The mod doesn't work if Campfire overwrites PapyrusUtilSE files. I'm leaving this here in case anyone has a similar problem to me (namely the key for storing items not working).
So I do have to comment because this has the potential to cause a lot of problems and possibly break quests all for the sake of an OCD need to "have a clean inventory". Quest items that are flagged as quest items have no weight, even if listed as having weight, the quest negates that value in the engine while it is running (according to UESP).
I'll give you an example of possible issues: if you display the dragon elder scroll in the Legacy museum after the initial arc of finding it and later have to come back to get it for the main quest but you forget to do so before advancing the quest to the next phase, it will send you to buy back the scroll from Urag Gro-Shub because the vanilla game assumes that you sold it to him because the scroll is otherwise flagged as a quest item; so if you don't have it, obviously he must. The quest however bugs and doesn't give you the option to buy it back because he never had it, it's on display, so people have to roll back, grab the scroll and then advance the quest as normal.
A lot of quests depend on the quest flag in order to bypass need to do getitemcount() checks as a condition for various checks and are engineered around the idea that a quest item cannot be removed. I would sincerely reconsider this.
All mods, tools can be potentially harmful. Console commands, for example, can be used to do much more damage, but we depend on users to do what's intelligent, and console menu isn't banned
Yeah fanime, we mean that items FLAGGED as a quest item have zero weight. And those are the ones that this mod would be intended to manage, so basically moot. If they have weight you can stash them normally.
no you don't. Quest items display their weight in the menu, but weigh nothing. This is a well verified fact about the game. There is no point arguing over facts
I gotta say advancing quests via the console is one of the better ways to actually fix them.
Of course you should save beforehand to prevent breaking the quest further, but flat out calling it a terrible idea is in no way justified.
Edit: Ok for some reason the reply button isn't working so I'll just write it here. wSkeever I understand advancing quests has the potential to cause issues, at the same time, that potential doesn't necessarily mean you shouldn't do it. That's a risk of using the console in general.
Once the quest is complete, you can drop the quest item. It works 99% of the time, so idk what you're on about, especially when this has been established as a fix for the issue of broken quests for a long time.
advancing quest stages only executes scripts attached to quest stage fragments, it won't run any dialog scripts, alias scripts, or any script on any object you may have to interact with during the quest. Unless you open up CK and inspect how the quest is actually written, it is categorically a terrible idea.
Yes, I ran into this issue too. Which is a shame, because in some save games I don't like completing these quests.
I'd try Inventory Item Dropper. Unfortunately you still have to start the quests, but the notes will be gone.
Edit: I should mention that once the items are removed you can't really get them back unless you pick them up off the ground, but that doesn't really seem to matter for a lot of the AE quests anyway.
This mod doesn't work for some quest items. Example: Cannot store the letter from "The Rising Dead" quest, which is from the AE CC zombie mod. If you try to store it, you get the message "Quest Item Locked By: The Rising Dead".
Nope, no confusion. What you showed in the screenshot literarily doesn't work here.
Prolly some mod-conflict. Likely with some skyui container mod. That narrows it down quit a lot, but i'm so freaking tired of debugging mods instead of playing the game, that right now i cannot even be bothered to check a handful of mods. Maybe next week if i feel like it.
EDIT: Turns out that actually i just forgot how this mod works, because it's so unintuitive. I tried to store the letter from the MCM, but turns out you can only retrieve stuff from that screen, not add quest items. Using SHIFT in the the inventory works.
I've now created a textfile in the mod-directory reminding me of how it works. Because having to visit a website to remember the correct key and method is.... not optimal.
Bro you wasted so much time complaining when all you had to do was read the mod page...and you're still blaming your memory issue on having to visit the website somehow being "not optimal."
I just wanted you to know that this thread gave me an aneurism and dwindled my faith in humanity down by at least another inch face palm.
Clarification question: does this let you move quest items to an external location of your choice, or does it "store" them in some mystical void where you get them back using the MCM?
When I initially landed on a YEET page, I was thinking I'd be offloading items into chests in my house, but when I read the description, I thought the MCM retrieval method meant storage in the void.
Just love the new control-scheme, particularly the possibility to hide letters etc. without reading them (and starting a quest thereby). Thank you for another essential mod in my LO :)
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Would it be possible to add a feature where I can open and retrieve my stuff with a hotkey as well instead of opening the MCM menu every time?
I'll give you an example of possible issues: if you display the dragon elder scroll in the Legacy museum after the initial arc of finding it and later have to come back to get it for the main quest but you forget to do so before advancing the quest to the next phase, it will send you to buy back the scroll from Urag Gro-Shub because the vanilla game assumes that you sold it to him because the scroll is otherwise flagged as a quest item; so if you don't have it, obviously he must. The quest however bugs and doesn't give you the option to buy it back because he never had it, it's on display, so people have to roll back, grab the scroll and then advance the quest as normal.
A lot of quests depend on the quest flag in order to bypass need to do getitemcount() checks as a condition for various checks and are engineered around the idea that a quest item cannot be removed. I would sincerely reconsider this.
All mods, tools can be potentially harmful. Console commands, for example, can be used to do much more damage, but we depend on users to do what's intelligent, and console menu isn't banned
This file is listed under "utility"
I have multiple Items, that i can not drop and do weigh.
Of course you should save beforehand to prevent breaking the quest further, but flat out calling it a terrible idea is in no way justified.
Edit: Ok for some reason the reply button isn't working so I'll just write it here. wSkeever I understand advancing quests has the potential to cause issues, at the same time, that potential doesn't necessarily mean you shouldn't do it. That's a risk of using the console in general.
Once the quest is complete, you can drop the quest item. It works 99% of the time, so idk what you're on about, especially when this has been established as a fix for the issue of broken quests for a long time.
YEET works for vanilla quest items, but not for all the AE spammy notes and quest items I was trying to get rid of
I'd try Inventory Item Dropper. Unfortunately you still have to start the quests, but the notes will be gone.
Edit: I should mention that once the items are removed you can't really get them back unless you pick them up off the ground, but that doesn't really seem to matter for a lot of the AE quests anyway.
As you can see, when I try to drop this letter, it is blocked by the zombie quest, as indicated by whose quest is it anyways:
However, using this mod works just fine:
Confirmation:
Removal:
Shown as stored:
Sounds to me like you got confused and tried to drop this item instead.
Prolly some mod-conflict. Likely with some skyui container mod. That narrows it down quit a lot, but i'm so freaking tired of debugging mods instead of playing the game, that right now i cannot even be bothered to check a handful of mods. Maybe next week if i feel like it.
EDIT: Turns out that actually i just forgot how this mod works, because it's so unintuitive. I tried to store the letter from the MCM, but turns out you can only retrieve stuff from that screen, not add quest items. Using SHIFT in the the inventory works.
I've now created a textfile in the mod-directory reminding me of how it works. Because having to visit a website to remember the correct key and method is.... not optimal.
I just wanted you to know that this thread gave me an aneurism and dwindled my faith in humanity down by at least another inch face palm.
When I initially landed on a YEET page, I was thinking I'd be offloading items into chests in my house, but when I read the description, I thought the MCM retrieval method meant storage in the void.
Thank you for another essential mod in my LO :)