[REL] mwse Containers

Post » Sun Jun 19, 2016 5:33 pm

A couple people asked for this mod awhile back. Sorry it took so long. :D



Features:


Portable containers for most item types.

Many containers have automatic stashing/retrieval functions.

You can have as many instances of containers as you wish.

Containers still add weight based on their contents.

Containers won't destroy your armor or weapon durability/charge/etc.

Containers can be assigned to quick-keys for easy access.

Narcotics can be hidden inside containers to bypass nosy merchants.

Soulgems can be put in containers to avoid being consumed by weak creatures.



http://www.nexusmods.com/morrowind/mods/44387/?

Screens:


http://i.imgur.com/N695UBD.jpg


http://i.imgur.com/y10SR6M.jpg
http://i.imgur.com/qGluWv2.jpg
http://i.imgur.com/f5icNIg.jpg

Readme:


Spoiler


mwse_Containers

By Greatness7


Version: 1.1


-- Changelog --


v1.1:

Fixed a small dialogue typo.

Added unique base weights for containers.

Adjusted initial container burden calculations.

Cleaned a couple overlooked cell AMBI/WGHT settings.


IMPORTANT: If you are updating from a previous version, make sure to drop all containers from your inventory onto the ground before swapping plugins. You will get some script-related popups the first time you reload each container after updating, these are normal can be ignored - they will only appear once.


---------------


========

Contents

========

1. Requirements

2. Description

3. Notes

4. Permissions

5. Installation

6. Removal

7. Incompatibilities

8. Contact

9. Credits



============

Requirements

============

Morrowind + Tribunal + Bloodmoon

MWSE (v0.9.5-alpha or later)


If you don't know whether you have the latest MWSE, chances are you do NOT.

At the time of this readmes creation, you can get it here: https://github.com/Merzasphor/MWSE/releases/

Installation is simple assuming you're using MGE XE - just drop the MWSE.dll file into your root Morrowind folder.



============

Description

============

This mod adds several new portable containers that can be used from within the player's inventory or from the worldspace via activation. Many of these containers have special features that allow you to transfer contents to/from the player with a single button.


You can purchase the containers from a new vendor in the "Vivec, Foreign Quarter Upper Waistworks" cell. Alternatively, if you don't feel like making the trip, you can spawn the containers with console commands. If you wish to do this please see the end of the notes section below.



=====

Notes

=====

Encumbrance is recalculated once you exit your inventory. Changes to weight from manipulating containers will not be reflected on the UI until you're done and have closed the menu screen. It should also be noted that Burden spells do not accept decimal magnitudes, so the total weight added will sometimes be slightly less than the containers true weight. Consider it the benefit of organization.



Any items that are inside your containers are no longer counted as being in the player's inventory. This means that quests using the GetItemCount function will not be able to detect them! On the upside, it also means any other MWSE mods which do intensive scanning of the player's inventory will need to go through far less items and as such will have less of an FPS impact. If you're doing a quest that involves a specific item, take it out of your container before talking to the related NPCs.



I've done my best to make this mod as bug free as possible. However, there's only so much that can be done with Morrowind scripting. One particular area that is hard to deal with here is when the player decides to give his containers to other characters, or put the containers inside other containers. In general the scripts should be aware of when you do this and prevent any bad things from happening. Trading the containers with other NPCs will usually just show a popup message and return them back to you. Stashing containers inside of other containers is impossible to prevent, but if you do so the scripts will try their best to inform you it's a bad idea stop you from continuing until it's undone. Just be sure to never to ctrl+click dispose on a corpse with a container inside!



Due to the engine limitations, sorting functions are only avaialable for item types that do not have unique reference data. I've added this restriction so that containers don't clear important information such as durability, charge, uses, etc. To put it simply, convenience features are restricted to ammunition, books, ingredients, keys, potions, and scrolls. Everything else you will have to put into containers the old-fashioned way.



You could encounter problems with scripted items of the above mentioned types when using the stash/retrieve functions. This should be a very rare occurrence as modders don't often attach scripts to consumables, but scripts on books aren't entirely uncommon. Usually this won't be an issue and even with a load list of 250+ mods things went fine during testing. If you worried just don't use the stash/retrieve functions on books while the suspected scripted items are in your inventory.



Another limitation of the engine is that containers must be manually activated at least once per load before they can be directly opened by scripts. As a result you will not be able to browse a container from within your inventory after reloading until you do so (aka drop it then pick it back up). This is alleviated somewhat by the stash/retrieve features which will always work. Still, this hassle can make carrying around many containers a chore and as such I recommend only carrying around those with extra features or those that you use most often - leave the rest at your home.



When sorting through insanely large inventories of books/scrolls you may encounter some strange engine bugs causing your inventory counts to show incorrect numbers (cause unknown). Usually this can be solved by opening and closing the browse window, but if it persists you will probably crash soon after.



-- Cheats --


If you want to add containers via the console, use the PlaceAtPC function, like so:


PlaceAtPC "g7_container_????" 1 1 1


Any of the following IDs will work:

g7_container_ALCH (Potion Case)

g7_container_AMMO (Ammunition Pack)

g7_container_ARMO (Armor Crate)

g7_container_BOOK (Book Bundle)

g7_container_CLOT (Clothing Sack)

g7_container_INGR (Ingredient Satchel)

g7_container_KEYS (Keyring)

g7_container_LOCK (Locksmith Kit)

g7_container_MISC (Junk Collection)

g7_container_REPA (Armorer Toolbox)

g7_container_SCRL (Scroll Bag)

g7_container_SOUL (Soulgem Pouch)

g7_container_WEAP (Weapon Barrel)



The extra weight added to the player is calculated as:


( g7_container_weight * g7_container_quality * g7_container_mult )


g7_container_weight is the total weight of all items inside your container

g7_container_quality is the quality of your container (default 1.0)

g7_container_mult is a global variable that affects all containers (default 1.0)


If you want all your containers to be weightless, you could use the console command:


set g7_container_mult to 0



===========

Permissions

===========

You may reuse the content provided in this mod for other Morrowind projects so long as you do not take money for them and you give credit to the original authors. Any use of the art assets should be credited to LondonRook with a link to his website (see credits section of this file).



============

Installation

============

Place the "Icons", "Meshes", and "mwse_Containers.esp" files into your "Morrowind\Data Files" directory.



=======

Removal

=======

Empty your containers of any items you wish to keep and drop them before saving your game. Then remove the "Icons\g7\o" and "Meshes\g7\o" folders and "mwse_Cotnainers.esp" file from your "Morrowind\Data Files" directory.



=======

Contact

=======

You can contact me through the official Morrowind forums.

( Link: http://www.gamesas.com/user/75840-greatness7/ )



=======

Credits

=======


Big thanks to LondonRook for creating all of the included art assets (icons/meshes)! Without him this mod would've been just a bunch of boring vanilla sacks. If you enjoy the art be sure to check out his other projects over at http://designingoutlander.tumblr.com/(he also streams at: http://twitch.tv/londonrook )


Another huge thanks also to Nebrewiel, bugtester extraordinare, whom not only went to ridiculous detail in finding all the bugs I overlooked, but also provided the epic screenshots found on the Nexus page. If you enjoy watching Morrowind (or other RPGs), be sure to check out his stream as well: https://www.twitch.tv/nebrewiel


Additional thanks to ...

Brucoms for developing the TES3 Readme Generator this readme was made from.

Stuporstar, Nakashi, sveng, and various other forum members for ideas and insights into container scripting.

Bethesda Softworks, of course, for giving us Morrowind.



User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Sun Jun 19, 2016 2:53 pm

Yes, thank you for this!

User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Sun Jun 19, 2016 2:17 pm

This looks very interesting, good job! :thumbsup:



Is it possible to use the containers when they are placed in the world? For example can I place one down in my house and then use it as stash for ingredients?


Does it identify item types with MWSE functions, so mod added ingredients are also automatically transferred?



Btw. it looks quite similar to Inventory Helpers mod. Just in case you would like to check it out.

User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Sun Jun 19, 2016 11:33 am


Yes, containers can be dropped and activated from the world as you see fit. The stash/retrieve features will still work in this state.


There's a few differences between this and other container/sorting mods. Namely that carrying the container in your inventory will not make all items inside weightless. It also doesn't require any weird sneaking/cell changes/etc to interact with. And unlike the inventory helpers mod it can still be used with enchanted items, detect all scrolls from any mod, and allows multiple instances of containers if the player desires.

User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Sun Jun 19, 2016 7:20 pm


Ok, thanks for the info!



But I believe Inventory helpers allows both enchated items and multiple instances of containers.

User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Sun Jun 19, 2016 5:22 pm

Okay, I gave it a try and I love it! They are insanely useful. Seeing the way player have to purchase them, I suppose it is not possible to add them to leveled lists, so they appear randomly in different shops/dungeons? Oh and there are AMBI and WGHT dirty refs in the edited cells.

User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Mon Jun 20, 2016 12:28 am

This totally fixes lag issues with my inventory control mod, with 100s of inventory items nicely organized now to boot. Thank you!

User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Sun Jun 19, 2016 1:20 pm

Thanks for this, Greatness7! I've been waiting to see your version of inventory helper scripts, so I can adapt some of them to Uvirith's Legacy. :P With due credit of course. :)

User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Sun Jun 19, 2016 12:22 pm

Tiny optional update:


v1.1:

Fixed a small dialogue typo.

Added unique base weights for containers.

Adjusted initial container burden calculations.

Cleaned a couple overlooked cell AMBI/WGHT settings.


IMPORTANT: If you are updating from a previous version, make sure to drop all containers from your inventory onto the ground before swapping plugins. You will get some script-related popups the first time you reload each container after updating, these are normal and can be ignored - they will only appear once.





Yeah, in its current state they require the container versions to be activated first in order to generate the variables that are passed on to its inventory version.


In future updates I'll look into changing this behavior. Part of the reason I made item quality affect the container weight was so that higher tier containers could be added. There could, for instance, be journeyman containers that give 5% weight reduction, master containers that give 15%, etc. Could be a nice new type of loot to look out for in dungeons/shops/etc, but it'd need a bunch of new meshes and I have a lot of other stuff currently on my plate.





User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Sun Jun 19, 2016 7:56 pm

Looks amazing! Definitely added to the (very long) list of mods I am going to use for my next Morrowind playthrough, whenever that will be. ;)

User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm


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