Skyrim Special Edition
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jjensen6823

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  1. jjensen6823
    jjensen6823
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    (2/26/23) New version 1.3.0 Beta  Updated with Skyrim Arrow Overhaul patches for SE and VR, and a new FOMOD installer that lets you choose SE or VR at the beginning and installs patches accordingly.  I have not tested every combination of patches yet.  Please inform me of any issues.  Thanks.

    (2/15/23) New version 1.2.0.  Skyrim VR returns TRUE on the IsBolt() function when called on an arrow--the original reason I removed tracking bolts separately.  Version 1.2.0 adds a patch for VR that adds the keyword IsBolt to bolts so that they can be tracked in Skyrim VR.  It also corrects the keyword issues with Bandoliers + CCOR + Capacity Adjustments brought up by Glanzer--thanks for catching that.  PS. You may ask why I didn't just make the main version of the mod use my new IsBolt keyword instead of creating a patch for VR.  The answer is simple: compatibility.  The VR version will require a patch for any mod that adds bolts to the game, whereas the SE version will work with all bolts automatically (assuming the author created them properly).  A patch for Skyrim Arrow Overhaul will follow (although I am still waiting to hear from someone who has tried the patch).

    (2/1/23) New version 1.1.0.  Adds support for tracking arrows and bolts separately.  This was part of the original mod, but I could never make it work--all ammo showed up as bolts.  Furthermore, it was necessary for the upcoming Skyrim Arrow Overhaul patch.  It also adds bash tags and a script to prevent the hotkey from triggering while typing in other boxes (with gratitude to Glanzer).  For new games using ASLAL, it may take as much as 20 to 30 seconds after your new game loads for everything to update.  If you are still "Over Capacity" after around 30 seconds, go into the MCM and reset.  You should only need to do this once.  Patches will continue to be released as I have time and as people express interest.
  2. koisplash215
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    I made myself a simple patch between this and the Medes in Your Pocket mod. I could easily make on for Coins of Tamriel by itself too if anyone is interested. Given permission, I'd love to post it.
    1. makhel6
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      I would love a patch for Coins of Tamriel combined with Exchange Currency SE. I'll try it out myself, but since I've never done this before not sure what the outcome will be.
    2. makhel6
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      I managed to patch CC Backpacks and it worked without issue, using this guide:
      https://www.nexusmods.com/skyrimspecialedition/articles/2838?BH=0
      I might continue patching more mods since it's easier than I expected.
    3. lenora22
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      Unless you're using assets from another mod, if you're just making a compatability patch like this between two mods, I don't think that requires permission. And I would LOVE to have your Medes in Your Pocket and Coins of Tamriel patches.
  3. whateverg
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    Is it possible to add a feature to track potions separately as well?
  4. ngabsunda
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    Hi, i have questions regarding your mod :

    • does the mod affect container objects?, such as : chests, etc
    • does it also affect skills, buffs, and standing stones that alters carry weight?
    • what about barter or buying stuffs?, as we know player homes are in 4 digit, even some are higher
  5. anakameron
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    I have an extremely heavy load order so obviously I don't expect a full diagnosis, but the original mod was working and simply adding this one to my load order on a new save has caused my character to be stuck over capacity. At least, they have the active effect and I can't use my weapons, magic or shouts, but going to the MCM it says I'm not over capacity. Also, I don't see any options to tweak the potions settings, just turn them off. Is that accurate? The original mod let me set the amount in the MCM. Dropping every item in my inventory did not make the effect go away, nor did starting a new character several times over. I don't see anything conflicting in xedit, and when I try the reset option from the MCM it freezes. I left the game running when I went to have dinner because the rest of the game is fine, just the Hardcore Capacity MCM that remains blank when I try to interact with it, and it was still like that when I came back like an hour later. No idea what would cause this but I guess I'll be sticking with the old version unless somebody has any idea what the culprit might be.
  6. makhel6
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    Each time the mod runs its check for capacity, I get a "False" notification (top left message). I'm guessing it's stating that my character is not over-encumbered, but I'm not sure it's intended to show up that often, or at all, since it seems more like a bug message that slipped, rather than an in-game notification. I get it each time I fire an arrow, each time a loot anything, consume items, etc. It would be fine while looting, but each time an arrow is shot is too much. I am running version 1.2 btw, I couldn't get the newer version to work (got the infinite "reset player capacity" bug). Cheers for an amazing mod!
    1. makhel6
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      I managed to filter out the "False" notifications using https://www.nexusmods.com/skyrimspecialedition/mods/67925
      Now the way to check if my hands are free is to unsheathe the weapon.
    2. Glanzer
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      I don't think that message is from this mod because I'm never notified if I'm under capacity. Is there a debug option in the hardcore capacities MCM? I don't know and I'm not near my computer. You might want to check that to see if you have something turned on.
  7. deleted90242688
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    I'm experiencing a bug where I suddenly become over capacity and sheathe my weapon, unable to unsheathe it until I re-equip it. Maybe there's a mod in my load order that is spiking my capacity. I'd appreciate any ideas. I'll try and find the culprit.
    1. Glanzer
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      I've had similar problems where I'm overcapacity and I have almost nothing in my inventory. Very frustrating. Also it seems to default to being overcapacity every time you start the game which is dangerous since you might be loading right into a dangerous area. I think the default should be under capacity unless proven otherwise.
  8. koisplash215
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    Would it be possible to have this mod ignore Requiem's gold weight tracker? It's counted as a separate item with it's own weight.
    1. Glanzer
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      That shouldn't be too hard to do, if you're talking about just disregarding an item in your inventory. The best way to do this would be to add the item to a formlist and then every time an item is added to the inventory just check the form list to see if it's in there, and if so return immediately from the function. Then to make it compatible with everything you just use KID (which is the Keyword Item Distributor) to add items to the formlist using a simple text file.

      Let us know when you're done with all that.  lol

      But seriously, the author has given permissions for modifications to this mod and I'll be turning my attention to this mod since I love this mod but it's been giving me grief. So I hope to make some tweaks to it, maybe I could add the formlist functionality to it.
  9. Glanzer
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    I just got a horse and was surprised that my horse took up the first slot as a follower in this mod. Is that intentional? Seems like horses should be excluded. I'm using Immersive Horses in case that makes a difference.
    1. jjensen6823
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      No, that is definitely not intentional, nor has it happened to me with no horse mod or convenient horses.  I’ve never tried immersive horses.  I’ll be honest, I haven’t touched Skyrim in over a month—I just don’t have time.   But if I get a chance, I’ll try to look at this.  If you make a patch, shoot it my way and I’ll add it.
    2. Glanzer
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      It looks like Immersive Horses adds the player owned horses to the "CurrentFollowerFaction" faction. I found this in IH's scripts:

          horseRef.AddToFaction(CurrentFollowerFaction) ; The horse will now follow the player.

      It looks like you track followers by checking to see if they're in that faction, at least I think that's what your scripts are doing. To solve the problem for IH, I think you just need to add a check to see if the follower belongs to the horse race, and if so disregard the follower. Not sure if that could be done in one spot in a single script though; from looking at your MCM, Controller, and Alias scripts it may need to be done in several places. I see code like this:

      if Follower && (Follower.GetFactionRank(CurrentFollowerFaction) >= 0 || Follower.GetBaseObject().GetName() == "Sofia")

      Or like this:

      if(Controller.TrackedRefs[0].GetRef() && (Controller.TrackedRefs[0].GetActorReference().GetFactionRank(CurrentFollowerFaction) >= 0 || Controller.TrackedRefs[0].GetActorReference().GetBaseObject().GetName() == "Sofia"))

      I'm wondering if additional checks could be added to those? Is that the way to do it? Or could we do things in the ESP by adding a race condition to the perk? I'm really guessing here... (btw I know this isn't really your problem!)
  10. tommas666
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    Hi, I was checking your mod and I just downloaded it, I haven't tested it, but it seems perfect for the way I play the game.

    Also, I was checking the patches and it seems you are mostly only adding keywords to some records, so they can be managed by your mod... which, by themselves are just fine, but if you have other mods changing the same records (changing maybe gold value of the items, or even adding their own keywords for their new mechanics) can make this fairly incompatible... And for experienced modders this is just "forward that record, add the changes you want to keep" kind of deal.... Have you thought of using -KID for the Keyword Distribution part? that way, even if some times you need to add the esp for other changes, the patches would touch only very few records... making patching very easy, and without the need for "combined" patches...

    Just a Thought, it might make your life easier xD

    Edit: Also xD I was reading the comment section, and I see that there may be an issue when trying to craft things, because you can't carry enough things... which is realistic, and basically the point of this mod, but in practice, it would make it so we go from the house to the crafting station over and over again xD... so.... what I would do... is to pause the mod, if 1- You have work related clothes equipped (thinking on blacksmith outfit or related), AND 2- if you are in a safe location or city or playerhome (depending on how restrictive you want to be), with a notification well... notifying that you are now working and are allowed to use the vanilla behavior for encumbrance... the moment you change your clothes or exit the place, you get a new notification or something that the mod is back on track and you are (or not) Over Capacity...

    this should be fairly easy to implement by creating a new keyword and distributing it to the corresponding outfits with KID, then a magic effect with the conditions of the player having the keywords + the relevant location... magiceffects script "OnEffectStart" toggles NEW globalvariable "Weight cheatmode" = 1... "OnEffectFinish" globalvariable = 0... so it is automatic... then in your main script you only have to account for this global variable...

    the way of using the magiceffect instead of doing the checks from the main script itself, is so the engine does the checks, and not papyrus, also, by making the checks "stand alone" you can change them however you want without the need to recompile the script, and its effects would update automatically once the effect wears off and is applied again... And you can use the same globalvariable "cheatmode" as condition for other effects you may have (to turn them on/off as needed, and all be done by the engine)

    Sorry for the wall of text xD if you like this idea we can talk more about it, because I don't know if I am explaining correctly xD... You can PM me if you are interested.
  11. Glanzer
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    I just discovered that Simple Cow and Goat Milking uses the disable/enableplayercontrols() functions, causing the over capacity to go away after milking a cow. Dropping an item and picking it back up again forces a recalc to fix it of course. But that made me wonder how many other mods might re-enable weapon equipping when over capacity, so I did a quick full text search on all scripts (*.psc) and found the following also use enableplayercontrols() which cause you to lose over capacity:

    Spoiler:  
    Show

    Anna NPCs
    Campfire
    Civil War Overhaul - Redux
    Companions Questline Tweaks
    Comprehensive Falskaar Fixes
    Earthquakes - With Idles
    Helps to Have a Map
    Hunterborn
    Interesting NPCs
    Keep It Clean
    Nether's Follower Framework
    Sidequests of Skyrim
    Skills of the Wild
    Skyrim Souls RE - Updated
    Skyrim's Got Talent
    SV Mods Menu
    The Second Great War
    Wounds

    Personally I'm not all that worried about the conflict because in most cases those mods only enable controls when you initiate activities they provide (e.g. milking a cow). When your character is over capacity, you would normally just go back to town and sell things FIRST (or put them on your horse, or give them to your followers), you wouldn't go milk a cow, or set up camp, or get training, etc. (a few examples I gleaned from looking at the code from that modlist). I don't think there's a good workaround this, and I still agree that disabling player controls for the weapon equipping is the best thing to do, better than dropping items anyway.

    I thought I'd mention this potential conflict in case someone is randomly losing over capacity status and not knowing why.
    1. jjensen6823
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      Thanks, I appreciate the heads up.  The script re-checks capacity every 30 seconds, so the controls wouldn't be enabled for long.  And there really isn't much that can be done to prevent it, to my knowledge--you can't prevent other scripts from enabling controls.