Skyrim Special Edition

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CDCooley

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cdcooley

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  1. krixost
    krixost
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    Thanks for making this. Awesome mod. I love the option to change the backpack to the one I am wearing for visual when dropping. I also very much like that these keep things honest when looting that being weighed down is a real thing and I can give a fairly full sack or something to a follower to have them carry stuff too.
  2. Her515
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    This is such an underrated mod! This is literally awesome!! I can use any backpack mesh and it's the exact type of storage I like where the backpack truly acts like a separate inventory. Just really nice job, thank you for making this!
  3. bustanaut
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    nevermind
  4. MercuryXIII
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    I do not know what is about, but this kind of mechanics are the most immersive thing ever for me. Not just putting an item in some abstract inventory, but in a specific satchel you wear on your wrist or specific pocket on your belt… I loved it in NeoScanger, CataDDA, original Storage Helpers. And so I was happy to find that this mod exists, and work in VR, at least to the extent.

    So far, issues I encounter are related to picking containers up after you drop them. To begin with, HIGGS disable vanilla grab by default. Even when turned on, I was unable to pick the container up, regardless of the distance. With other Portable Containers grab setting (always pick up, I believe), game CTD, when I try to pick contaner up. It would be great to have some VR-aware option for this action. Say, opening with activation, but picking up by moving the container over the shoulder and dropping, like you do with VRIK.

    On a positive side of things, I found a highly immersive workaround for this problem. By adding chest armor keyword to a container, I was able to put it on via VR Equip! It is finicky, as VR equip sometimes are, but hopefully I can use to it. I tried to come up with a more immersive way to drop containers on the ground, but so far failed. Spell Wheel VR seem like the best bet – it allow to physically grab items from the wheel via HIGGS, and then drop it. Unfortunately, after container are dropped like this, VR Equip stop detecting it as equipable. This method work fine with other armor, so I have no idea what happening here.

    Edit: Now that I think about it, dropped items lose their favorite status, so I would have to go into the inventory every time I pick a container up and mark it again. Either that, or Spell Wheel will get completely cluttered with every armor showing up on it.

    Otherwise, great mod! Would love to see it updated or revamped in a future. I am ok with how features are implemented in the current version, but I can also see people being pushed away by it.
    1. cdcooley
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      If a mod like HIGGS changes how core game interactions work then it certainly will break mods that rely on core game interactions. Whoever knows enough to create VR specific mods like HIGGS would have to be the person who creates a way to fix any problems those VR specific interaction problems. I don't have and am not really interested in VR, but I'll say clearly here for the record that anyone who wants to do a VR specific version of this is free to do so.
    2. MercuryXIII
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      Understandable. Mostly, I wrote this comment so someone who wonder whether they should try this mod in VR knew what to expect.
    3. MercuryXIII
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      Shizof, Spell Wheel VR author, believes the issue is due to the script this mod running on the portable container when dropped from inventory. Script replace the container the moment it dropped, and it appears to be necessary for the mod to function properly. When grabbed and dropped from Spell Wheel, this script does not run and container gets buggy. Shizof will look what he can do about this problem on his side. He also says that he will add config file to Spell Wheel, so Portable Containers will show up on it without being mark as favorites.
    4. cdcooley
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      That makes sense. Yes, items dropped from inventory have some very serious problems which is why this mod replaces the newly dropped item with a fresh copy. And it's also probably the reason HIGGS disables the standard Grab action. So if Shizof can find some other way to let you pick the item back up that's great. But core problem seems to be that the script itself is getting disabled what whatever method HIGGS is using to drop the item into the world. That's a potential problem with all sorts of items that have a script attached.
    5. MercuryXIII
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      Nah, HIGGS only responsible for grabbing, Spell Wheel are placing item in a world for HIGGS to grab. But it not really the point, I guess. Apparently, Shizof managed to make container drop via Spell Wheel properly, but for some reason it only work first time. Container drops, getting replaced, can be opened or picked up as intended. Second time container drops, script getting broken again. He gave it a fair shake, but I do not believe he intends to look into it further. Which is unfortunate, but fair.

      Also, I managed to figure out how to get Portable Container work normal way for me, without VR Equip or Spell Wheel. Turn out, VR specific ini setting (fActivatePickLength) was reducing activation range, so picking up did not work before. At the end it not so bad. Not as immersive solution as I initially hoped, but it will work.
  5. GahSha
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    Great idea! works well, took a bit to understand how to replace backpacks. I have the Big Leather Backpack (SSE Port).
    For anyone wondering: Create a cdc folder (if there isnt one) in Skyrim Special Edition\Data\meshes.
    copy LBackapck.nif to cdc and rename it PC_backpack_m_1.nif, do a another copy and replace m with f. Don't think this backpack has gender specific versions but anyway.
    copy LBackpackA.nif to cdc and rename it PC_backpack_gnd.nif (i think this one is a world object, so when you drop it, it falls and is interactible
  6. zdostr
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    I am using Skyrim Souls + Immersive Interactions + Portable Containers.
    When container is dropped out of the inventory, the backpack/sack/whatever is thrown away for about 30 meters because it is initially placed just underneath the player. Collision kicks in and launches backpack away.

    This is very inconvenient, so I've made a fix.

    Here is an updated + unpacked version of the mod that I am using locally:
    https://drive.google.com/file/d/1QI_3CYyKVUADxiRrvXP7_bpJ37pVvt4C/view?usp=sharing

    The only change is:
    a) I've replaced original scripts with the ones compatible with unpaused menus
    b) I've added placing dropped backpack in front of you with some distance

    The backpack/sack is still being copied and visually it looks like a glitch, though it does not launch itself in the air now.
    Enjoy.
    1. cdcooley
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      You should only be sharing the scripts you changed in the scripts and source folders not the entire mod.

      But more importantly, it's great if that works for you but it mixes up the scripts from SKSE and non-SKSE versions in a way that will almost certainly result in weights being wrong in the long term.

      Did you try installing the PortableContainers-UnpausedMenusPatchV12 and then try to recreate its script based on the original (because I just realized I didn't actually publish the source script for that)?

      The PortableContainers-UnpausedMenusPatchV12 in the Files tab Optional section really should be fixing the problems you describe.
    2. zdostr
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      Sure, the only file changed in there is cdc_pctokenscript.{pex|psc}

      > The PortableContainers-UnpausedMenusPatchV12 in the Files tab Optional section really should be fixing the problems you describe.

      Yes, I tried it the first, didn't help. Not sure why, didn't really want to investigate. It was easier for me to adjust the script.
  7. Thukhall
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    is there a way to put these items on the merchants sell list?
    1. cdcooley
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      Because you can/should only have one of each I didn't want them to be in vendor lists.

      But if you want to get them as a non-crafting character, the other option is to use my Decorator Helper mod. If you use Decorator Helper to Take an item (while sneaking) and it matches one of these containers you'll get a container. The items that can be taken are the closed basket, alchemist satchels, standard satchels (as pouch), knapsacks, and sacks. (Items that match my Basic Camp Gear mod can be taken in the same way.)
    2. Eolhin
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      Here, just to make things easier:  Decorator Helper
    3. Thukhall
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      Thank you very much. I will also translate it with your permission.
    4. Thukhall
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      Anyway, what can happen if I put them on vendor lists?
      In case I find a way
    5. Eolhin
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      As I understand it, the reason you should only have one of any kind of container is that the actual container is located separately, and the item you interact with is a link to that container.  If you had two of the same kind of container, they would both link to the same actual container, and contain the same things.  Not copies of those things, the actual things.  If something propagates to the vendor lists you could very easily end up with multiple copies of any one of the containers, which would only serve to confuse, and possibly cause issues, and would provide no advantage, as you would still only have the same number of possible containers, and can never have two separate containers of the same type, only more than one entrance point to that container.

      So putting them in the vendor lists would not help, and might well cause problems with the mod.  As he said, a way has been provided for non-crafter characters to obtain the containers, and there should only be one of each at any given time.
    6. Thukhall
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      Eolhin, thank you very much for the information. I understand.
    7. keepsyou
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      Is there anyway I can disable containers from this mod being picked up when I want to pick up a container with using Decorator Helper?
    8. cdcooley
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      When you use Decorator Helpers' "Take" on one of the matching containers, you'll get the portable version if you don't already have one in your inventory. Sorry there's no way around that.

      But whether you get that portable container or not, you should still be able to restore and/or duplicate the regular container too. If you didn't want the portable version you can just drop it somewhere.
  8. UltraRanger72
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    Hi can I ask how to add the texture to the backpack? I've imported the mesh nifs from other mods to the location you described but in game they all appear purple.
    1. cdcooley
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      Normally you just need the textures installed in the normal place for whatever mod you're using for the backpack model. If that isn't working, it's possible you have a nif that doesn't have any default textures defined and expected the game to always apply texture overrides. I didn't make any allowances for that though. Personally I usually just use a backpack from some other mod and then use the knapsack or pouches to actually organize my inventory.
    2. UltraRanger72
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      Eh I see. May I also ask which are the mods you mentioned that "have default textures defined"?
    3. cdcooley
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      Most of them. But I don't have a specific list. And I also don't remember which one of the older backpack mods didn't.
    4. UltraRanger72
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      I tried the Big Leather Backpack mod and the mesh folder only contains 2 files for each backpack? I copied them to the data/mesh/cdc folder and renamed them to what you described and now the backpack's texture appeared yes but it's on the ground? D:
  9. macnitrolpost
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    very good mod. been using it for a year without trouble. Sadly, now something happened that is rather hard to figure out. I am stuck with my backpack at 67 weight. Even if i start a new game. It is always 67. Totally weird. I even checked in ssedit and set the weight of the backpack at 0. Still as soon as i move things in and out of the backpack i get 67 weight for the pack alone. Weird. Anybody experience with that?
    1. cdcooley
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      Since you say it happens even with a new game, the only thing I can think of is that some mod is stashing invisible items inside the real container represented by the backpack.
      The weight of the containers is updated dynamically with a script if you're using SKSE. So you can try the console command "CDC_PCBackpackRef.showinventory" to check if there are any invisible items in the container that might have a weight assigned. If so you'll need to use the console to remove them then the next item you open the backpack the weight should be recalculated correctly.
    2. macnitrolpost
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      just saw your reply. thank you. Good idea. I should have thought about that.
  10. kaylo
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    Just FYI for anyone using Requiem wanting to try this - it will break activators for a lot of doors/gates/etc. Something the reqtificator is doing causes this, so removing the mod when troubleshooting what caused your doors to break won't fix anything until you re-run the reqtificator/remove this mod as a master and relevant files. No idea what causes it to break, as I didn't troubleshoot beyond confirming it as the cause. Might be simply blacklisting this mod from the reqtificator would fix the issue. Might look into it more later when I have time.

    Edit: Or not. Not sure what's going on, as this was the only mod added when door activators broke. Seems unrelated, will continue troubleshooting.
    1. cdcooley
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      This mod uses a Perk to provide special interaction with the containers. By itself, the Perk won't interact with anything that doesn't have the special keyword provided in this mod. But definitely don't let any sort of auto-patch program do things to this mod.
    2. kaylo
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      Right. I fixed it, but the answer to the problem is "I dunno". I'd removed everything but Requiem plugins and it was still broken on new saves. Loading all other plugins except Requiem ones worked just fine. Something got baked into the Reqtificator that I wasn't able to remove short of a complete reinstall (not of base Requiem, which didn't help, but deleting all the Reqtificator files and starting from scratch). My guess in retrospect is that something in the Requiem for the Indifferent.esp_Consistency, designed to protect savegames when the reqtificator is updated, was rewriting whatever door activator issue I was having every time it recompiled. Deleting it and forcing it to generate a new one is when the problem fixed itself. I have no clue how that system works though, so it's just a guess. That said, it makes further troubleshooting a terrifying prospect, as I don't want to have to do that all over again a second time. Think I'll stick with my current, safe load order for now!
    3. kaylo
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      Update of Updated Updates: So I had to know. I backed everything up, added back Portable Containers without re-running the reqtificator...and it worked fine. Then I REALLY had to know. To confirm I'm not crazy. So I backed up all literally everything in MO2, Skyrim SE folder, user folder, save folder, etc. Ran the reqtificator...and it broke again. Thankfully I had no problems reverting it, then checked whether it would break again if I just blacklisted it. Which it didn't. So I can now confirm that this mod plays nice with Requiem as long as you blacklist it first, or only add it after running the reqtificator.
    4. kaylo
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      One final update, just in case I turned any Requiem users off to this mod - it's great, works wonderfully, no issues. Just DO NOT run the reqtificator without blacklisting or removing this mod from the load order first (doesn't matter whether it's activated or not) or you will break door activators. You can simply add it to an existing load order without updating the reqtificator and that also works fine. That said, I'd still blacklist it in case you add another mod later on and forget to remove this before updating.

      If you DO accidentally rectify with it installed, you'll need to delete Requiem for the Indifferent.esp_Consistency and ConsistencyMetaData.txt BEFORE re-running the rectificator, or that will continue to bake it into all future Requiem for the Indifferent esp's you generate. The consistency files are located under Username\Documents\My Games\Skyrim Special Edition\Requiem

      Also, a bonus feature w/Requiem is that the encumbrance system sees what you store in these containers, and player speed is adjusted accordingly. Out of the box it scales really well - I'd set 30% weight reduction initially, but after noticing the movement speed changes I cranked it up to 60%. Now I can still technically run while carrying 500+lbs of gear in the sack, but you get slower and slower the more weight added, to the point where it's totally impractical. This puts a nice hard limit on what can feasibly be carried, but still greatly expands your carry capacity. Fits in my load order nicely.