This ported mod for SSE works pretty well for me in a moderately small to medium modlist. 105 mods and 129 plugins.
You need the prerequisite mod Dynamic Things - Woodpiles and Barrels and More Oh My (SSE port) for this mod to work.
On an unrelated note, these two Dynamic Things mods plays pretty good with the mod Sunhelm (Sunhelm is a newer mod that handles cold, fatigue, hunger, and thirst all in one. Its not my mod, sorry for the unrelated plug, but I think more skyrim players should be aware of Sunhelm, especially for survivalist/hunting/wilderness adventurer modlists). The only bug I have noticed between Dynamic Things and Sunhelm is with activate-able mead barrels, but that is overlookable for me.
There are also references to Chesko_Frostfall.esp that need changed to Frostfall.esp.
And there is a problem with some sort of axe degradation function related to Frostfall in the script that prevents recompiling... (I have no idea why those functions are even there)
Well, it appears you can fix the script in the original version (not this enhanced one) by changing the names then recompiling. But, for some reason, this one adds a random quest and a few other script objects that are completely missing that cause compile errors.
Upon digging further, I found the issue. Chesko redid how campfire and frostfall work together. Specifically, frostfall no longer has any of the items used in campfire. Instead, they are all under campfire; I imagine he did this so campfire would work with other survival mods without needing frostfall.
The fix is easy, just takes time I don't have right now. Open the script files, remove the frostfall checks by changing the esp check and object/quest/esp references to their proper formid's within campfire and the esp reference to campfire. Second, go into the woodscript file and do the same. Remove the frostfall esp checks/references, change them to campfire check, and change the deadwood references to the proper campfire formid references.
I love this mod but theres one issue that now I had so many times its starting to bother me. Why sometimes when I drink from a keg it counts as a crime? Some are okay, and some just straight up make npcs around hostile to me. Its pretty annoying cuz it doesnt say STEAL or anything on the keg when I`m about to drink from it.
this mod seem to affect merchant chests as well (or at least alvor's merchant chest in riverwood). I got ctd if i try to buy something from him. Uninstalling this mod and the dynamic things seem to remove the problem
Posting to say that I encountered this exact same problem (crashing when trying to buy from Alvor, as well as the one of the CRF-added blacksmiths) and that running Wrye Bash was enough to resolve the issue.
Same, I did a merge and a bash patch which did not fix it. (using MO2 also JK's Riverwood, but I don't think that means much) I simply uninstalled this mod so I can trade in Riverwood.
so i was putting stuff in a barrel in front of the maiden shop in whiterun. at EVERY item it was asking me if i wanted it to be dynamic container(whatever TF that is supposed to mean). i just said yes every time. seemed the right thing to do. eventually after about 40 items i had enough of that nagging questioning and left it for about an in game week. come back and there is 5 cabbage in there and my sht is gone. great mod or my load order is the worst. luckily we can just cheat in money in skyrim. note: in LE way back at release i would leave stuff in the same barrels for literal months with no problem at all. this is why i chose these barrels. silly me...
Place only one item in the container the first time, answer yes to making it a safe container, exit your menus, wait for the container to disappear and then reappear, it is now a safe container and it will not ask you that question any more. You have to let the mod replace the object before it is safe. If you try to put everything in from the beginning without letting it be replaced, I think you are putting it in the original, unsafe container.
It is a bit script heavy, but then again, I run 475+ mods, so I wouldn't say it's super gamebreaking.
The one exception is that, occasionally otherwise static containers will "disappear" permanently from the game (looks wonky when something else is "resting" on top of it).
That said, while I believe it's "from" this mod, it's more a resource limitation issue when loading the cell (because I'm trying to tell the game to run 475 things at once, and if it misses a few scripts, then it never "regenerates" the previous static object). So, primarily my fault, and not something you're likely to see under normal usecases.
And it does also have a pretty awesome MCM for configuring script fire delay, radius, and aaaaalll that fun stuff :) so, I'd say there's no reason not to use this.
Also, the first time you add something to a new container, a quick menu will pop up saying "This is a Dynamic Things container! Do you want this to be safe?" "Yes - No - Ignore Container"
Works pretty well and plays pretty nice with other mods from all I've seen.
I have the same issue as Gimmel - it comes up with error message to say this is for another game and so it doesn't add to the dynamiv things and therefore I cannot harvest mammoths tusks like I used to in my old skyrim - you sure this is for SE?
60 comments
You need the prerequisite mod Dynamic Things - Woodpiles and Barrels and More Oh My (SSE port) for this mod to work.
On an unrelated note, these two Dynamic Things mods plays pretty good with the mod Sunhelm (Sunhelm is a newer mod that handles cold, fatigue, hunger, and thirst all in one. Its not my mod, sorry for the unrelated plug, but I think more skyrim players should be aware of Sunhelm, especially for survivalist/hunting/wilderness adventurer modlists). The only bug I have noticed between Dynamic Things and Sunhelm is with activate-able mead barrels, but that is overlookable for me.
For SE the filename is SkyUI_SE.esp
Please fix this
And there is a problem with some sort of axe degradation function related to Frostfall in the script that prevents recompiling... (I have no idea why those functions are even there)
The fix is easy, just takes time I don't have right now. Open the script files, remove the frostfall checks by changing the esp check and object/quest/esp references to their proper formid's within campfire and the esp reference to campfire. Second, go into the woodscript file and do the same. Remove the frostfall esp checks/references, change them to campfire check, and change the deadwood references to the proper campfire formid references.
Why sometimes when I drink from a keg it counts as a crime?
Some are okay, and some just straight up make npcs around hostile to me.
Its pretty annoying cuz it doesnt say STEAL or anything on the keg when I`m about to drink from it.
You can steal drinks if you sneak
I simply uninstalled this mod so I can trade in Riverwood.
note:
in LE way back at release i would leave stuff in the same barrels for literal months with no problem at all. this is why i chose these barrels. silly me...
However, it also looks a bit script heavy, and in the past it replaced static objects and could cause save bloat.
Is this still the case?It looks like it has configuration options - are there options to turn it on or off? Or change the radius of object detection?
This might be a bit of a technical question, so please disregard if not feasible to answer.
The one exception is that, occasionally otherwise static containers will "disappear" permanently from the game (looks wonky when something else is "resting" on top of it).
That said, while I believe it's "from" this mod, it's more a resource limitation issue when loading the cell (because I'm trying to tell the game to run 475 things at once, and if it misses a few scripts, then it never "regenerates" the previous static object). So, primarily my fault, and not something you're likely to see under normal usecases.
And it does also have a pretty awesome MCM for configuring script fire delay, radius, and aaaaalll that fun stuff :) so, I'd say there's no reason not to use this.
Hope this helps friend!
"This is a Dynamic Things container! Do you want this to be safe?"
"Yes - No - Ignore Container"
Works pretty well and plays pretty nice with other mods from all I've seen.
I've never gotten mammoth tusks to work, but the other containers (barrels, sacks, crates, you name it) work flawlessly.