So, say you have a horse with a lot of stuff on it, and then you die (not really, because a mod you have brings you back to life at the last inn you stayed at) and you try to go back to your horse because it died to the thing that killed you also, but the horse's body isn't there - is the stuff gone now, or will it be on the next horse you buy?
Hello, 4 years later, I hope you're still around guys because I have a question :-) I would also like the storage to be 50 lbs, do I have to use the console command for each horse ? or only the first time for my first horse ? (most of the time my horse only survives for a few hours)
Enter the commands and if you horse dies and you buy a new one slap over 50 lns of weight on it and if it still can carry more than you need to re-eenter the code....i almost want to say its a 1 time thing tho.
Supposedly the time it takes for a container to be set back to its initial state, is reset every time you access the container. So, I would simply not use the horse for long-term storage, only for carrying your junk around to sell.
I wander what the difference is with the other safe storage options with campfire. Hmmm, now maybe i have a mission, has this been done already? And it needs visible bags, otherwise, love the mod!
Do you know how long it takes to reset specifically? I made a tweak to it in Creation kit that should hopefully fix this issue and would like to test it.
Bump +1 hoping this is resolved in a later mod version; I think any container with a Respawn flag (maybe even unlimited horse storage, since this is likely a hidden remote storage container somewhere in the world) is reset some time after 48 hours or 10 days unopened. So if you're e.g. skinning animals with the Hunterborn mod, best put down a cache marker first or you'll risk the horse being empty once all your skinning and camping/sleeping/eating time has passed. See https://en.uesp.net/wiki/Skyrim:Containers#Safe_Containers
If you have no such safe storage mods, the Safe Containers mod from vanilla Skyrim also works in Special Edition; it renames all base game and DLC safe containers with an asterisk* if it does NOT reset/respawn (any later mods overriding container respawning/names or adding new ones could make this unreliable indication, however). See https://www.nexusmods.com/skyrim/mods/75690
A few reasons why; * The person reporting the guess "...doesn't it.." did not seem confident, AND they were using a version (individual storage) where they would have to keep track of each horse they ride. * 15,000 people have DL this mod. We should have a few more bug reports... * Checked the mod in the SSE edit, the cell is persistent, and the container does NOT have the respawn flag set.
Therefore, I would hazard to surmise that this was an erroneous assumption that the inventory gets reset.
A long time in reply, but for everyone's information, the cell the chest gets stored in does not have the "NoResetZone" set as its Encounter Zone like player homes do, which means that after after 10 days (default respawn time for a non-cleared cell) of not accessing your storage it is possible that this would cause a reset, maybe even just every 10 days regardless of interaction, since the player never actually enters the cell. Assigning the encounter zone is a really simple fix in xEdit or the CK which protects you against this mod's only possible disadvantage. Hope the info helps someone.
I actually went and tested this myth as i also was concerned and no, horse storage does not reset. I stored items in horse, went indoors, waited 30 days just to be sure, came back, and the items were still there. So nope, the people above all guessed incorrectly, the horse storage does not reset. Hope this clears up doubts anyone else had.
It was not a guess, my correction was based on modding experience and the knowledge of the functionality that stops player storage from resetting. Without the noresetzone applied it will reset after 10 days, however, if you access the storage anytime during those 10 days, the timer will reset to the full 10 days and as a result, if you access it frequently, you may never notice the issue.
Another method is to use the No Cell Respawn mod, which does the following:
iHoursToRespawnCell (like a container), instead of resetting after 10 days (without entering cell), is set to 245,000 years. iHoursToRespawnCellCleared (area marked cleared), instead of resetting after 30 days (without entering cell), is set to... (as above).
[those two variables are set under Game Setting in the Skyrim.esm ]
Watch for save bloat with that mod though. For some this is not an issue but if save bloat causes you problems or concerns this is a bad idea. Anything that prevents reset has to be saved in the save file and the more you alter the world from the original state the more the save file contains to remember all the changes, hence bloat.
Is it safe to uninstall this mod or can it damage my saves? Maybe it won't be relevant because I like the mod, but in case I switch it for a more advanced mod I would like to be sure. Just in case. Cheers!
It will be perfect if someone create a similar mod with craftable saddles that add more weight to your horse storage, the mod is still good, however is buggy, you can loose all the items stored on your horse without a reason, is a game breaker.
Cart, with a chest in it, yoked onto the back more like. I'd love a horse and cart (plus horse team and waggon) and hand cart system (mine carts that can be pushed out of the mine to load onto a waggon), but that seems like it would be really hard to code. The whole transport of weight system is an uneasy compromise and that it is fair to work around unnatural limits like this.
If anyone uses the Wild Horses Creation from the Creation Club, this mod is compatible with it it seems. I don't know how it works with horses encountered in the wild, but once tamed, the mod works just fine. And it's fantastic for Survival Mode too, I have to prepare for long trips now, and the horse helps with that. Great mod!
100 comments
It's one of my favorite mods, to this day. Couldn't live without it! Works perfect. You can't mess it up. Your stuff is always there.
You actually have to click between storage modes first, even if it's at what you want it to be, and then click 'Done' for it to register/work.
modav carryweight -899
That will reduce the horse's carryweight from 999 to 100.
4 years later, I hope you're still around guys because I have a question :-) I would also like the storage to be 50 lbs, do I have to use the console command for each horse ? or only the first time for my first horse ? (most of the time my horse only survives for a few hours)
If you have no such safe storage mods, the Safe Containers mod from vanilla Skyrim also works in Special Edition; it renames all base game and DLC safe containers with an asterisk* if it does NOT reset/respawn (any later mods overriding container respawning/names or adding new ones could make this unreliable indication, however). See https://www.nexusmods.com/skyrim/mods/75690
A few reasons why;
* The person reporting the guess "...doesn't it.." did not seem confident, AND they were using a version (individual storage) where they would have to keep track of each horse they ride.
* 15,000 people have DL this mod. We should have a few more bug reports...
* Checked the mod in the SSE edit, the cell is persistent, and the container does NOT have the respawn flag set.
Therefore, I would hazard to surmise that this was an erroneous assumption that the inventory gets reset.
Well.... Right?
Still a nice mod, that we anyone can edit with SSEedit.
iHoursToRespawnCell (like a container), instead of resetting after 10 days (without entering cell), is set to 245,000 years.
iHoursToRespawnCellCleared (area marked cleared), instead of resetting after 30 days (without entering cell), is set to... (as above).
[those two variables are set under Game Setting in the Skyrim.esm ]
SCNR ^^ (you could say the imp of the perverse got the better of me :p )
https://www.nexusmods.com/skyrim/mods/25493/