ADDITIONAL NOTES - 3 more containers still need to be placed in the world. To be coming shortly. - Extra container Coffin does take bodies and reduces weight with Extraplanar Containers but the game engine doesn't autosort bodies into it when a body is added to the inventory. Still looking at hacks to make this work.
I have the starting equipment + containers extended mod, but i'm not sure how they work exactly... all the containers are in my Tav's & companions inventory, however, i'm not sure they make much of a difference, especially the bag of holding? i tried sending the containers to the traveler's chest but when i send an item to camp, the item doesn't go into its designated container.
before these mods, i would just collect & send different types of crates & chests to camp where i could organize all my inventory. i was hoping to find mods that would make this process easier. i'm not sure if i'm just not using the mods correctly, or that's not how these mods are supposed to work?
In Larian's design of the original autosorting bags (Camp Supply, Keychain, Alchemy Ingredients) these were meant to be located in Tav's inventory. The game's auto sorting feature works differently for the camp chest, unfortunately.
There is a recent thread here discussing the pros and cons of potentially forcing autosorting in a camp chest, if you are curious or want to chime in!
It's a useful and fun mod, and compared to other mods with auto sorting containers that just dump all of them in your inventory, I like the idea of finding them through exploration, but it's quite inconvienent, and RISKY (I'm on a single save playthrough) that some of these have to be stolen!!
Thanks for the feedback! It seems some of the locations are "covered" and mark these containers indeed a non-free property. The extra Camp Supply bag, the Adventuring Tools bag are two that I'm aware of. Should these two be relocated to places where they can be just claimed?
Personally, yes, I'd prefer to get those containers without having to steal them and risking a fight. IIRC, there's also a container in the Zentharim hideout that needs to be stolen, that one was scaryt! (I think it's the one for the dyes..., maybe there's another one but I don't remember)
And now I also noticed the helmet container isn't working at all, can't put anything in it. Can't tell when it started doing that, maybe I hadn't noticed before.
Ah, that makes sense. I'll take a look to see if there is a workaround, these are likely inherited from a world effect. If there isn't, we might need to look for new locations. If you have any suggestions for places that could thematically hold these containers, PM me here on NexusMods!
Regarding the helmet container, what version of the mod have you been using? I've not been able to reproduce the issue on PC with the NexusMod variant but I'm told the mod.io variant has been misbehaving.
Ah... now that you mention it I think I may be using the mod.io version. I also use some nexus mods so maybe I got confused where I got this one because I had initially downloaded it here. Sorry for that. If it's the mod.io version, then it must be the newest version.
As for good locations.... mmm, I think as long as the containers aren't near an NPC, having to steal them wouldn't be too troublesome... but maybe the basement right before the Zentharim cave, inside the derelict Nautiloid, outside Jergal's temple, inside the Owlbear's cave?
Also, I've just noticed the "Mysterious Artefact" is now bound to the story items container, and while it doesn't appear to cause any trouble so far, I wonder if it's safe to have such an important item bound to a container that depends on a mod, what if a user uninstalls the mod, or an update breaks the mod, or whatever...
This is my new favorite mod!!! Well, at least for sorting and containers. I did run into an issue though with the Starting Equipment. I created a Shadow Magic Sorc, and did not get the containers on start, but the NPCs did. So I thought maybe the mod isn't working in Patch 8 properly. I then selected an origin character, and that worked fine. Then I created a Draconic Line Sorc custom character, and that worked... so it seems at least the new subclass Shadow Magic Sorc is not getting the containers on start. Gonna run a vanilla install after verify/repair and create a new game with only the containers extended stuff and report back.
Ok, running no mods other than ContainersExtended and the starting equipment, Shadow Magic Sorc did not get the starting containers, but a Death Doman Cleric does. So appears to be not effecting all of the new classes.
i've no idea what doing it entails or how difficult it is but you have any idea how long you think it'll be til v3 is uploaded into the in-game mod manager?
While the mod versions don't match, the files inside should be identical at this point. One of the reasons why the dependency on Script Engine was removed was to make the mod applicable to all platforms.
Is it normal that the Adventuring Tools bag weight 5 on its own? Seems odd that a little pouch would weight so much when an entire wardrobe weight nothing
Well I just updated to the latest version and it's still heavy D:
It's weird though, I grabbed the tutorial chest addon and it has a completely different version of the toolbag that has the proper weight, but the containers in the tutorial chest don't have the brown background and many don't automatically gather items
Nice mod - really like the concept. One question/feature request:
Can the autosort work on the event where the character or camp chest receives items from the "Send to" menu command? I usually have a primary character looting, and to deal with loot will right click and:
Send to Camp (anything we do not actively want to carry around)
Send to <Character> (e.g. sending scrolls to a caster in the party)
In neither of these cases do the chest autosort/pick up the loot. The only workaround is to move to container back and forth after sending the loot, which is super cumbersome.
Example: I find 10 scrolls of random spells and I want to give to Gale. Gale has the scroll case.
Select spell scrolls, right click, Send to Gale. > Gale now has scrolls in main inventory (scroll case not activated)
Take Gale's scroll case a move it to another character.
Take the scroll case and move it back to Gale > Gale's scrolls are now in the scroll case.
The mod uses in-game mechanism for auto-sorting, the same auto-sorting limitation applies to the camp chest et al. I have not found a robust workaround for the camp chest auto-sorting issue yet but have given it some attempts. I think what could be done is to have the camp chest forcefully autosort on adding items to it, but then removing would require to claim the item from the chest with a separate character. Moving items out of autosort containers to the chest itself would trigger the same forced autosort event, if that makes sense. Not sure what subtle bugs that may lead to.
AFAIK sending items to camp is just an AddedTo event from the perspective of the container object. I don't believe it differentiates from other ways of addition.
Would above mechanism be interesting and beneficial to people? If so, I can take a stab at it with the caveats explained above.
Ahh, so it would not differentiate from a drag/drop (no event parameters showing original trigger)? Sorry, I'm not super familiar with the code/api for larian stuff. It might bother some people if they were particular about leaving some items in their main inventory space (would force auto-grab no matter what).
I forgot the workaround was to just select everything and drag/drop onto the tagged containers. Works fine with your containers since you followed the same standard. No worries on adding the complexity with all the caveats.
On a separate note, I did notice that when looting, the hotbar update gets circumvented by the bags (probably timing issue with events?). For example, spells scrolls will go into the scroll case, but then I have to drag them to main inventory to get them to show up on the hotbar. Without the scroll case they will appear on the hotbar as soon as they are looted.
That is my understanding. At least from an engine event (Osiris) perspective it seems to be the same event, AddedTo() that is tied to the container in question.
Not sure why the game "hides" containerized items from main views. This happens with Thrown weapons as well in the Throw Action context, unfortunately. In a way this causes the hotbar additions to stop working. Seems to be engine and not UI level issue. I'll poke and ask around to see if there may be a workaround. Have you seen other mods handle this scenario better? Perhaps it is feasible with Script Engine. I'll sniff around.
Autograb can be also causing issues, see the reports in bug for Shovel, Bounded Weapons etc. Seemingly great ideas like forced autostacking of items can cause game breaking bugs as well, unfortunately. This and performance is the reason most of us container makers try to stay close to the in-game implementation, usually.
the headwear box specifically doesn't appear to work EDIT: did not see this was already in bugs section under the in game client version issues, plz disregard.
Hi @darkchurl, I don't know if it's just me but the barrel container in the goblin camp was a bit difficult to find as I thought it was just a regular barrel you find anywhere, idk how you could go about making it more apparent that it is a part of the container mod. I was searching all the explosive's locations and for me it just didn't click that the barrel was the container.
it is next to the explosive barrels next to priestess gut. (you can jump on the platform on the left as your entering her room) it is the plain looking barrel in-between a spark powder barrel and fire wine barrel.
Hey, thanks for the feedback! What would help? A distinction in the name? Making their rarity Legendary (thus, color change)?
The items try to mimic the style of the in-game containers (Camp Supply Pack, Alchemy Ingredients Bag, Keychain). I have to see how those are differentiated in-game.
510 comments
ADDITIONAL NOTES
- 3 more containers still need to be placed in the world. To be coming shortly.
- Extra container Coffin does take bodies and reduces weight with Extraplanar Containers but the game engine doesn't autosort bodies into it when a body is added to the inventory. Still looking at hacks to make this work.
before these mods, i would just collect & send different types of crates & chests to camp where i could organize all my inventory. i was hoping to find mods that would make this process easier. i'm not sure if i'm just not using the mods correctly, or that's not how these mods are supposed to work?
There is a recent thread here discussing the pros and cons of potentially forcing autosorting in a camp chest, if you are curious or want to chime in!
It's a useful and fun mod, and compared to other mods with auto sorting containers that just dump all of them in your inventory, I like the idea of finding them through exploration, but it's quite inconvienent, and RISKY (I'm on a single save playthrough) that some of these have to be stolen!!
Personally, yes, I'd prefer to get those containers without having to steal them and risking a fight. IIRC, there's also a container in the Zentharim hideout that needs to be stolen, that one was scaryt! (I think it's the one for the dyes..., maybe there's another one but I don't remember)
And now I also noticed the helmet container isn't working at all, can't put anything in it. Can't tell when it started doing that, maybe I hadn't noticed before.
Regarding the helmet container, what version of the mod have you been using? I've not been able to reproduce the issue on PC with the NexusMod variant but I'm told the mod.io variant has been misbehaving.
As for good locations.... mmm, I think as long as the containers aren't near an NPC, having to steal them wouldn't be too troublesome... but maybe the basement right before the Zentharim cave, inside the derelict Nautiloid, outside Jergal's temple, inside the Owlbear's cave?
Also, I've just noticed the "Mysterious Artefact" is now bound to the story items container, and while it doesn't appear to cause any trouble so far, I wonder if it's safe to have such an important item bound to a container that depends on a mod, what if a user uninstalls the mod, or an update breaks the mod, or whatever...
Ok, running no mods other than ContainersExtended and the starting equipment, Shadow Magic Sorc did not get the starting containers, but a Death Doman Cleric does. So appears to be not effecting all of the new classes.
It's weird though, I grabbed the tutorial chest addon and it has a completely different version of the toolbag that has the proper weight, but the containers in the tutorial chest don't have the brown background and many don't automatically gather items
I'm still running into the shovel being grayed out in my game. I'm using the latest version on Mod.io.
EDIT: Oop! Looks like your latest patch fixed it!Any idea what might be causing this?
Can the autosort work on the event where the character or camp chest receives items from the "Send to" menu command? I usually have a primary character looting, and to deal with loot will right click and:
In neither of these cases do the chest autosort/pick up the loot. The only workaround is to move to container back and forth after sending the loot, which is super cumbersome.
Example: I find 10 scrolls of random spells and I want to give to Gale. Gale has the scroll case.
Edit: Other two questions resolved after reload.
The mod uses in-game mechanism for auto-sorting, the same auto-sorting limitation applies to the camp chest et al. I have not found a robust workaround for the camp chest auto-sorting issue yet but have given it some attempts. I think what could be done is to have the camp chest forcefully autosort on adding items to it, but then removing would require to claim the item from the chest with a separate character. Moving items out of autosort containers to the chest itself would trigger the same forced autosort event, if that makes sense. Not sure what subtle bugs that may lead to.
AFAIK sending items to camp is just an AddedTo event from the perspective of the container object. I don't believe it differentiates from other ways of addition.
Would above mechanism be interesting and beneficial to people? If so, I can take a stab at it with the caveats explained above.
I forgot the workaround was to just select everything and drag/drop onto the tagged containers. Works fine with your containers since you followed the same standard. No worries on adding the complexity with all the caveats.
On a separate note, I did notice that when looting, the hotbar update gets circumvented by the bags (probably timing issue with events?). For example, spells scrolls will go into the scroll case, but then I have to drag them to main inventory to get them to show up on the hotbar. Without the scroll case they will appear on the hotbar as soon as they are looted.
Cheers!
Not sure why the game "hides" containerized items from main views. This happens with Thrown weapons as well in the Throw Action context, unfortunately. In a way this causes the hotbar additions to stop working. Seems to be engine and not UI level issue. I'll poke and ask around to see if there may be a workaround. Have you seen other mods handle this scenario better? Perhaps it is feasible with Script Engine. I'll sniff around.
Autograb can be also causing issues, see the reports in bug for Shovel, Bounded Weapons etc. Seemingly great ideas like forced autostacking of items can cause game breaking bugs as well, unfortunately. This and performance is the reason most of us container makers try to stay close to the in-game implementation, usually.
EDIT: did not see this was already in bugs section under the in game client version issues, plz disregard.
The items try to mimic the style of the in-game containers (Camp Supply Pack, Alchemy Ingredients Bag, Keychain). I have to see how those are differentiated in-game.