There is a great chance that after the bugs will be fixed, this mod will be converted into a SKSE plugin, so that I can add many new features that could not be obtained with pure Papyrus scripts.
TODO: - Alternate actions are in red if you're "stealing" an item - Remember the last secondary action player did for any perk/feature. So when did you take the last book, then the next book will automatically default to a take. If I chose to read a book, then the next book would be read. - Configurable prompt. For example - "Take/Eat" for ingredients configured to read as "Use & Study". - Support for convenient horses - the horse inventory feature doesn't work. - Support for CC farming mod. - Bulk collect for coins, arrows and lockpicks - Reset variable after secondary action usage - Support for zim' trainers expansion - Support for simply knock (if no one will do it before me) E - knock \ shift E - unlock - Support for Ordinator to utilize DAK instead of crouching to disassemble the upgraded crafting stations. - Campfire where interaction is normal (lie on bedroll, use cooking pot etc) until global is activated, then you either pick up the item or trigger the menu - Dynamic Shouts. You do one Shout normally but another when pressing the Activation Key. - Hunterborn support. - Able to give a coin to a beggar without entering dialogue.
A few questions if anyone can clear thing up about horse inventory. This mod comes with its own horse inventory/container? I use horse storage before this. Where I can set storage to be shared on all my horse (even Frost) or storage for individual horse. When I use the feature of this mod, it seems to open a separate storage that wasn't the one i already use. Is the container from this mod, safe (won't reset), share among all horses (if I store item on one horse, I can access it on another horse) or is it each horse has its own inventory (I must go access the same horse I store item on to get it back). Do they have weight limit? Would it be possible for me to set so that the DAK action point to my Horse Storage mod's container instead? I have to crawl to access that mod's storage, I don't want to crawl if I can use DAK. So, is this mod's storage work the same/similar to the Horse Storage mod? If so, I could just get rid of that one.
Is there any ETA on fix? My game really struggles with it, any attempt to use anything even remotely script heavy causes heavy lag. Its an amazing mod sure but as my modlist grows it starting to get very taxing to keep it on...
Might be a stupid question but im pretty new to this. I was wondering if I need to install the main file and optional file v2.2 or just the optional file?
Hey, I have two questions: 1. Is it possible to somehow use your horse inventory feature AND pet horse from Immersive Interactions? 2. Do we need Read or Take and Use or Take if we use your mod?
Hey, hey, have you ever had time to look into that? ^^ It's okay if not, but I can't for the love of me choose what I want more - to open inventory or to pet a horse.
Good evening, wondering what is the procedure for having quick harvest show up? I am also using simplicity of seeding along with read/take and use/take mods. (Those are the only other mods i can think of that also use the shift key function)
have version 2.2 of this mod and it seems the quick harvest works maybe 30 percent of the time.. but I'm not sure if there's something I'm missing. Eg.. do I look at the plant itself or the dirt? then sometimes it'll work if i go into my inventory, get out, then shift+click something around the plant , then it shows up along with a notification about having no seeds or seeds available.. I can't seem to find the magic combination to make quick harvest work every time. Not sure if anyone else has the issue or if they have it working?
to add, i have also changed the dak to left control as a test and I still exhibit the same behavior as above. Can't for the life of me figure out why it works and other times it doesn't.. also, if i go back to the same plant at another point during the game, it'll work.. so it's not specific to a type of planter etc.. which has me scratching my head.
regardless, still a great mod. Kudos and thank you.
I think is not your fault, I am fully aware that some things not works as expected, and all issues will be fixed, step by step. I am redoing this mod, harvesting is getting full rewrite, it will use skse plugin for performance reasons.
Just need to update loaders and FLM, then will finish update for Addons Collection too.
If anybody is using the horse "Frost" and can't get the saddlebags to open, it's because Frost isn't in the correct faction. The horse inventory addon works by giving the player a perk that enables the targeted actor's inventory menu if the the actor is in the "PlayerHorseFaction" faction. Since Frost is only in the "MS03HorseFaction" faction, the perk will not meet the conditions to open the horse's inventory menu.
If you want to fix this for your playthrough, you can use SkyPatcher to add Frost to PlayerHorseFaction without any conflicts. After installing SkyPatcher, create a new .ini file in the following directory: Data/SKSE/Plugins/SkyPatcher/npc/FrostFaction/FrostFaction.ini You can replace "FrostFaction" with any other name you'd like for the folder/ini file, just make sure the rest of the folder names match.
Open the .ini file you created and add the following line: filterByFactions=Skyrim.esm|4C1D0:factionsToAdd=Skyrim.esm|68d78=0 This line will only add Frost to the correct faction. You'll need to tweak the filter if you want to fix any other horses that aren't working. Replacing "filterByFactions=Skyrim.esm|4C1D0" with "filterByRaces=HorseRace" should add all horses to the PlayerHorseFaction, but that would also mean you own every horse in existence, which may have some unintended side effects.
It is possible to change Serana's factions with SkyPatcher, but I STRONGLYadvise against messing with her follower factions because the game relies so heavily on her specific mechanics to make the Dawnguard questline (sometimes) work correctly. If the game doesn't register her as being in the correct factions (or if she inherits the wrong behavior packages from factions she doesn't normally have), there's a good chance that you'll brick the questline and/or her follower behavior.
I love this plugin. Would it be possible to extend it to work with the Creation Club pets from the Anniversary Edition as well? I would like to be able to Shift-E to open the inventory on my goat.
231 comments
TODO:
- Alternate actions are in red if you're "stealing" an item
- Remember the last secondary action player did for any perk/feature. So when did you take the last book, then the next book will automatically default to a take. If I chose to read a book, then the next book would be read.
- Configurable prompt. For example - "Take/Eat" for ingredients configured to read as "Use & Study".
- Support for convenient horses - the horse inventory feature doesn't work.
- Support for CC farming mod.
- Bulk collect for coins, arrows and lockpicks
- Reset variable after secondary action usage
- Support for zim' trainers expansion
- Support for simply knock (if no one will do it before me) E - knock \ shift E - unlock
- Support for Ordinator to utilize DAK instead of crouching to disassemble the upgraded crafting stations.
- Campfire where interaction is normal (lie on bedroll, use cooking pot etc) until global is activated, then you either pick up the item or trigger the menu
- Dynamic Shouts. You do one Shout normally but another when pressing the Activation Key.
- Hunterborn support.
- Able to give a coin to a beggar without entering dialogue.
All of the active scripts are from this mod.
1. Is it possible to somehow use your horse inventory feature AND pet horse from Immersive Interactions?
2. Do we need Read or Take and Use or Take if we use your mod?
2. No, you do not need it.
have version 2.2 of this mod and it seems the quick harvest works maybe 30 percent of the time.. but I'm not sure if there's something I'm missing. Eg.. do I look at the plant itself or the dirt? then sometimes it'll work if i go into my inventory, get out, then shift+click something around the plant , then it shows up along with a notification about having no seeds or seeds available.. I can't seem to find the magic combination to make quick harvest work every time. Not sure if anyone else has the issue or if they have it working?
to add, i have also changed the dak to left control as a test and I still exhibit the same behavior as above. Can't for the life of me figure out why it works and other times it doesn't.. also, if i go back to the same plant at another point during the game, it'll work.. so it's not specific to a type of planter etc.. which has me scratching my head.
regardless, still a great mod. Kudos and thank you.
happy modding,
-Mush-
I think is not your fault, I am fully aware that some things not works as expected, and all issues will be fixed, step by step. I am redoing this mod, harvesting is getting full rewrite, it will use skse plugin for performance reasons.
Just need to update loaders and FLM, then will finish update for Addons Collection too.
If you want to fix this for your playthrough, you can use SkyPatcher to add Frost to PlayerHorseFaction without any conflicts. After installing SkyPatcher, create a new .ini file in the following directory:
Data/SKSE/Plugins/SkyPatcher/npc/FrostFaction/FrostFaction.ini
You can replace "FrostFaction" with any other name you'd like for the folder/ini file, just make sure the rest of the folder names match.Open the .ini file you created and add the following line:
filterByFactions=Skyrim.esm|4C1D0:factionsToAdd=Skyrim.esm|68d78=0
This line will only add Frost to the correct faction. You'll need to tweak the filter if you want to fix any other horses that aren't working. Replacing "filterByFactions=Skyrim.esm|4C1D0" with "filterByRaces=HorseRace" should add all horses to the PlayerHorseFaction, but that would also mean you own every horse in existence, which may have some unintended side effects.Hope this helps!
(sometimes)work correctly. If the game doesn't register her as being in the correct factions (or if she inherits the wrong behavior packages from factions she doesn't normally have), there's a good chance that you'll brick the questline and/or her follower behavior.Thank you for the detailed explanation!