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  1. Wynterhawk
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    As of June 1st, 2025, my mods on Nexus are no longer under active development. I plan to leave the mods in place for those who wish to use them, but I will no longer be providing support. Please factor that into your decision to download and use them.
  2. ItsKeithme
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    When will we see Arch-Mage Retreat up again?
    1. Wynterhawk
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      That mod, as it exists now, won't be coming back. It was my first mod release and not up to my current standards.  I have considered revisiting it, extracting the core design elements and creating a new, expanded version with a quest to acquire the player home. Unfortunately, that wont be happening anytime soon because of current real life responsibilities. 
  3. Qreelana
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    Wynterhawk
    I've installed v1.03 and can confirm that 14 April 2023, 5:06PM problem is resolved for newly generated Tokens of Transference .
    I have noticed that if I drop a token inside a business premises then the resulting phantom chest has the 'STEAL FROM' warning associated with it.  Fortunately taking non-stolen items from the phantom chest does not count as stealing. I have not tried taking previously stolen items from a phantom chest in this situation.
    Regards

    1. Wynterhawk
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      A fix is up. The phantom chest needed to be marked as player-owned.
    2. Qreelana
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      Many thanks for the fix.
      Regards
  4. Qreelana
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    Wynterhawk
    In response to your post of 13 April 2023, 1:12PM
    Yep!  Your method is simpler however......  I noticed another oddity with the behaviour of these phantom chests.
    I have a number of Tokens in my inventory from various containers in Breezehome Redux (BR), that I created to enable me to link containers in my other player homes to the Breezehome 'master' containers.  Until a few minutes ago I had only used the 'Loot Token' in the manner you described, i.e dropping it to create a phantom 'Loot' chest and it works flawlessly.  However, I had occasion to drop an 'Unsorted Token' (linked to the chest of the same name in the BR strong room) and discovered that the spawned phantom chest had the 'Loot' chest name and inventory rather than that of the 'Unsorted ' chest.  Moreover, it seems that dropping a third token gives you a random chance to link to any of the previously spawned container inventories.  Its all a tad unreliable at the mo.
    I hope this is not to difficult to sort out.
    Regards
    1. Wynterhawk
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      Thanks. I'll have a look.
    2. Wynterhawk
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      I've pushed a fix in version 1.03. 
    3. Qreelana
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      Thanks, I'll download it and try it out.
      I was a bit concerned yesterday when I couldn't link to this Nexus mod page.  I assume you took it down whilst you devised a fix.
      Regards
    4. Wynterhawk
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      Yes. If there is a bug of any significance, I will take the page offline while I resolve the issue to prevent a wider distribution of the problem. 
  5. Qreelana
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    Wynterhawk
    Sorry to be the bearer of bad news but I've encountered a minor problem with this mod when trying to unlink a container from the token-spawning (master) container.
    Briefly, I created a token at a 'master' container and placed it in an empty container elsewhere, and named the 'slave' container (a barrel) to reflect the linked master container contents.  So far so good.  I now have a glowing 'slave' barrel providing access to the contents of the master container.  Perfect!
    So I test out the process you describe to unlink the barrel and restore it to its former empty condition.  I approach the barrel unarmed and punch it.  As expected a dialogue box appears allowing me to rename the barrel (I renamed it 'barrel', seemed the right thing to do...).  Also, the original token returned to my inventory as expected.  I now have a plain barrel (not glowing) that when viewed is labelled as 'empty'.  Only problem is that it still provides access to the contents of the master container!  I tried placing a second token in the barrel from a different master container but it was rejected.
    Regards
    1. Wynterhawk
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      Thanks for the heads-up. I had not done that test case, so missed a dropped line of code that clears the aliasreference on the token container. The fix is up in version 1.02. You could do this for a living if you don't already :)
    2. Qreelana
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      You're very welcome.  Its not a problem at all when the mod author is as responsive as you.
      Regards

      EDIT
      I have installed v1.02 and can confirm that the problem no longer occurs.  However, the container that I originally discovered the flaw through remains linked.  Its not a big issue and won't affect my game.
      Regards
    3. Wynterhawk
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      You have basically two options. One is to use the token of reset that should restore all your containers to their pristine state. You would have to redistribute them again. ( And you would definitely want to do a save before casting the spell).  The other option would be, of course, to move back to a save game before you made the change. 

      If neither of those works for you, assuming its a container in the base game, I could probably whip up a patch to fix it that could then be removed. You would just need to identify which container needs to be reset.
    4. Qreelana
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      Thanks for the kind offer but its really not an issue.  The affected container is an otherwise unused barrel in the basement of one of my Hearthfire homes.  Its absence of any utility to me was why I chose it to practise on.

      I have discovered another really useful use for your 'Tokens of Transference' (ToTs).  First, I select a container in one of my homes (I actually used the chest by the fire in your Breezehome Redux mod) to be the repository of 'Loot'.  I cast the ToT spell on it and create a single 'Loot Token'.  When I find myself out in the world carrying more loot than I'm happy with, but don't want to drop anything, I find any old empty container (a recently looted barrel is ideal) and place the 'Loot Token' inside to link it to my home Loot Chest.   Into the linked container go all the items I've gathered and don't want to carry around.  I'll sort them out when I get home.  Finally, I punch the linked container to reset it and retrieve the 'Loot Token'.  Simples!

      Regards
    5. Wynterhawk
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      Qreelana, you don't have to find another container to dump your loot at home.
      That Loot token you spawned on your home chest can be dropped on the ground and an ethereal chest will appear in front of you. Dump your stuff in the ethereal chest, and it will transfer to your home chest.  When you're done and close the menu, your dropped token will automatically be returned to your inventory so you can use it again. Simpler, no?
  6. PeachVsEggplant
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    Could I inquire about the dependency listed under the requirements for SKSE64 Launcher? Is that necessary to download to use this mod? Because I can't see the relevance of it and I have a very heavy modlist (1000+) and I'm not looking to add more unless they're actually a hard requirement, but I'm SO excited seeing this mod and wanting to try it!
    1. Wynterhawk
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      That's a blunder on my part. I will correct it. The requirement is for SKSE and I linked the wrong URL
  7. skitz1967
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    Been looking at this new thread a little and here is my slant on how I would like to use this new system. Remember I had issues with breezehome so would be looking at this as a standalone sorting/access solution.

    I would like to see just a single token in the users inventory. This one token does just like you described you throw it on the ground and it links to a chest somewhere  in your home. That "linked" chest would be the master sorting chest, like the safe you have in breezehome but could be used in any house anywhere. I envision dropping a "master token" in the master sorting chest. You would then have "category" tokens to place around the house as you like. So there would be a jewelry token that token might be placed in a strongbox and there would be a potions token that would be placed in some container near the alchemy table or in your case in the stuff to be sold off area. Hopefully it would even be possible to have 2 "category" tokens in one receptacle.  I just don't know how feasible it is, aka how difficult it would be, to link all the sorted boxes back to the master sorting box so you could see all your stuff, through the linked master box when not at home.

    I think its kind of a reverse thought process of what you had in mind which was carrying all the tokens.

    I will be playtesting this week a crude version of this concept using your mod and one called servants sort
    https://www.nexusmods.com/skyrimspecialedition/mods/235
    I say crude because in this scenario I would have to use your token to get the stuff home, then remove all the stuff from that chest, manually, when I got home, and give it to my servant to sort into the the proper chests. I would leave anything I wanted to access remotely in the master chest.

    Hey its more like a proof of concept I guess as I am not at all sure what I have outlined can even be done and if it follows your vision for this mod at all.

    Also taking a look at your ranger armor this week, it  looks really good and just what I am looking for, the one thing you didn't mention in the mod desc is what armor values it has or what it is closest to, with requiring the advanced armors perk does that mean it is about the same as scale?
    1. Wynterhawk
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      Its not possible to put two tokens in the same container for technical reasons. I am fairly far along now with the code, and once I have it right, I will try to do a better video explaining how it works. You can play with a single token that will transport you to a sorting room where you dump your stuff in a sorting machine. The room has eighteen target chests ( one handed, two handed, bows, ingedients, etc) where your stuff will go.   You can walk up to any of those chests and choose to examine a portion of its contents with a single click. For example, for the one handed chest, you can choose to see only blades, or only axes, or only staffs, or only maces. All of this can be accomplished with one token.

      You can choose to use the token of transference spell in this room on one or more of the eighteen chests, then drop the tokens in other chests in your home so you can remotely access them. The next video will make the process clear.

      On the armor, its stats are based on the highest leather armor in the game. Can't remember which it was now ( maybe Dark Brotherhood?).  I need to put it in my to-do list to update the doc. I also have a minor texture change that needs to go up but haven't implemented it yet for the female armor. That's in my queue as well. 
  8. Qreelana
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    Wynterhawk
    I've been giving your sorting room mod concept a bit more thought and have come up with an idea that doesn't necessarily require you to produce any containers or room at all. I offer the idea as a meager thank you for the improvements you've brought to my Skyrim game.  Assuming that the idea is technically feasible it could easily be an evolution of your existing 'Container Magic' mod, and also act as a companion mod for a tweaked version of your Breezehome Redux (specifically a simplified version of the Strong Room).
    I call the idea 'The Big Bag of Sorting'.  This is a magical item sold by, let's say Farengar in Dragonsreach, or is provided free to the player who uses your Breezehome Redux and buys the Strong Room upgrade.
    When the bag is opened, a menu appears listing every category, sub-category, sub-sub category etc. of player-carryable item in the game, including a 'Master' category which encompasses every player-carryable item.
    Selecting any entry on the list generates an associted token in the player's inventory.  These tokens have the same function as those in your 'Container Magic'.
    The first step is to generate a 'Master' token which the player places in a secure empty container of their choice.  Anything can be placed in or removed from this 'Master' container.  In this respect it is just like any normal container.  However, additional 'Master' tokens can be generated and placed in other remotely-located secure empty containers linking these secondary 'Master' containers to the first and to each other.
    Any token for a category, sub-category, sub-sub category etc. of player-carryable item placed into a secure empty container will link this container to the 'Master' container inventory but will only display those inventory items consistent with the token category placed in the container.
    You already have a perfectly good container naming and un-naming mechanism sorted in your current 'Container Magic' mod (though a simple container re-naming option would be nice).
    And that's it really.  If it can be done every player can design their own sorting system using whatever containers are available to them in their game world.
    Regards

    EDIT
    I forgot to mention, keep the option to generate a 'Token of Transference' with the current functionality.
    Regards
    1. Wynterhawk
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      I quite like the concept, but (at least for me) it is not technically feasible. Boiled down, each of your tokens is very analogous to a view on a database. It is the ultimate solution to inventory, but there are too many hurdles.  One of the first problems is menu design. Skyrim's UI widgets are sadly lacking and I  know of no way to show the first required screen with all the categories. In order to do something as simple as get input for a container name, I generated a dependency on UIExtensions ( and I hate dependencies)
      Another problem is the complexity. When tokens go into a container, they vanish. Their functions can't be called and their state can't be interrogated. To get around this, I have to dynamically wrap all the containers in pre-built referencealiases to 'remember' their accesses. Each token requires creating and populating three of these aliases. Lots of resources.
      Lastly, there are limitations in how to identify the type of things so it can be sorted. ( This is a general issue, not specific to your concept. But I think you envision that all things in the game can be neatly categorized, and that appears not to be the case.) For example, currently, I can not differentiate between a bow and a crossbow. Their type and keyword info is identical. So  I can only show the user bows and crossbows lumped together when they open a chest. Arrows, on the other hand, are the opposite case. There are probably a dozen different types, and Skyrim's messagebox  widget is limited to 10 selections.

      Whatever I end up with is going to be sub-optimal because of the game's natural constraints, my skill level, and time. I will do what I can to make incremental improvements over current options, but what you are suggesting is not within my reach. I am hoping that future Bethesda games incorporate more modder-friendly APIs and a more coherent object model. Maybe in Creation Kit II, your vision will be a possibility.
    2. Qreelana
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      Never mind.  Thanks for giving it serious consideration and explaining the difficulties.
      In the meantime I am using this mod and finding it extremely useful.
      Regards
  9. Qreelana
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    Wynterhawk
    I have just downloaded this mod and added it to my load order.  LOOT reports that the Wynter_TokenOfTransference.esp plugin "...contains records that have FormIDs outside the valid range for an ESL plugin.  Using this plugin will cause irreversible damage to your game saves."
    Are you sure that the uninstallation tool (spell) and process you have defined will mitigate the 'damage' to game saves that LOOT warns about?
    Regards 
    1. Wynterhawk
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      Qreelana, 
      I was disturbed when I saw this. Before putting up the mod, I ran loot and xedit checks against it and saw no issues. Upon seeing this, I immediately downloaded the mod from nexus ( in case I had put up the wrong version) and re-ran the checks. When loot loads up, it shows no errors against my mod. I scratched my head for a bit, then did something I normally do not do. I resorted my load order with LOOT. (  I typically avoid this because I have hand-tweaked my load order and didn't want to loose it. )  I saw the error message immediately.  I will look into it, although I don't know what went wrong. The form ids were generated by Xedit before I converted the ESM to ESL.

      On your question about removal, it is never a good idea to uninstall a mod. What the undo spell does is try to remove any changes made by the mod, releasinng all aliases, etc. It can't remove references from saved games, but in theory since the references arent being accessed in the game, it should not be a problem . But in Skyrim savegames, nothing can be said with absolute certainty.  The safest course of action is to go back to a save that predates the installation of the mod, painful as that might be.

      In the meantime, I will try to understand what went wrong.
    2. Wynterhawk
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      I tracked down the issue and fixed it. The problem resulted because  I added the spell to remove the mod AFTER I compacted form ids for the ESL. So, the form ids for that specific spell were incorrect (there were three of them). The good news is that since you never used the undo spell, the records have never been touched, and thus never persisted in your save game. ( Skyrim records changes in object references during gameplay and stores the changes to your save file. Since the spell remained unused, it remained unchanged. There should be no record of it in your save file, so no problem. Just install the new version of the mod, making sure to overwrite the old one. Sorry for the scare.

      While we are talking about this mod, I am in the midst of enhancing it. I am adding a room that can be accessed by dropping a token. The room will be similar to the sorting room in Breezehome Redux, but I want to take a closer look at the sorting categories and would appreciate some input. I am trying to find the optimum number and content of the categories. I want to strike a happy balance between usability (fewer is better)  and usefulness (content of the category enhances gameplay.)

      If you have ideas on categories that should be included/excluded, I'd be happy to hear them. And thanks for finding this issue, by the way.
    3. DirpDanger
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      Sorry for barging in on this but I have an idea that I rarely see. SkyUI separates items into categories easily so repeating those separations isn't really necessary. I would like to see separations within categories that make sense. For instance, having individual chests for enchanted/unenchanted gear. Healing/Magic/Utility potions, filled/empty soulgems, ores/ingots, flawless gems, and so on. Or a chest that pulls the highest tier of a category to it, ie a chest that sorts elixirs and ultimate potions. Grand and Black soulgems,. Maybe your standard assortment + a chest that pulls the highest tier items to it. Does that make sense? 
    4. DirpDanger
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      Actually, after watching video 2, you have cracked the code.  Just make a room that looks cool with ALOT of containers. Your spell/token system allows the player to sort in any way they see fit. I can't wait to try it in my next playthrough. If you could come up with a way to remove the clutter of tokens we will invariably end up with from our normal inventory. Or I suppose we can designate a token chest and just retrieve tokens from it, drop and sort and then return them. So we only have to carry the one token. Is that possible?
    5. Wynterhawk
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      So, the idea is this. 

      Part 1
      You purchase one token that allows travel to your store room.
      Drop the token and you are transported to an underground storeroom to find yourself in front of a big sorting chest.
      Drop your stuff in the big chest, and it will then be sorted and distributed to the other chests filling the room.
      Hit a button mounted on a post beside the sorting chest and it returns you to your last position in the game world.

      Part 2 
      Now, the second part uses the existing token-spawning function.
      On your visits to the storeroom, you can cast the token spell on any of the sorted chests that you want to access remotely. 
      The problem arises if there are too many sorting chests. The tokens make a  mess of your inventory. (And there is a 50 token limit anyway)
      That's why I want to try to limit the number of categories. I have about twenty now, but would like to cut that down if possible. 


    6. Qreelana
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      Wynterhawk
      Having read the proposed functional description above I understand your concern regarding having too many item sub-divisions, so I humbly offer the following suggestions for your pocket dimension store room:
      1  Make an hierarchical sorting structure.  At the top level use the SkyUI categories, weapons, clothing and armour, Potions, Food & drink, Alchemical ingredients etc.  Then split each category down into the next logical sub-division, rinse and repeat as many times as seems appropriate.  Using the Weapons category as an exemplar, I envisage a large cabinet at the head of a row of progressively smaller cabinets.  The largest cabinet gives the player access to all weapons.  The next set of 4 cabinets provide access to all 1-handed, 2-handed, bows & arrows respectively.  Two further sets of smaller cabinets provide access to the individual weapon-types within the 1 & 2-handed weapon categories.  The important thing is that each 'higher-level' cabinet provides access to all items in every sub-category below it. If you can devise a means to do this then the player can select which containers best suit their requirements for casting the 'token' spell to enable remote access.
      The store room may end up looking like a miniature Indiana Jones warehouse,  though you might  use this concept to break up the potential monotony of the room design.
      2  Include a 'Junk' Chest within the store room (not linked to the auto-sorting containers) into which players can place items they want to sell.
      Hope this helps.
      Regards
    7. Wynterhawk
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      Thanks for the input Qreelana. I read it a couple of times, and it helped me formulate an approach. I need to do some prototyping before I discuss in more detail, but I am optimistic the end results will suit. Again, I am always appreciative of your thoughtful input.
  10. brianadragon
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    I'm going to be watching this mod because it sounds like it could be a good alternative to General Stores, which is what I currently use. I agree with the other comment that it would be great to be able to transfer at a work station. If I'm understanding it correctly right now, what we can do is drop a token for, say, smithing items, manually retrieve them all, craft, then drop them back in? Still pretty cool. I think craftable safe containers to add our tokens to would make this amazing, so we could leave permanent containers at various locations, like at craft stations or inns.
    Is this capable of accessing multiple containers at once? I'm not sure if I can explain this, but I'll try. With GS, I have one place to store food, another for alchemy ingredients, but at a cookpot, both food and alchemy items are transferred to me. Is there a way to simulate that with the tokens from this mod?
    1. Wynterhawk
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      Sorry, but your understanding may be a bit off. 

      Lets say you have a container in your player home where you are storing stuff. If you hit it with the spell, you get a token in your inventory. 
      You go adventuring, your inventory fills up, you drop the token on the ground. A ghostly chest appears that is a passthrough to the one in your player home. When you open it, you can see all the stuff in your container in your house, add things to it and remove things from it.

      You can also use the token to make any container a passthrough  to that original container.  So if you you have two houses, you could drop your token into a container at the second house and that container would now show the stuff in the original container and let you add and remove objects to it.  This scenario is like having many copies of the original container in different places.
    2. brianadragon
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      So, are you saying we can or can't have containers for specific types of items? If this only creates a single dump for everything, that wouldn't be good for my personal needs. I'm one of those folks who likes organized storage, but I've long been looking for something that's easier and requires less patching than General Stores.
    3. Wynterhawk
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      It doesn't do any sorting and doesn't create any containers.  It helps you do stuff with the chests you have, like making them accessible from anywhere in Skyrim or creating a proxy ( think clone or copy, if it helps ) of existing containers. It also allows you to point many containers back to a single container, making the many containers share the same content. The videos might help.
    4. Jedininjafuq
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      I too use General Stores and this mod peaks my interest also. Particularly in relation to the sorting system in LOTD. Both General Stores and LOTD allow the player to access the actual containers used in the sorting process, so I think a little experimentation might be in order to see if there's a way to have both sorting systems move items into the same containers. I've tried to achieve this in the CK before but failed. I'll try again someday maybe.

      Brianadragon, you could go to the cell where the General Stores containers are (I think it's called the "Storage Cistern" or something) and use the spell on each container in turn to make tokens for them, then create proxy containers wherever you wish. There is definitely a scripted "door" to the cell available in the mod, but I'm unsure where it might exist in the game. If you can use the CK you could position the door yourself, or you could just position the inbuilt, already scripted General Stores containers wherever you like. There are a few other options provided by other mods for General Stores too.
    5. Wynterhawk
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      I pulled down General Stores and took a quick look at it. It seems the Cistern area has activators (no containers). The activators  are linked to  containers in a hidden cell called xGSxLockerRoomDoNotEnter. So you can't access the containers directly (unless I am missing something)

      If you wanted to create remote tokens for the General Stores containers, you would need to COC into the xgsxCistern cell to access them. Unfortunately, there are no markers in the cell you could teleport to, so that's not possible without a patch. 

      If you wanted to tinker, you could use the use CreationKit to make a new 'patch' mod to add an xmarker in the locker room so you could teleport. Once inside, you should be able to create Tokens of Transference on the containers there as it appears none of the containers are wrapped in ReferenceAliases.  ( I am not advocating that, just providing information you can use or ignore as you like.)
    6. brianadragon
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      I'm hoping for something to replace GS, so I'm not quite sure if this will achieve that. I will keep an eye on it though.
    7. Jedininjafuq
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      Thanks for looking into that Wyterhawk, your suggestion isn't beyond my modding skills, so I'll give that a go and see what happens.
    8. Wynterhawk
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      For what it is worth, I will be expanding this mod in the next couple of weeks to allow you to drop a special reusable token that will transport you to a sorting room with eighteen chests. Drop your stuff in the central chest, and it will be sorted into the remaining chests. You can then use your spell tokens on the sorted chests. When you're done, you can transport back to the place where you dropped your token.
  11. DirpDanger
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    If I cast the spell on chests that have their own functions such as the sorting  or selling chests in LotD safehouse will they still perform their functions?
    1. Wynterhawk
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      Depends. I don't want to get too technical, but quests in Skyrim can hold references to things (like containers) by wrapping them in something called a referencealias. If you try to enchant a container that has one of these wrappers around it, the enchantment will fail because I don't want to conflict with what another mod might be doing.

      If the sorting is happening on the containers without having wrapped them, then it should work just fine. The only way to know if the container is wrapped by a reference alias is to try the spell or drop the token into it. If you don't get a message, then you should be good to go.
    2. DirpDanger
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      So...probably not, but trying won't break anything. Thanks!