you are in combat, or in a hostile cell.
  • It can only work on items that you can interact with, so all of those random bits of bone and those vases which are just there so you can shout them around while showing off to Max von Sydow can't be sorted. Sorry.
  • You can probably use this to cheat or break your game. I don't think you can but who knows? Have you seen the crazy stuff speedrunners do? Amazing. If you're not sure if you should use it on something, don't.
  • The script is just resetting the clutter item back to its "editor location," i.e. wherever the designer left it while they were working in the Creation Kit. This has a few limitations:
    • Your ability to tidy things up is only as good as the designer who set up the stuff in the first place.
    • Often clutter is set up so it's all touching one another, and it can be tricky to get it all back to where it's supposed to be without one of the physics items "waking up" and causing a mess again. As a general rule, if it's a bunch of stuff in a bowl, right the bowl first.
    • Taking and dropping items in Skyrim works kind of like transporters on Star Trek. It destroys the original version of that thing, holds it in an abstracted state, and then when dropped it creates an entirely new version of that thing based on the stored data. This means that anything you've picked up no longer has an "editor position". It's a totally new object.
    • There seems to be some exceptions to the above, maybe in cases where the entityRef's baseID is unique in the cell. I've had mixed luck with it!



The archive contains a single ESP-FE plugin and BSA archive. It contains only new record and a few simple scripts.






Creation Kit Fixes, SSEEdit, and that tenacity which comes at 1 am when you have an idea and can't sleep.


So, I was on Discord and I was frustrated because I had no idea how to make this mod, and then Parapets is all, "give yourself an activate perk that does it," and then Simon went, "Activate perk is easypeasy," and I was just, "I have no idea what that is!" Anyway, I figured it out.