Converted the ESP and rebuilt the BSA to be SSE compliant.
2020/04/18 -- Added the script files as a separate loose file download. They should automatically override what is in the BSA. Changes were as follows: -- Silenced statements about persistent items. If an item did not sort automatically, it is either persistent or a quest item. Such items will need to be stored manually. -- Needed to redirect some pointers to Legacy of the Dragonborn's ESM file for SSE rather than the ESP that was used for original Skyrim
2020/04/28 -- Fixed a rare bug most noticeable with controllers. When using the mod's hotkey within a menu and with the save game feature active, the game would try to make a save.
2021/06/19 -- v2.5 released. Please see change log for details.
2023/06/04 -- Known issue. If a depleted ore vein is accidentally activated with the mod activation key, the script will get stuck in a while loop that was put in to give time for the pickaxe to transfer and be recognized. This prevents the ability to use the mod activation key. The fix is already in testing and will be as simple as tapping the mod activation key to break the loop and then tap / hold again to do what you want.
For the curious or those re-compiling scripts due to personal translations, the following are needed to properly compile some of the v2.5 scripts: SkyUI SDK 5.1 FISSES The following files extracted from the Legacy of the Dragonborn BSA and decompiled into PSC format with Champollion: dbmdebug.pex dbmdisplayscriptanimal.pex
Has anyone been successful getting this mod to work with VRIK gestures? I'm able to use gestures as hotkeys for other mods with no problems... even when it requires pointing at something for the gesture, but nothing happens when I do the gesture (hotkey) from vrik. Wondering if the VR specific mods fulfilling the requirements for this one aren't 100% compatible.
No idea. I have never used that mod. But given that every form list used is unique to this mod, there shouldn't be conflict with any other mod with regards to the form lists. I would then have to say, that that mod should not be in direct conflict and could run alongside this mod without issue. But if that mod is used to alter the unique form lists of this mod in some way, I cannot provide support.
question is it okay to rebuild the IMS_Patch.esp in the middle of a playthrough?
the thing is i have a very outdated IMS_Patch patch i built way back. then i added alot more mods since (did not bother rebuilding IMS_Patch), then started new playthrough with the outdated IMS_Patch over 8hrs in now
is it okay to rebuild the patch now? then proceed with my save? im also curious if its okay to suddenly add the IMS_Patch.esp on a playthrough I started without it?
Those are both good questions. The answers to which I can no longer recall, if I had had answers to them to begin with.
It might be okay. It may be necessary to turn off any containers before rebuilding the patch. And turning them back on afterwards. Test it out and see?
Hi ive played with this mod for quite a while now. I love it. But I have a few comments.
Basically the specific restrictions assigned to different bags is killin me --Like SELL SACK dont have the Option to be included/excluded in Crafting session... --Or UTILITY BAG dont have the AutoStore feature... --All bags on Misc Section Cannot be Accessed via Favorites Hotkey -- Bags like UtilityBag/Enchantment Bag in Armor Section CAN be accessed via Favorites Hotkey
If im allowed to make suggestion. Please give all bags all features available then let us decide whether to toggle them on/off? And also put a few bags on Armors/Weapons section so it is accessible via Favorites Hotkey
This is the scenario i came across with just for context.. this is long dont bother reading it. xDDDD
Spoiler:
Show
**MISSION/VISION: i vowed to use Sell Sack all the time to store junks and stuffs i dont need, sell them/smelt them/tan them/slap them.. idc about things stored in SellSack **NOTE: I have a mod that lets me smelt/tanning rack every junks and Armors.. to convert them into leathers/leatherstrips/ingots.. so im expecting fur/leather armors stored in this SellSack to appear in the Tanning Rack...
-----1st problem.. I favorite the Sell Sack then assign hotkey to it.. i click hotkey=nothing.. it wont open... so ill have to go through all menus just to open it.. im gonna cry.... -----2nd problem.. so I tried same thing with Utility Bag i favorite then click hotkey=it Opened. Yay! I thought ill just use this Utility bag as my SELL SACK substitute, i will constantly store stuff i dont need in this bag, and let the AutoStore feature take care of the rest later on in game.... buuut nope... Utility Bag dont have the toggle for AUTO STORE... awwww whyyyy -----3rd problem.. okay... lets just go back to SELL SACK bag as my junk dump.. Then i accessed Tanning rack via the Special Activation Key from this mod and i was wondering wheres the Leather armors?? Why are they not available in tanning rack to convert to Leatherstrips? So then i looked at the mod settings and found SELL SACK bag dont have the "Exclude From Crafting transfer" thingy... im crying..
Btw i must say this. The ARROW/BOLT management feature of this mod? SUPERB👏 this alone is worth downloading this mod.
Spoiler:
Show
Just tinyyy minor thing.. it transfers all amount of the selected arrow from storage per Bow Equip... Maybe if we can limit this to only 100arrows initially then if the 100 is gone transfer another 100 from storage again... This is not really a big deal at all.. 1000x arrows is just 100wgt in survival mode anyways... But just a thought^^
Well... survival mode and similar mods are not my cup of tea and so I made the mod based on how the game is when I play it. Ammo has no weight and so all get transferred.
Spoiler:
Show
If you want to change this for your game, you can.
Open up the script abim_ims_ammoplayerscript.psc
Locate the custom function ReallyGetTheAmmo around line 199
And change this line: abim_IMS_Cont.RemoveItem(TheAmmo,NumAmmo,true,PlayerRef)
to abim_IMS_Cont.RemoveItem(TheAmmo,100,true,PlayerRef)
Then compile.
See the sticky post for third party source scripts that may be needed to successfully compile.
The above change will transfer any amount present up to 100. When more than 100 are present, only 100 will transfer.
Woah thank you for that! Ill do exactly that for the 100 arrows^^ Apologies for the long comments had to hide them through spoilers lmao this just how i be for things i tend to like.
To address some of the other things mentioned in your first post. -- The purpose of the sell sack is to sell stuff. It is not included in crafting because if you use a crafting station, the items would sort back to the crafting related containers rather than the sell sack. To avoid wondering where things went and having to hunt stuff down, the sell sack is not included in crafting. The same is true of other containers like Keepsakes, Bag of Holding and Legacy Relics. -- The utility bag does not have auto store because one has no need to carry more than one of a given tool. Why auto store and fill the bag up with axes and other tools that would be better off being sold or broken down with a mod that adds such a feature? Also, auto store can break quests by moving quest related items out of the player inventory. Limiting which ones work with auto store reduce the containers needing to be searched when something goes missing. -- The game does not allow any items in the Misc section to be favorited. Nothing can be done there short of forcing every bag to be in one of the other categories. Which in most cases would not make a lot of sense thematically and clutter up those sections more than necessary.
FYI - I use the Smelter category container to hold weapons and armor that can be broken down when using a mod that provides such a feature.
Inventory lag? Not sure what you mean by that and so I will say, yes and no. Yes, in that items you put into the category containers will not be in the player's inventory and thus reduce what needs to be searched through at certain times. No, in that whenever you need to retrieve those items for something like crafting then all those items will once again be within the inventory.
There will be a period of waiting when items are transferring between the container and inventory. I guess you could say the "lag" is moved from random moments to specific known moments initiated by yourself (i.e. going to craft, sell items, etc). One can still move around within the room / cell or watch the items appear or disappear from the inventory. I just suggest not activating anything else as to avoid creating lag by introducing extra work for the game to process.
As far as items being lost, should not happen. However, it is possible for some quest items to get caught up in transfers to a category container. They're not lost just have to be dug back out of whichever category container they might have gone into. Typically happens with crafting materials that are also quest items.
This mod does not affect mining. It just provides a container to store the pickaxes within. The pickaxes should transfer when using the user designated activation key. And depending upon settings either start mining or allow the user to activate the ore vein.
In the unmodified game, stalhrim requires a specific pickaxe. If you do not have that pickaxe, stalhrim cannot be mined. The aforementioned pickaxe is already on the tool list used to pull from the container. It is the same tool list used by the game for the ore veins.
If have the appropriate pickaxe, see if you can mine stalhrim when the pickaxe is just within the player inventory. If you still cannot mine, there is something else affecting the process. If you can mind stalhrim, I am not sure what is going on without more information.
I have discovered an unintentional bug that can 'brick' the mod if an ore vein (or any furniture using the pickaxe markers) is clicked on but is not in a state to allow activation such as having already been mined out. You would have a bigger complaint if that were the case, however.
It is just weird, I can mine anything but stalhrim even with pickaxe able to do it in the tool sack. I have to take the pickaxe off the bag and use it regularly to mine properly. I'll see if I can find a workaround. Maybe i need to get rid of the normal pikaxe and only keep those which can mine stalhrim. Will keep you informed if that works.
Nope, with only Luca's Pickaxe (from LotD) which can mine stalhrim, just nothing happen when i press the Shortcut key to activate. Nothing as in not even a notification, until I press it too often and I get a message about not being able to process.
That is weird. I have LotD and I can see where they add the pickaxe via script to the tool list. That should update the list across all instances in the current playthrough. I cannot speculate at this time as to what is going on. I will look into this when I get there in my current playthrough (I just started again after a long much needed break).
I love all of Ishara work. Definitely one of the best and most knowledgeable modders around.
There is a problem with the newest version of the game, SKAE 1.6.640. None of the items that are purchased from vendors are being picked up. That is regardless of the vendor exclude flag setting.
The latest version of this mod does not automatically handle items that are purchased or crafted when the menus are open. The reason for this change was to allow the player to craft at multiple stations or shop at multiple businesses without having to constantly wait for the script to finish transferring items once the craft or barter menus were closed.
As indicated in the change log:
Auto-transferring will no longer take place after each merchant or workstation. Instead the MAK must be used to sort items when desired. This allows one to retreive items for multiple purposes and sort only once. This helps the player to "stay in the game" rather than waiting for one sorting task to finish before interacting with another valid MAK target
As long as the item(s) in question have been registered to at least one of the containers, they should sort properly the next time that the mod's activation key is used.
The exclude flag is meant to prevent the contents of a container from being moved to the player inventory when accessing a shop that could purchase those items. It has no affect on items purchased from merchants.
Thanks for that explanation Ishara. I only have two keys that I can use as hot keys and both are assigned to more important functions. So I have never tried to use the MAK capabilities. Sorry for bothering you.
Your mod used to work right before Bethesda set about to ruin the game. As I mentioned, the MAK isn't a workable alternative. But I know how bored you are with modding and how hard it would be to get back into it. I can live with it the way it is, so just forget that I said anything.
I do not know what I have done wrong, I followed your instructions and I got this error:
[00:00] Start: Applying script "IMS - Compatibility Patch"Processing Skyrim.esm...Processing COBJ records Skyrim.esm...[IMS_Patch.esp] Adding master "Inventory Management System.esp"[IMS_Patch.esp] Adding master "Complete Crafting Overhaul_Remastered.esp"[00:02] Exception in unit TheCraftPatch line 107: Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp"[00:02] Error during Applying script "IMS - Compatibility Patch": Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp" It did create the ims.esp which only has listed:
In SSEEdit, select the PAS file entry (same as you would when running it) Find the following lines: // If isInjected(comp) then // Exit; Remove the '//' from both lines Save and try again
I had done something when I had last updated which I thought was adding all the plugins as masters so that injected records could still be processed. Looks like it instead pushed the error away a few lines. Skipping injected records should resolve it completely.
Anyways I did as you instructed and recieved the following:
Processing Skyrim.esm...[IMS_Patch.esp] Adding master "Skyrim.esm"Processing COBJ records Skyrim.esm...[IMS_Patch.esp] Adding master "Weapons Armor Clothing & Clutter Fixes.esp"[00:00] Exception in unit TheCraftPatch line 107: Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp"[00:00] Error during Applying script "IMS - Compatibility Patch": Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp" I am sorry for being a pain, I really like the idea of this mod I just wish I new more about modding, I do appreciate your help with all of this thank you
I should add that I use Open World Loot if that matters at all as it does take WACC and modifies the leveled list ?
Then I have no idea. I had help writing that xEdit script and really do not understand the code myself.
Since the mod will work without the compatibility patch in place, you can just run without it. Only issue is that you'll have to "build up" the various form lists over time while playing the game. This means that no items will automatically be moved until you have put them into the correct container. It also means that you will not be able to select your preferred order of ammo usage until the ammo is either in the container or in your inventory.
NP, I do appreciate all the help have given me I have figured out that atleast with me that Weapons Armor Clothing & Clutter Fixes.esp does not play well with this mod. I will tinker with it to see what I can do to make it work.
Not sure what the heck I am doing wrong, but I get no MCM options, I get the title, and when i click the splash screen, but empty and when I close out MCM it comes up "Processing Data" then "Date processed" but again no MCM options when i go back in.
Do you have a lot of mods that add a lot of ammo to the game? And are you carrying a lot of ammo when accessing the MCM? There is a bit of processing that takes place when first accessing the MCM with regards to ammo for purposes of filling formlists / arrays to allow one to pick their preferred order of usage. I would say to wait and give it a few moments.
97 comments
2020/04/18 -- Added the script files as a separate loose file download. They should automatically override what is in the BSA.
Changes were as follows:
-- Silenced statements about persistent items. If an item did not sort automatically, it is either persistent or a quest item. Such items will need to be stored manually.
-- Needed to redirect some pointers to Legacy of the Dragonborn's ESM file for SSE rather than the ESP that was used for original Skyrim
2020/04/28 -- Fixed a rare bug most noticeable with controllers. When using the mod's hotkey within a menu and with the save game feature active, the game would try to make a save.
2021/06/19 -- v2.5 released. Please see change log for details.
2023/06/04 -- Known issue. If a depleted ore vein is accidentally activated with the mod activation key, the script will get stuck in a while loop that was put in to give time for the pickaxe to transfer and be recognized. This prevents the ability to use the mod activation key. The fix is already in testing and will be as simple as tapping the mod activation key to break the loop and then tap / hold again to do what you want.
SkyUI SDK 5.1
FISSES
The following files extracted from the Legacy of the Dragonborn BSA and decompiled into PSC format with Champollion:
dbmdebug.pex
dbmdisplayscriptanimal.pex
https://www.nexusmods.com/skyrimspecialedition/mods/74037
But given that every form list used is unique to this mod, there shouldn't be conflict with any other mod with regards to the form lists.
I would then have to say, that that mod should not be in direct conflict and could run alongside this mod without issue. But if that mod is used to alter the unique form lists of this mod in some way, I cannot provide support.
the thing is i have a very outdated IMS_Patch patch i built way back. then i added alot more mods since (did not bother rebuilding IMS_Patch), then started new playthrough with the outdated IMS_Patch over 8hrs in now
is it okay to rebuild the patch now? then proceed with my save?
im also curious if its okay to suddenly add the IMS_Patch.esp on a playthrough I started without it?
It might be okay. It may be necessary to turn off any containers before rebuilding the patch. And turning them back on afterwards. Test it out and see?
Hi ive played with this mod for quite a while now. I love it. But I have a few comments.
Basically the specific restrictions assigned to different bags is killin me
--Like SELL SACK dont have the Option to be included/excluded in Crafting session...
--Or UTILITY BAG dont have the AutoStore feature...
--All bags on Misc Section Cannot be Accessed via Favorites Hotkey
-- Bags like UtilityBag/Enchantment Bag in Armor Section CAN be accessed via Favorites Hotkey
If im allowed to make suggestion. Please give all bags all features available then let us decide whether to toggle them on/off?
And also put a few bags on Armors/Weapons section so it is accessible via Favorites Hotkey
This is the scenario i came across with just for context.. this is long dont bother reading it. xDDDD
**MISSION/VISION: i vowed to use Sell Sack all the time to store junks and stuffs i dont need, sell them/smelt them/tan them/slap them.. idc about things stored in SellSack
**NOTE: I have a mod that lets me smelt/tanning rack every junks and Armors.. to convert them into leathers/leatherstrips/ingots.. so im expecting fur/leather armors stored in this SellSack to appear in the Tanning Rack...
-----1st problem.. I favorite the Sell Sack then assign hotkey to it.. i click hotkey=nothing.. it wont open... so ill have to go through all menus just to open it.. im gonna cry....
-----2nd problem.. so I tried same thing with Utility Bag i favorite then click hotkey=it Opened. Yay! I thought ill just use this Utility bag as my SELL SACK substitute, i will constantly store stuff i dont need in this bag, and let the AutoStore feature take care of the rest later on in game.... buuut nope... Utility Bag dont have the toggle for AUTO STORE... awwww whyyyy
-----3rd problem.. okay... lets just go back to SELL SACK bag as my junk dump.. Then i accessed Tanning rack via the Special Activation Key from this mod and i was wondering wheres the Leather armors?? Why are they not available in tanning rack to convert to Leatherstrips? So then i looked at the mod settings and found SELL SACK bag dont have the "Exclude From Crafting transfer" thingy... im crying..
i need to rethink my whole plan with this bags🤣🤣🤣
this alone is worth downloading this mod.
Well... survival mode and similar mods are not my cup of tea and so I made the mod based on how the game is when I play it. Ammo has no weight and so all get transferred.
If you want to change this for your game, you can.
abim_IMS_Cont.RemoveItem(TheAmmo,NumAmmo,true,PlayerRef)
abim_IMS_Cont.RemoveItem(TheAmmo,100,true,PlayerRef)
The above change will transfer any amount present up to 100. When more than 100 are present, only 100 will transfer.
Apologies for the long comments had to hide them through spoilers lmao this just how i be for things i tend to like.
-- The purpose of the sell sack is to sell stuff. It is not included in crafting because if you use a crafting station, the items would sort back to the crafting related containers rather than the sell sack. To avoid wondering where things went and having to hunt stuff down, the sell sack is not included in crafting. The same is true of other containers like Keepsakes, Bag of Holding and Legacy Relics.
-- The utility bag does not have auto store because one has no need to carry more than one of a given tool. Why auto store and fill the bag up with axes and other tools that would be better off being sold or broken down with a mod that adds such a feature? Also, auto store can break quests by moving quest related items out of the player inventory. Limiting which ones work with auto store reduce the containers needing to be searched when something goes missing.
-- The game does not allow any items in the Misc section to be favorited. Nothing can be done there short of forcing every bag to be in one of the other categories. Which in most cases would not make a lot of sense thematically and clutter up those sections more than necessary.
FYI - I use the Smelter category container to hold weapons and armor that can be broken down when using a mod that provides such a feature.
Yes, in that items you put into the category containers will not be in the player's inventory and thus reduce what needs to be searched through at certain times.
No, in that whenever you need to retrieve those items for something like crafting then all those items will once again be within the inventory.
There will be a period of waiting when items are transferring between the container and inventory. I guess you could say the "lag" is moved from random moments to specific known moments initiated by yourself (i.e. going to craft, sell items, etc). One can still move around within the room / cell or watch the items appear or disappear from the inventory. I just suggest not activating anything else as to avoid creating lag by introducing extra work for the game to process.
As far as items being lost, should not happen. However, it is possible for some quest items to get caught up in transfers to a category container. They're not lost just have to be dug back out of whichever category container they might have gone into. Typically happens with crafting materials that are also quest items.
And also, if i make a patch for Dragonborn.esm, will it handle stalhrim then? If I have a pickaxe able to mine it in the tool bag of course.
In the unmodified game, stalhrim requires a specific pickaxe. If you do not have that pickaxe, stalhrim cannot be mined. The aforementioned pickaxe is already on the tool list used to pull from the container. It is the same tool list used by the game for the ore veins.
If have the appropriate pickaxe, see if you can mine stalhrim when the pickaxe is just within the player inventory. If you still cannot mine, there is something else affecting the process. If you can mind stalhrim, I am not sure what is going on without more information.
I have discovered an unintentional bug that can 'brick' the mod if an ore vein (or any furniture using the pickaxe markers) is clicked on but is not in a state to allow activation such as having already been mined out. You would have a bigger complaint if that were the case, however.
There is a problem with the newest version of the game, SKAE 1.6.640. None of the items that are purchased from vendors are being picked up. That is regardless of the vendor exclude flag setting.
As indicated in the change log:
As long as the item(s) in question have been registered to at least one of the containers, they should sort properly the next time that the mod's activation key is used.
The exclude flag is meant to prevent the contents of a container from being moved to the player inventory when accessing a shop that could purchase those items. It has no affect on items purchased from merchants.
[00:00] Start: Applying script "IMS - Compatibility Patch"Processing Skyrim.esm...Processing COBJ records Skyrim.esm...[IMS_Patch.esp] Adding master "Inventory Management System.esp"[IMS_Patch.esp] Adding master "Complete Crafting Overhaul_Remastered.esp"[00:02] Exception in unit TheCraftPatch line 107: Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp"[00:02] Error during Applying script "IMS - Compatibility Patch": Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp"
It did create the ims.esp which only has listed:
Complete Overhaul _Remasterd.esp
Inventory Management System.esp
As Masters nothing else ?
So does this mean it worked correctly and is unable to put in correct load order/or did I do something wrong ?
Find the following lines:
// If isInjected(comp) then
Remove the '//' from both lines// Exit;
Save and try again
I had done something when I had last updated which I thought was adding all the plugins as masters so that injected records could still be processed. Looks like it instead pushed the error away a few lines. Skipping injected records should resolve it completely.
Anyways I did as you instructed and recieved the following:
Processing Skyrim.esm...[IMS_Patch.esp] Adding master "Skyrim.esm"Processing COBJ records Skyrim.esm...[IMS_Patch.esp] Adding master "Weapons Armor Clothing & Clutter Fixes.esp"[00:00] Exception in unit TheCraftPatch line 107: Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp"[00:00] Error during Applying script "IMS - Compatibility Patch": Load order FileID [01] can not be mapped to file FileID for file "IMS_Patch.esp"
I am sorry for being a pain, I really like the idea of this mod I just wish I new more about modding, I do appreciate your help with all of this thank you
I should add that I use Open World Loot if that matters at all as it does take WACC and modifies the leveled list ?
Since the mod will work without the compatibility patch in place, you can just run without it. Only issue is that you'll have to "build up" the various form lists over time while playing the game. This means that no items will automatically be moved until you have put them into the correct container. It also means that you will not be able to select your preferred order of ammo usage until the ammo is either in the container or in your inventory.
Sorry for the inconvenience.
Thank YOu