********** NEWS ********** This stateless script solution is now out of date. It still works, but you should be looking at the comprehensive Universal Stash (unlimited storage). ...
Great Mod :) Actually use it only on the lodge because I change ship ever 30 minutes (Those pirates don't need no ship when dead)
I know you are pretty tired on peeps not understanding how console commands and scripts work, and I was thinking of something (that might be completly dumb, call me that if you want xD):
Would a CCR integration make sense? If there was a "TryAutoLink" function then you could trigger it each time a workbench GUI is openned (OnMenuOpenCloseEvent for *CraftingMenu + ResearchMenu) that would check if we are in the lodge or ship, then if the container is permanent, and try link it if necessary?
This will have full automatic event driven script support (OnLocationChange + LocTypeShipInterior) in the near future as the scripts are written and the tooling to activate them in game is .... close.
Is there anyone that posted a quick vid explaining this, I am completely new to modding and am lost. (I am an idiot, I understand that much) I understand where to dump the file, but running the console commands has me a bit confused. Do I go to each location as described and run that command? Is it possible that I will break something if I do, just a bit timid is all.
Ever since I used the teleport to unlimited storage and then teleport back to the ship, my ship is all wonky. Panels aren't populating correctly so like the ship is see through or not all parts are there etc. Any way to fix this?
I was able to fix it by editing my ship and saving it. Still not sure why exactly this happened as I haven't seen other people mention it. Very strange.
Does this need to be updated for the latest game update? I can open the unlimited storage from my ship, but linking the home ship crafting benches to the unlimited storage does not seem to be working.
EDIT: Nevermind. I tried again and it worked this time. Thanks so much for this excellent mod. Endorsed and voted. I'd do 'em both twice if I could.
Everything workes just fine moving to storage, moving to ship etc. The only thing that doesnt work is cgf "SKK_UnlimitedStorageScript.OpenUnlimitedStorage" Any ideas?
Edit: I feel dumb now. It was the lockpicking thing you mentioned in the description^^
Yeah, the Research station doesn't seem to be linked, I can use materials from the lodge safe on all the ship workbenches, but not the research station.
Unfortunately I started a new game, so I no longer have a ship with a research station to test with. My experience before was that the research station in the Lodge basement worked with the infinite storage, but the research station on my home ship, which was a Narwhal, did not work. All of the workstations in both places worked correctly.
If a specific workbench is not linking then it does not have the standard "I am a workbench" keyword to be found. You will need to take the matter up with your Bethesda quality support rep.
"MoveContainer" is just the name of the variable being set. When you run the actual command that needs to be a number (either 1 or 0 in this case, 1 meaning do move the player safe from the bedroom to the basement, 0 meaning move it back to the bedroom).
I have the same issue as eristid. When running the command it says that "SKK_UnlimitedStorageScript" is an unknwon script. From my understanding, it seem to be unable to recognize that the script is installed.
Turn out I was missing the [Archive] section in the StarfieldCustom.ini (another mod had moved that to the [general] section. Once I added that part and restarted the game the script worked fine.
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The author has locked this comment topic for the time beingThis stateless script solution is now out of date.
It still works, but you should be looking at the comprehensive Universal Stash (unlimited storage).
...
There are no other connection functions exposed so Outposts, vendors, [ insert ANYTHING ] are not posible.
I know you are pretty tired on peeps not understanding how console commands and scripts work, and I was thinking of something (that might be completly dumb, call me that if you want xD):
Would a CCR integration make sense? If there was a "TryAutoLink" function then you could trigger it each time a workbench GUI is openned (OnMenuOpenCloseEvent for *CraftingMenu + ResearchMenu) that would check if we are in the lodge or ship, then if the container is permanent, and try link it if necessary?
EDIT: Nevermind. I tried again and it worked this time. Thanks so much for this excellent mod. Endorsed and voted. I'd do 'em both twice if I could.
Everything workes just fine moving to storage, moving to ship etc. The only thing that doesnt work is
cgf "SKK_UnlimitedStorageScript.OpenUnlimitedStorage"
Any ideas?
Edit: I feel dumb now. It was the lockpicking thing you mentioned in the description^^
I can't wait for this to work like this mod for Skyrim
https://www.nexusmods.com/skyrimspecialedition/mods/29765
cgf "SKK_UnlimitedStorageScript.LinkLodgeWorkbenches" MoveContainer
do i have to set something else to load the psc file? thanks..
cgf "SKK_UnlimitedStorageScript.LinkLodgeWorkbenches" 1
Read installation instructions.
Check file is in Folder.
Check Archive Invalidation is enabled.
When running the command it says that "SKK_UnlimitedStorageScript" is an unknwon script. From my understanding, it seem to be unable to recognize that the script is installed.
Turn out I was missing the [Archive] section in the StarfieldCustom.ini (another mod had moved that to the [general] section.
Once I added that part and restarted the game the script worked fine.
Hope that helps someone in the future :)
Something I missed?
UPDATE ignore the dumbass that forgot he was on a new ship that didn't have a workbench...