Skyrim Special Edition

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Flipocles

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Flipocles

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  • New Description

    Getting Started:

    You Are Given 2 Control Items When The Mod Initiates, A Control Cube And A Multi-Tool. You Get 2 Of Each So That Dropping The Items Does Not Remove Favorite Flags And Hotkeys.
    Drop The Control Cube To Enter The Portable Home With A Door Leading To A Replenishing Storeroom, And All Base Crafting Stations As Well As Hideable Staff Workbench, Aetherium Forge, Spider Imbuing Chamber, And Wood Chopping Block.
    The Dwemer Storeroom Will Reset Whenever It Is Unloaded(Loading A Save Or Enough Cells Will Cause It To Unload) And Can Be Accessed Through A Door In The Cube Home Behind The Smelter Or In "Multi-Tool Menu -> Mark -> Cube Location"
    - Do Not Store Items In The Replenishing Dwemer Storeroom. It Is For Looting Only.
    Activate The Cont...

  • Old Description

    I Have Been Working On This Mod For Over A Year And The First Release Will Actually Be Around Version 40. Hopefully Someone Enjoys It.
    Install Like Normal Using A Mod Manager Or  Manually To Data If You Must. Can Be Uninstalled But Take All Items Out Of Containers First.
    There Are No Conflicts With Any Mods That Do Not Auto-Loot Crafting Supplies Or Harvesting Tools, And These Features Can Be Disabled.

    v2.4.1 Fixes Some Issues And Adds Craft-Loot To Simple Portable Cooking & Gleanerborn - Resourcefulness of Skyrim

    Changed Storeroom Key Name So It Isn't On Top When UI Categories Are Sorted By Name
    Fixed An Oversight In Craft-Loot Causing It To Not Return True When Successful
    Added A Notification When CACO Mortar And Pestle Is Done ...

  • Modder's Article

    Hopefully This Has Helpful Information On How To Easily Patch Dynamic Storage Cube.
    Sorting: FormLists - Containers
    - Most If Not All Items From Skyrim, Hearthfire, Dawnguard, And Dragonborn have Been Added To These FormLists In CK(Certain Items For Quests Excluded)
    - Most Mod Added Items Have Been Added With The FLM Universal Patch(Also Uses KID To Add Keywords For FLM To Use)
    - Adding A Container Or Activator To The FormList Will Cause It To Open The Corresponding Storage Container.
    -- Any Container/Activator Added Must Also Be Added To _DSC_FormListLinkBaseContainersActivators So The Player Can't Change Them In Game
    -- Caution: Any ObjectReference That Uses The Same Base Object As An Added Container/Activator Will Also Open The Corresponding Storage C...