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Parpaing

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0Parpaing

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  1. 0Parpaing
    0Parpaing
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    This is one triple-sweet industrial strength house mod, let me tell you.


     
    Thanks to you!
  2. 0Parpaing
    0Parpaing
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    Version 1.04.1

    Weapons racks should work properly now (some weapons didn't display properly before). I changed two of them so they can display 2 weapons and a shield.
    I changed some few models too.

  3. edcase7
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    For those of you not getting how to upgrade the Fully Stocked version to this, do the following:

    *N.B. This process will have to be repeated if you create a new character in the future and want a fully stocked cube! The good news is though that any saves already containing items within the Cube "shouldn't" be lost...
    ** See below for more advanced but permanent solution

    1. Download, install & enable original mod
    2. Load game, check inventory for Dwemer Storage Cube, use it - check chests are brimming with goodies - use storage cube again to exit, save game. This stores the container items into your save.
    2a. At this stage, load and save any and all Characters that you want to have a fully stocked Upgraded cube for!
    3. Manually download this mod, unpack archive, rename .esp & .bsa to "Dwemer Storage Cube - Fully Stocked" (without quotes... but keep original file extensions!), copy to your \Data installation folder. Overwrite the 2 files that already exist (or 6 if you have already attempted this and failed).
    4. Load game, use storage cube - check your lovely new surroundings and that your chests are still brimming with goodies!
    4a. See 2a. :(
    5. Profit!
    ...
    5a. Once you're all pleased with yourself for achieving this goal, exit cube and save (it is a Bethesda game after all..).
    ...
    6. Now load your favorite cleaning tool SSEEdit or xEdit as the cool cats refer to it.
    7. Deselect all, search for Dwemer Storage Cube and load mod (probably last in your list as you didn't run LOOT!!! Naughty, naughty!!!), wait for the right hand side pane to say Background Loader: finished
    8. In the left hand pane expand "Dwemer Storage Cube - Fully Stocked"
    9. Now expand "Location" and single left click on the entry
    10. Look to the right hand pane and look for the line "EDID - Editor ID" single left click on the "YsDC_DwemerCubeLocation" you will be presented with a warning. Click the right hand pointing green arrow "Yes I'm Absolutely Sure". The EDID will now be highlighted, remove the "_" underscore from the name.
    11. press CTRL+S to save, or close the window using the "X" and save (check backup is ticked also).
    12. Now you will be able to save your game while being in the Storage Cube and the save will be listed.
    12a. Copy the .esp from your data folder, and overwrite the one in your unpacked archive. You may as well repack the archive at this stage. Doing this will mean that you won't have to complete steps 6.-12a. when/if you want the Fully Stocked version for a new character.
    13. Double profit! Maccy D's all round!!!

    ...I thought there were only 12 steps to Heaven... oh well...

    So when Parpaing says (and I quote) "the pre-stocked version upgrade works, you just have to rename your .esp and .bsa to "Dwemer Storage Cube - Fully Stocked".
    What he really meant to say was all of the above... wouldn't you agree Parpaing??? :)


    This is a more advanced process (more new toys to play with! Yay!) that avoids you having to go through these steps again in the future (sort of, possibly, well you never really can tell with these things...), but it requires:

    1. Loading and enabling both Mods in your manager (not a prob as the file names are different).
    2. Then load both mods in the Creation Kit (making this mod the active file) and thus making the Fully Stocked version a master, Save file. You will probably need to mod your CK for multiple masters (see Nexus for that).
    3. Load this version in xEdit (it will also load fully stocked as it is now a master) and go through the containers manually adding (copying) each and every item/container you want that has been omitted from Fully Stocked (at this point you can start thinking to yourself "is this really worth it?!" But it gives you an idea of what modders have to go through... also, you don't HAVE to copy over 100 iron ingots if you don't want to... but you can also make it 1000 if that's what you really want, or add completely new stuff altogether; the possibilities are endless... almost...).
    The right hand pane will display side-by-side what "fully stocked" has in each container and it will display the same containers in the "enhanced" version - you will have to go through each container making whatever additions you want.
    This stage can also be done in the CK, but xEdit's layout is much easier to work with.
    4. Don't forget to remove the "_" in the EDID. See above step 8 onwards.
    5. When done, save (CTRL+S) or exit and backup
    6. Now we go back to CK and click the folder icon as if we were going to load a plugin.
    Select this version of the mod, look to the right hand pane under the heading "Parent Masters", click on the fully loaded version to select it, and press CTRL+DEL, confirm any errors you may receive (likely caused by not making exact changes), click OK and wait for mod to load and re-save.
    7. Copy .esp from \Data installation folder, to wherever you stored the original file. You will not need to rename either the .esp or the .bsa as your changes should have been applied.
    8. Voila! Load you game and enjoy... ...that is until this version is updated! lol... hahahaha.... :( booh! :( sniff! sniff!

    Ok, I'm done... phew!

    Sent from my ZX Spectrum while stuck in traffic in my Sinclair C5 heading to the nearest McDonalds for a Supersized Big Mac Meal and chocolate shake...
    1. DizzyDJW
      DizzyDJW
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      Thanks for the awesome info, also those "Sent From"s have gotten way more specific. LOL
    2. JesseJamesHopkins
      JesseJamesHopkins
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      Late question, but how do you do this for the Xbox version?
    3. ExoCalibre
      ExoCalibre
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      - JesseJamesHopkins - 

      That's the neat part, you don't.
  4. Brujoloco
    Brujoloco
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    Really love this mod, it has some weird flickering lights issue I removed in the ck by deleting the omni light added by ys, still wondering how to remove the global light setting inside that makes this wonderful mod a bit too bright, I prefer cozy spaces with scattered light sources.

    Also if you save within the cube, you lose the savegame due to the way the mods adds an extra "_" to the savegame, removing it makes the savegame visible again.

    To fix this you need to change the form id descriptor text of the CELL itself Ys_DC_DwemerCubeCell to say YsDCxxx etc etc. That extra hypen makes the savegame cell location unreadable by the game, a silly thing but can help not lose your own savegames just by renaming the cell itself avoiding the hassle of having to rename them manually out of game

    An amazing mod with some minor details to fix yet.
    1. TheFluffyKitsune
      TheFluffyKitsune
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      I did not quite understand it at first but figured it out shortly after, so I'll clarify a bit of information for those that were confused like I was.

      You need to get rid of both underscores if you have them, or just the one like I did. So it should say "YsDCDwemerCubeCell" instead of "YsDC_DwemerCubeCell" or "Ys_DC_DwemerCubeCell".

      Hope this helps anyone that needs it.
    2. tentanseum
      tentanseum
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      2 yrs too late, but I wish you would've given a small tutorial for those that wana make those same changes but don't know how. maybe another late comer like me can do it? thanks.
    3. TheFluffyKitsune
      TheFluffyKitsune
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      Wrote it up in the bug reports area for this issue. :P
    4. CloneTrooper2771
      CloneTrooper2771
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      Don't know if anyone is still using this mod, but a guide to fix this would be much appreciated. I've tried messing around with it in the Creation Kit and couldn't figure it out.
    5. nynoire
      nynoire
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      First of all, go to the "Bugs" section of this page and follow the solution there. The fix doesn't use the CK, it uses SSEEdit.

      Secondly, thank you TheFluffyKitsune! I'm not planning on saving in there just to be case, but it's nice to hopefully have this fixed.
    6. MacroDesu
      MacroDesu
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      Flickering can be fixed by installing community shaders with light limit fix mod.
  5. traixonia
    traixonia
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    What is the exact console command code for this?
  6. Kyphius
    Kyphius
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    looking in description, there's only 1 file.  stockd/pr-stocked only applies for the original mod.

    so i think only way to get it is through additem menu or console. i'm on 1.6.6+ fyi.

    edit: spawn'ed it in and works fine.  is there a way to allow it to be "favorite" for faster access? 
    (fyi: its not due to pov set to 'f' key either. i believe mod somewhere is set to not allow favorite)
    1. RantanplanSkA
      RantanplanSkA
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      Check out Favorite Misc Items , it allows you to favorite almost everything
  7. thuggie1
    thuggie1
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    i installed it with the manager and there a problem when i start the game i cannot find it in my inventory?
  8. Grdzneuli
    Grdzneuli
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    IDK why it doesn't work for me. I tried this one first, it doesn't work.( cube doesn't appear in my inventory), then I tried original mod and still nothing. 
    I'm on SE 1.6.64 and I'm playing with requiem. 
  9. thesandmoose
    thesandmoose
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    I wish I could endorse this twice. It's so beautiful and compact and the little decorations all around really tie the whole place together. I love this mod a lot and it really needs the recognition.
  10. jjb54
    jjb54
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    I tried the SSEEdit in the Bug report and it did not work.

    > IF I save a game inside the Cube ... all prior games are NULL .. I cannot load them, period - full stop.

    Yes, I can save new games after the Cube Save ... but * IF * and this never happens with Skyrim SE .. you need to go to a prior save because you messed up, missed something, .... well you cannot.

    Is there a chance in some future update this can be fixed?

    Right now - this simply is not a very useable mod with this Save - Load bug.

    Thanks!
  11. Lycantis
    Lycantis
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    Looks fantastic, albeit way too bright. I don't know how to use the Creation kit so this is getting uninstalled. It's not only the brightness which actually hurts my eyes horribly because of light sensitivity, but the walls still flicker after all this time. It's more or less, from what I can see, an abandoned project.

    Hopefully more of these come out because that little cube is adorable and fun.
  12. DizzyDJW
    DizzyDJW
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    I realize it has been some time since the last time this mod was updated, but I would much prefer the magic lift in the main Tel Mithryn tower in Solstheim. The stairs are just so difficult to climb sometimes.