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  1. Flipocles
    Flipocles
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    If Your Game Crashes At Main Menu, Make Sure You Have The Newest Version Of FLM. Ammo Collections Caused A Crash Before v1.7.1.

    Anyone Loading Into An Empty Cell And Falling Forever When Teleporting To The Cube Home Or Storeroom Please Tell Me About It. If It Is Happening, Try The No Esm Flag Version In The Miscellaneous Files And Try Moving It Later In Your Load Order, But Before Smart Harvest(If You Want To Assign The Automated Sorter Container To The Excess Item Rule).

    If You Get Stuck After Activating Cooking Pot With CACO Installed, Load A Save From Before You Got Stuck. Do Not Keep Playing And Saving Or You Will Have Suspended Scripts In The Background.  If you use INeed And CACO, Wait For v2.5.1. I'll Have It Ready Soon. Download v2.5.1

    V2.4 Has A Replenishing Storeroom Accessible From The Door Behind The Smelter Or The Multi-Tool Menu -> Mark -> Cube Location
    - Do Not Store Items Inside The Storeroom Because It Resets When Entered After Unloading
    - Walking In And Out Doesn't Reset It, But Loading A Save Or Enough New Cells Will Unload It And Then It Will Reset When Entered Again
    - This Is Now Where All The Fully-Stocked Items Reside And Is Included In All Versions
    -- Options In FOMOD To Add Free CC And Mod Added Items To Storeroom
    - It's An Edited Copy Of The Dwarven Storeroom Outside Mzulft

    Should Be Safe To Update From previous Versions

    If Anyone Runs Into Any Issues, Let Me Know, And I'll Fix Them If I Can.
    Preferably, Put Issues You Know The Cause Of In The Bugs Tab And Post Issues If You Don't Know the Cause.
    If Craft-Loot Isn't Pulling The Items You Want. Tell Me What Items Are Missing From What Crafting Station, And If Either Isn't From The Base Game, Tell Me What Mod They're From.
    As Of v1.6.3, Craft-Loot Works With CACO's Special Alchemy Table Override.
    V1.8 Has Craft-Loot Enabled For CACO Portable Crafting Except The Crucible Because It Just Changes Player Made Potions Into Vanilla Potions. I Think That's Everything CACO Needs, But Let Me Know If I Missed Something.

    From xLenax On 07 September 2023, 1:33AM
    "This mod plays really well with Smart Harvest NG or any other autoloot mod with a "loot transfer" or similar feat.

    Smart Harvest has a feature (loot transfer) that allows the user to bind whatever container and said container will now act like a second inventory/remote storage. When the player inventory is getting full (this is configurable), Smart Harvest will send the loot to the container instead, but there's no automated sort, unless the player binds one container for armor, other for weapon and select them in the MCM. With DSC all the player needs is a sorting container. It works with the Cube's sorting container or any other container DSC's linking feature made into a sorting container. I can loot the entire world now and everything is sorted out and distributed correctly with zero input from me. DSC's handles duplicates and I have access to everything with the cubes wheel. lol It's so smooth, my inventory is always free, clean and organized, except for what I want to keep there and need with me.
    "
    - As Of v1.7.1 You Can Assign The Automated Sorter Container To Excess Rules For Any Item Types You Wish To Store In Smart Harvest And It Will Sort The Items Into The Storage Containers.
  2. elias7676
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    First off, I want to say that this is the most intuitive sorting mod I've found. The interface takes a second to get used to, but very elegant once I got the hang of it. There is one thing I'm trying to figure out. Is it possible to change what FormList gets pulled to various crafting Furniture. 

    For example: I'm trying to get jewelry pulled to the arcane enchanter.

    Is this possible through the ingame menu's, or would I need to make an adjustment to your mod files. Even if I can't get this figured out, I still absolutely love the mod you've made.

    Cheers
  3. Azornes
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    Unfortunately, the teleportation option and Auto-Store don't work in VR. When I try to use the teleportation spell, "or storeroomcell[0]" pops up. When I try to teleport to cities, nothing happens. The same goes for Auto-Store; it shows that the list is empty.
    I have installed all the required mods (for some of them, I installed the VR equivalents).
    1. Flipocles
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      It sounds like PapyrusUtil SE & Papyrus Extender aren't working for you. Maybe you need to do something special to get them working for VR. Are you using Papyrus Extender VR? Also, I'm not sure, but you probably need VR Address Library. I don't have access to VR, so I can't really troubleshoot this for you, but you definitely need PapyrusUtil SE & Papyrus Extender(or Papyrus Extender VR) working for those and a number of other features to function.
    2. Azornes
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      In general, I use a large mod pack called "madgod2," which includes all the necessary files for VR scripts. So, the mods you mentioned, I have them in the following order:

      • PapyrusUtil VR - Scripting Utility Functions
      • powerofthree's Papyrus Extender
      • Papyrus Extender VR
      • Papyrus Tweaks NG
      • VR Address Library for SKSEVR
      • Andrealphus' Papyrus Functions
      • PapyrusUtil ESL Patch
      Other functions of this mod, like gold conversion or sorting by chests, work. Strange situation.

      EDIT1:
      I thought it was the fault of the older version of powerofthree's Papyrus Extender (5.4). I updated to the latest version (5.6.1), and unfortunately, it still doesn't work.
    3. Flipocles
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      The VR version of Papyrus Extender says it's not fully tested, but PapyrusUtil should probably work on VR. That PapyrusUtil ESL Patch may be an issue, but I couldn't find it to look into. All I found was Skyrim VR ESL Support, but I am unsure as to why PapyrusUtil would need an Esl patch cause it has no plugin Esl or otherwise.
      The other functions that work probably don't need to read Json files with PapyrusUtil or use Papyrus Extender functions, so it's not strange that they work.
      You may also not have the Json files installed correctly. That would also mess teleport and Quick/Auto-Store up. I think they are supposed to go in "Data/DSC-Jsons", but it's probably an issue with the requirements not working.
      Anyways, I can't help you get the requirements working in VR cause I don't know anything about it and will never own it. Maybe they won't work with this mod, but more likely you don't have them working on your end, and you need to research how to fix it.
    4. Azornes
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      I thought there might be some strange conflicts, but Mod Organizer didn't show any overwritten files related to Papyrus Extender VR. I tried on a different modpack as well as on a clean Skyrim VR without mods (except those that had to be installed) and the same errors occurred. So it seems to me that it's the fault of the VR port mods. The mod is great in concept and functionality for people who collect everything, but unfortunately, I'll have to get used to the slow inventory management. Thanks for trying to solve the problem.
    5. Flipocles
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      Hopefully you checked for conflicts with PapyrusUtil SE also because Papyrus Extender could be working fine, and teleporting and Quick/Auto-Store would still be broken if PapyrusUtil isn't working, but if Util is working, teleporting should work at least.
    6. Azornes
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      I tried it on a clean version of Skyrim (with this mod and its requirements) to be sure, so nothing was likely overwritten, but I still encountered the same errors. Maybe it's because 'PapyrusUtil VR - Scripting Utility Functions' is in beta and might not have those functions. Yesterday, an update for the VR Address Library for SKSEVR was released, but it also didn't fix the issue.
    7. Flipocles
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      I learned VR can't handle compacted FormIDs, so I'm not sure how any of my mod works, but uncompacting the FormIDs and changing the references in the json files to the new FormIDs will probably fix the issue. I'm not really sure how to uncompact forms though, so someone else would have to make a VR version of the esp and json files that reference it. Maybe there is an SSEEdit script or something to do it. If there is, the most difficult part will be finding any forms in the json referencing my plugin and changing them to the new FormIDs.
    8. PhantomPainzwy
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      same issue ,sad for me
  4. ben43okis
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    Hi.
    So. i forgot how to use Resaver (should read the details) and i've done more than i should in the clean options.Now the mod doesn't work.Did i mess with that save permanently or is it something else?
    1. Flipocles
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      Maybe the perks got removed somehow. If the settings menu works you could try "Options Menu" => "Enable/Disable Dynamic Storage Cube". It will say "Enable" if you are missing the main perk and "Disable" if you have it, but it doesn't check for all the perks, so it might be a good idea to try activating the option until it says "Disable Dynamic Storage Cube" again even if it already said "Disable".  Just so you know the perks are added when loading the mod for the first time or using the option mentioned above, so they aren't the type you would select in the perk tree.

      Other than that, I would worry you somehow removed some of the properties which I wouldn't know how to fix. Let me know if nothing works at all or just certain things. If it's certain things I could look at how they are implemented and maybe come up with a fix.

      Definitely save your cleaned save as a separate file and keep the old save as a backup when using resaver in the future.
    2. ben43okis
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      I started a new game and it works fine.I may have removed some important script from that save.Totally my fault.No worries.Thank you.
  5. CritiMaze
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    Favorite home and tool on the Nexus. I do have two strong recommendations for a worthy update.

    1. Change the bed to any bed but the double stone bed. Why? Against all odds, it's the ONLY bed (that I can find through the console) that won't let the user utilize Go To Bed

    2. Make it work for Dynamic Activation Alchemy. Mod uses Dynamic Activation Key to allow the player to hold shift and activate an alchemy table to instead condense their potions into more potent versions. It's not that it doesn't support it at all, but rather it seems Craft-Loot usually prevents it. Of course, having Craft-Loot bring potions to the player inventory on Shift+Activate instead of ingredients would be icing on the cake.
    1. Flipocles
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      Have you tried swapping the bed out with the BOS Patch? I'm curious to know if that would fix it, or if there is something else causing the issue. You would need to change the bed EditorID in the _SWAP.ini to something that you know normally works. I would look into it myself, but I'm currently dreading loading up Skyrim again since I had too many mods and don't feel like dealing with it right now. I've been meaning to get around to it soon though, so hopefully I will in the next month.

      I know it's not ideal, but until I fix the issue with Dynamic Activation Alchemy, you could disable Craft-Loot when you want to condense potions. I think the option is in the offerings menu next to the dwemer shrine and in the Multi-Tool menu. I can't remember if I had a way to disable just the alchemy table in an in-game menu, but there's an option in DSC-Settings.json -> "Toggle Craft-Loot Type" -> "Disable Alchemy". Just change the 0 to a 1.
    2. CritiMaze
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      I swap it out by using disable/markfordelete then using placeatme to spawn a bed. I then use Object Manipulator to place it appropriately. It's just the bed. I've personally spawned and tested the double stone bed, including it's dupes, and the player just will not lay in it. The issue is with Skyrim, not your mod. You just happened to be unlucky enough to choose the ONE bed that won't work xD

      I'm aware of that method, thanks. However, I'm just using Mystic Condenser with an Apothecary compatibility plugin (which I just uploaded) to avoid the extra steps. I just figured I'd share my ideas with you should you ever come crawling back to Skyrim.
  6. garstigerganter
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    very nice mod but i also use ordinator and there u have a skill where u can use gems to make enchantments stronger. when u use the enchanter then there is a prompt where u have to decide wheter u wanna use a soul gem or not. that prompt seems to break the table because after i chose an option there i get the soul gems stored notification in the top left and my char quits using the enchantment table so while using this perk i cant use any enchantment table since every table pulls from the soul gem storage. did any1 have the same issue and found a workaround?
    1. garstigerganter
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      for any with the same issue:

      find the skill with typing: help "gem dust" and the lowest shown id is the one of the perk

      learn the perks AFTER gem dust in the tree and then remove gem dust skill with player.removeperk <skill ID> . then u have the skills after gem dust but not gem dust itself and the arcane enchanter works again.

      thats the workaround i found if anyone needs it
    2. Flipocles
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      I'll have to make a patch. Thanks for letting me know. I used Ordinator also, but I guess I forgot about that skill while developing this mod.
    3. Flipocles
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      Until I can get a patch released, you can change these settings in DSC-Jsons\DSC-CraftLoot.json:
      "Soul Gems " : 
      {
      "Skip Activate" : 
      [
      0
      ],
      "Before" : 
      [
      0.0
      ],
      "After" : 
      [
      0.0
      ]

      To
      "Soul Gems " : 
      {
      "Skip Activate" : 
      [
      1
      ],
      "Before" : 
      [
      0.5
      ],
      "After" : 
      [
      0.0
      ],
      Scroll down to line 283 where "Soul Gems " are, and change the "Skip Activate" to 1 and "Before" to 0.5 like the example and that should fix it.
      Only change the values. If you change anything else, it'll break the json.
      You may need to adjust the "Before"(might be fine lower or need to be higher), but other than that, it should work exactly like the patch will(whenever I get around to doing it).
      You can do this for any workstation giving you trouble like this. You only need to "Skip Activate" when you are getting kicked out of a work station, "Before" is for when you store items before opening a workstation, and "After" is for when you don't store all items because some script is "converting" items and adding them back to you after you've stored everything.
      You can also disable workstations in DSC-Settings.json if nothing else works.
  7. vDrag0n
    vDrag0n
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    How do you convert all inventory/storage items?

    Tried using the pull to conversion, but nothing appeared in the container when conversion was opened. 
    1. Flipocles
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      The conversion container isn't really in the room, so you can't target it with that spell. It's remote activated by a perk. You can use the same spell to sort all items in target container to return your items, or "- Remove Dynamic Storage Cube Perks Disabling The Activation Overrides(Menus Still Work)" in "Activate [00D5C]: Multi-Tool In Inventory(Or Cast [00D5C] - Multi-Tool Menu Spell)" -> "More In Options Menu:"(Italicized quotes are from the description), and you will be able to loot the items from the container because it will no longer be overridden by the perks. Then just re-enable the perks in the same menu.
      The conversion container script is not capable of converting a large number of items in a timely manner and definitely shouldn't be used on your entire storage unless you barely had anything stored to begin with(which you could just pull to yourself and then place in the conversion container). 
  8. kinsem
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    I just installed this mod due to The Curators Companion disabling craftloot within Legacy of the Dragonborn and I am very impressed by it. I have a patch request if it is possabile, and that is to add support for Relics of Hyrule with its three forges (Termanian, Zora, and Goron), the Arcain Enchanter, and the Alteration Table. I know this is a big ask but RoH is one of my must installs for any playthough since 2014.
    1. Flipocles
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      Sorry for the late reply, I've been taking a break and just started checking this again. I'm not sure I'll have the time or energy to get that done. I would have to install Relics of Hyrule, add new formlists, add the workbenches to the perk conditions, add them to the Craft-Loot script(this is the easiest), and write new FLM and KID conditions to add the items you need to loot to the new formlists for each new crafting station I add(this is really tedious). To do the FLM and KID conditions, I would need to learn what items each crafting station used unless they use the same items as one of the base game crafting stations. I'll keep it in mind, but I really doubt I'll be up to doing all that anytime soon, if ever.
    2. Flipocles
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      Let me know if anything you mentioned should work like any of the base game crafting stations cause I can make them pull the same items easily. I just need to know which station each one should be like. I'll look into it on my own eventually, but if you let me know it'll probably happen faster.
  9. KnightBlade2
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    Run into a small glitch.  I have the control cube favorited and hot keyed to #3.  Multi-tool is favorited and hot keyed to #2. When activating either of them, via the hotkey, the system menu opens. When I close the menu, the control cube or multi-tool opens normally. For some reason, activating them via hotkey is activating the escape button prior to the appropriate key. This ends up opening up my system menu and the control cube or multi-tool behind it.

    By changing the key assigned to the system menu, I can avoid the problem but I prefer to leave it as the escape key.  BTW, this doesn't happen with other items assigned to favorite hot keys.  Any suggestions as to how to fix this?
    1. Flipocles
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      It's set to press the escape key so it closes the inventory and favorites menu. I'll have to look into an alternate method for closing them.  For some reason when I hotkey them, it doesn't activate them, so I didn't notice this issue.
      Update: (v2.4.2)I added a check to make sure the inventory or favorites menu is open before it tries to close them. I still can't test if it tries to close the menu when hotkeyed, but it should work. Let me know how it goes.
      Update: I finally got hotkeys to work with my items and the new check does work. I am sad that Extended Hotkey System was the reason I couldn't use them before but oh well.
    2. KevTheTech
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      So what do I install to fix this little issue?
  10. ben43okis
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    Perfect.Must feature to play Skyrim as an "on the road" adventurer.
    I just installed it and trying it but i am impressed so far.
  11. Dreamcastic
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    Does YASTM need a compatibility if GIST needed a patch? YASTM is an alternative to GIST.
    1. Flipocles
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      The GIST patch is for capturing souls to gems you have in storage. That feature is only for GIST for now, but there is no other need for a patch. The KID patch checks the soul size against the gem size to determine which container to sort soul gems to, so it should Auto-Sort and Craft-Loot fine.