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File credits
Harvey2112 and Draco1122 for General Stores SE - https://www.nexusmods.com/skyrimspecialedition/mods/4322 Sandman53 for General Stores - Bugfix Patch - https://www.nexusmods.com/skyrimspecialedition/mods/39331 Oaristys and Tony67 for Modder's Resource Pack - https://www.nexusmods.com/skyrim/mods/16525/
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Changelogs
Version 1.0.1
Added key script
Version 1.0.0
Initial Release
This mod is an ESL-flagged ESP that expands on General Stores functionality by separating jewelry and keys into their own categories. Heuristic learning works for the new categories, and new activators are available for modders to use. This mod is not standalone; the General Stores mod is required.
I've tested this fairy extensively, but PLEASE back up your save before installing just in case.
NOTE This removes jewelry from the Unarmored category, so jewelry will no longer show up when using Unarmored activators. Likewise, keys are no longer in Collectibles. You will either need to use the main General Stores activator to access the new categories or add the new activators to your mod. There are also new activators for jewelry and keys in the cistern.
Please report any bugs and I will fix them as quickly as I can, provided they are issues with this mod and not bugs in General Stores.
F.A.Q. Why keys? Don't you keep them all with you all the time? Not when using mods that add weight to keys, such as Keys Have Weight or other survival/realism mods.
Why jewelry? Mod authors who create player homes and such are adding separate storage for things like jewelry, so I wanted to be able to add GS activators that only returned jewelry for those cases.