[RELz] Storage Sacks

Post » Mon Apr 18, 2011 3:02 am

I seem to recall reading that Bag 1 should be used solely for items you intend to sell to merchants, while all the other bags were regular storage. So I wouldn't treat Bag 1 the same way the others are treated.


There's no reason why the script can't apply to the other bags though, unless there's an entry somewhere else that I missed. It should be possible to simply have the sell script point to some of the other bags as well, which I tried to do by changing all references from Bag01 to Bag02.
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Connor Wing
 
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Post » Sun Apr 17, 2011 8:55 pm

P.S. I love this nice warning: :D
Spoiler
Do not try to put a Storage Sack into itself. The resulting quantum paradox will cause an interdimensional fissure to tear open: an Oblivion gate will open in your back yard and the Daedra Lords themselves will pour forth, storm into your house, and whoop your butt. Luckily for you, this has been prevented.|Wow, I had no idea!

:rofl: You missed the part where they have tea with the mice :D
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jason worrell
 
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Post » Mon Apr 18, 2011 7:56 am

There's no reason why the script can't apply to the other bags though, unless there's an entry somewhere else that I missed. It should be possible to simply have the sell script point to some of the other bags as well, which I tried to do by changing all references from Bag01 to Bag02.

If you're dead set on it, you'll also need to adjust the scripts that recalculate the weight and value of the sell sack. And make new tokens to give to merchants to get them to return the sell sack to the player and remove it from their inventory. And it would be probably easier to make them bags 11-13 instead of changing 2-4 because then you can just add copies of the appropriate blocks to the ends of the scripts instead of trying to renumber everything.

But you're still going to have problems when it comes to selling: merchants that only deal in weapons and armour, for instance, are not going to offer to buy the sack filled with weapons because it's a misc item.
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Laura-Lee Gerwing
 
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Post » Mon Apr 18, 2011 2:16 am

If you're dead set on it, you'll also need to adjust the scripts that recalculate the weight and value of the sell sack. And make new tokens to give to merchants to get them to return the sell sack to the player and remove it from their inventory. And it would be probably easier to make them bags 11-13 instead of changing 2-4 because then you can just add copies of the appropriate blocks to the ends of the scripts instead of trying to renumber everything.

But you're still going to have problems when it comes to selling: merchants that only deal in weapons and armour, for instance, are not going to offer to buy the sack filled with weapons because it's a misc item.


OK, so that's way too much trouble for me then. I guess I'll just have to settle with what I have.
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Kara Payne
 
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Post » Mon Apr 18, 2011 4:22 am

So I've been running into some problems with this mod. Sometimes when I enter a shop or try to conduct a transaction after using the Sell Sack, my game will crash to desktop. I suspect it has something to do with the routines you use to identify the merchant you're dealing with.
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CRuzIta LUVz grlz
 
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Post » Sun Apr 17, 2011 9:04 pm

So I've been running into some problems with this mod. Sometimes when I enter a shop or try to conduct a transaction after using the Sell Sack, my game will crash to desktop. I suspect it has something to do with the routines you use to identify the merchant you're dealing with.

Does it happen with any merchant in particular?

I assume you reinstalled the mod after attempting to change my scripts? [edit] I don't mean for that to sound snotty, I'm just asking to make sure... [/edit]
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James Baldwin
 
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Post » Mon Apr 18, 2011 4:51 am

Does it happen with any merchant in particular?


No, it happened to a few of them. It doesn't seem to matter which one.

I assume you reinstalled the mod after attempting to change my scripts? [edit] I don't mean for that to sound snotty, I'm just asking to make sure... [/edit]


I actually never saved the changes after running into that value error so your mod was untouched.
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Josephine Gowing
 
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Post » Mon Apr 18, 2011 10:33 am

No, it happened to a few of them. It doesn't seem to matter which one.

Can you detail the steps for me so I can try to replicate the bug? I never had any crashes when testing the sell sack; I tested mostly in Nord Winds in Bruma (because there's two merchants there), and also with Tamriel Travellers and Immersive Travellers merchants.

Does it crash with vanilla merchants or mod-added, or both?
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GabiiE Liiziiouz
 
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Post » Mon Apr 18, 2011 5:23 am

Hey!

A little bug(?) report.

Adding 0 weight potions to a sack seems to count as weight, even though I left the modifier to 1 in the ini. I believe they're counted as 0.1 potions, but I'm not entirely sure.

I love the mod - it's incredibly useful! Work, but don't forget to play! ;)

Cheers!

cc
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Claire Lynham
 
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Post » Mon Apr 18, 2011 5:27 am

A little bug(?) report.

Adding 0 weight potions to a sack seems to count as weight, even though I left the modifier to 1 in the ini. I believe they're counted as 0.1 potions, but I'm not entirely sure.

Yep, it's likely due to having some 0.x weight items in the bag. Oblivion calculates fractional weight properly, but displays it wierd. :shrug: So your 0 weight potions probably aren't actually 0 weight, maybe 0.01 or something... If you want to double-check, open the console and type "sqv dssackweight"... the variable "SackxxWeight" is the final calculated total for each sack, to 4 decimal places. But Oblivion only displays 1 decimal place, or none if the weight's over 1 stone.

Oblivion's weight/encumbrance system is wonky anyhow, leading to the Strawberry Syndrome: you can run around in full armour and fight and jump with 99.9% of your maximum encumbrance used... but pick up one strawberry, and you're immobilized. :rolleyes:
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Eileen Collinson
 
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Post » Mon Apr 18, 2011 1:47 am

Can you detail the steps for me so I can try to replicate the bug? I never had any crashes when testing the sell sack; I tested mostly in Nord Winds in Bruma (because there's two merchants there), and also with Tamriel Travellers and Immersive Travellers merchants.

Does it crash with vanilla merchants or mod-added, or both?



Not much to detail. A couple of times at Jensines I just walked through the door of her shop and the game crashed. It also crashed with her after I had done a Sell Sack transaction and wanted to do some other trading with her. The same thing happened with that mechant from the Vile Lair DLC in the Wawnet Inn. I sold the Sell Sack, went to buy something from him, and the game brought me to the desktop. There was another merchant as well, but I can't remember who it was now. It is possible it might have been something in my game however. I've been having some strange things occuring, to the point that I've completely reinstalled everything. A short while ago I saw a Leyawiin guard swimming down a city street. :biglaugh:
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Leticia Hernandez
 
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Post » Mon Apr 18, 2011 10:34 am

Oblivion's weight/encumbrance system is wonky anyhow, leading to the Strawberry Syndrome: you can run around in full armour and fight and jump with 99.9% of your maximum encumbrance used... but pick up one strawberry, and you're immobilized. :rolleyes:


There's a number of encumbrance mods that deal with this absurdity though. I'm partial to SM Encumbrance & Fatigue v2.5 these days. I was using Realistic Fatigue before but I found the new version to be quite harsh.
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jess hughes
 
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Post » Mon Apr 18, 2011 6:19 am

Not much to detail. A couple of times at Jensines I just walked through the door of her shop and the game crashed. It also crashed with her after I had done a Sell Sack transaction and wanted to do some other trading with her. The same thing happened with that mechant from the Vile Lair DLC in the Wawnet Inn. I sold the Sell Sack, went to buy something from him, and the game brought me to the desktop. There was another merchant as well, but I can't remember who it was now. It is possible it might have been something in my game however. I've been having some strange things occuring, to the point that I've completely reinstalled everything. A short while ago I saw a Leyawiin guard swimming down a city street. :biglaugh:

I very much doubt that it's my mod, then. I only run a script the instant after you sell a sack: determine who you sold it to, transfer everything from the remote container to the merchant's container (or the merchant directly if he lacks a container), remove the sack from the merchant and return it to the player. If it doesn't crash as soon as you hit "okay" to sell (well, within 6 frames, about .2 seconds at 30 fps), it's probably not my mod's fault.
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Oyuki Manson Lavey
 
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Post » Mon Apr 18, 2011 5:09 am

If it doesn't crash as soon as you hit "okay" to sell (well, within 6 frames, about .2 seconds at 30 fps), it's probably not my mod's fault.


Well it seemed like too much of a coincidence at the time, especially considering that I never had that type of crash before adding the mod. Or since for that matter. At any rate I've decided that the mod's not for me. It's a brilliant idea but I need it to be more flexible. I don't want to be forced to deal strictly with a certain type of general merchant, and in some areas that's not even possible. Chorrol for example doesn't have anyone that will buy everything from you so having only 1 Sell Sack isn't really all that practcal there. If you could give me the option of turning any sack into a Sell Sack then I'd love to use this mod.
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Adrian Powers
 
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Post » Sun Apr 17, 2011 10:13 pm

Well it seemed like too much of a coincidence at the time, especially considering that I never had that type of crash before adding the mod. Or since for that matter. At any rate I've decided that the mod's not for me. It's a brilliant idea but I need it to be more flexible. I don't want to be forced to deal strictly with a certain type of general merchant, and in some areas that's not even possible. Chorrol for example doesn't have anyone that will buy everything from you so having only 1 Sell Sack isn't really all that practcal there. If you could give me the option of turning any sack into a Sell Sack then I'd love to use this mod.

Ah well.

The sell sack was an afterthought added at user request. You can still sort all your stuff into separate sacks (or just have one loot sack) and then sell the old-fashioned way. It's how I do it; I don't like the sell sack myself - not enough control over pricing and such... :lol: Unfortunately there's no way to make the sell sack, a misc item, saleable to someone who doesn't deal in misc items. I could give you ten sell sacks, but you still wouldn't be able to sell any of them to Rindir or Sinderion. Sorry.
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Lori Joe
 
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Post » Mon Apr 18, 2011 1:41 am

Encountered a bug related to OOO Geomancy, I think. Normally with geomancy, having gems in your inventory adds geomancy spells to your spell list and the spells get removed if the gems are placed in a container.

If I put my gems into a storage sack, the geomancy spells remain in my spell list, even if the sack is then dropped. The spells can be cast without losing any gems, which kind of defeats the purpose. I'm running FCOM and Geomancy and Gem Dust OBSE.

Load order:

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FLYBOYLEAK
 
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Post » Mon Apr 18, 2011 6:39 am

Encountered a bug related to OOO Geomancy, I think. Normally with geomancy, having gems in your inventory adds geomancy spells to your spell list and the spells get removed if the gems are placed in a container.

If I put my gems into a storage sack, the geomancy spells remain in my spell list, even if the sack is then dropped. The spells can be cast without losing any gems, which kind of defeats the purpose. I'm running FCOM and Geomancy and Gem Dust OBSE.

Hmm, most likely a problem with Geomancy and not Storage Sacks. I'll try to get around to downloading it and having a look, but no promises. I'm one of those rare people you've heard of that don't use OOO. :P
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marie breen
 
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Post » Mon Apr 18, 2011 12:39 pm

Hmm, most likely a problem with Geomancy and not Storage Sacks. I'll try to get around to downloading it an having a look, but no promises. I'm one of those rare people you've heard of that don't use OOO. :P


Thanks for the reply. Fair enough, OOO's a big download and install to fix one problem. Geomancy & Gem Dust OBSE's not big, though, and that might be enough (although it requires OOO's esm as a master). I'm guessing it's a script-related issue, which means I don't have a clue how to try and fix it myself. I know nowt about scripting :nope:
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Rachie Stout
 
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Joined: Sun Jun 25, 2006 2:19 pm

Post » Mon Apr 18, 2011 10:48 am

Thanks for the reply. Fair enough, OOO's a big download and install to fix one problem. Geomancy & Gem Dust OBSE's not big, though, and that might be enough (although it requires OOO's esm as a master). I'm guessing it's a script-related issue, which means I don't have a clue how to try and fix it myself. I know nowt about scripting :nope:

Well, I downloaded and installed OOO and the updated Gem Dust (http://www.tesnexus.com/downloads/file.php?id=21102 on Nexus - is it the one you're using?) and, looking at a handfull of the gems, it looks like they should work as intended. There is a scripted condition where each time you drop a gem (including into a container) it checks if you've got 0 of that type left in your inventory left, and if so it removes the appropriate spell.

Does it malfunction for all gems, or just certain one(s)?
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abi
 
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Joined: Sat Nov 11, 2006 7:17 am

Post » Mon Apr 18, 2011 12:41 am

Well, I downloaded and installed OOO and the updated Gem Dust (http://www.tesnexus.com/downloads/file.php?id=21102 on Nexus - is it the one you're using?) and, looking at a handfull of the gems, it looks like they should work as intended. There is a scripted condition where each time you drop a gem (including into a container) it checks if you've got 0 of that type left in your inventory left, and if so it removes the appropriate spell.

Does it malfunction for all gems, or just certain one(s)?


It malfunctioned for all the gems I had in my inventory - at least diamond, topaz, pearl and ruby. I'll have to do a bit more investigating, fiddle with load order, etc. But it might have to wait as I'm gonna be away from home for a few days.
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Tammie Flint
 
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Joined: Mon Aug 14, 2006 12:12 am

Post » Mon Apr 18, 2011 6:40 am

It malfunctioned for all the gems I had in my inventory - at least diamond, topaz, pearl and ruby. I'll have to do a bit more investigating, fiddle with load order, etc. But it might have to wait as I'm gonna be away from home for a few days.

I've found the problem: the http://cs.elderscrolls.com/constwiki/index.php/Talk:OnDrop script command does not work reliably when the item in question is moved to a remote container (a container a cell other than the one the player's in, which is how Storage Sacks and other item storage mods work). Geomancy uses such a command to remove the appropriate spells when the gems are removed from your inventory.

It's a bug in Oblivion... not sure how to go about working around it. The only simple way would be for Geomancy to contiunally check the quantities of gems in your inventory and do what it needs to when the total of a gem equals 0.
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Leah
 
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Joined: Wed Nov 01, 2006 3:11 pm

Post » Mon Apr 18, 2011 11:31 am

I've found the problem: the http://cs.elderscrolls.com/constwiki/index.php/Talk:OnDrop script command does not work reliably when the item in question is moved to a remote container (a container a cell other than the one the player's in, which is how Storage Sacks and other item storage mods work). Geomancy uses such a command to remove the appropriate spells when the gems are removed from your inventory.

It's a bug in Oblivion... not sure how to go about working around it. The only simple way would be for Geomancy to contiunally check the quantities of gems in your inventory and do what it needs to when the total of a gem equals 0.



Thanks for taking the time to figure it out. I ain't got a clue about scripting, so I wouldn't know where to start. Is there an alternative script command that could be used? I'll drop Sandman53 a line and ask if he's got any ideas.
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Zualett
 
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Joined: Mon Aug 20, 2007 6:36 pm

Post » Mon Apr 18, 2011 6:25 am

I dropped most of the sacks in the Frostcrag Tower near the Alchemy area. Much later, one of the sacks (weapons stash, unfortunately) has vanished. I tried to TCL through the floor but below that is pitched black void, I cannot find anything there. Is there a cheat to position me to the sack or the sack to me?

EDIT: NM (I suppose...). A couple of minutes before I noticed the loss, I had a severe inventory lag while transfering items with another sack. Whatever it was, I guess it happened at the same time. And it may have caused other glitches as well. I'll go back to an older streamsave.
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Beast Attire
 
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Joined: Tue Oct 09, 2007 5:33 am

Post » Mon Apr 18, 2011 7:29 am

Is there a cheat to position me to the sack or the sack to me?

Sorry for the long delay in response... RL has taken over my life! :P

Anyhow, from the readme:
If you happen to lose a storage sack, perhaps by dropping it and then forgetting where you left it, you can open the console (by pressing the ~ key) and entering

set DSSack.Init to 0

and any sacks you are supposed to have but are missing (as determined by your NumberOfSacks setting, see Customization below) will be added to your inventory. This may result in duplicates if you have, for example, Sack 4 inside of Sack 5. When you take Sack 4 back into your inventory, the duplicate will be removed. In short, you can only have one copy of each sack in your inventory at any one time.

Another option (if you just need to get back what was in the sack) is to use the console to coc DSSackHoldingCell. This will put you where the remote storage containers are actually located; you'll need to coc back out into the real world when you're done. And since this method doesn't return the lost sack to you, it's only really useful if you want to double-check that you've got everything you've put in storage before uninstalling the mod.
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Danii Brown
 
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Joined: Tue Aug 22, 2006 7:13 am

Post » Mon Apr 18, 2011 5:58 am

Tec,

I have your mod and it is great, makes my inventory actually usable (I have a wanderer character that has no home and carries everything he needs)

I dont know if you would consider developing your sack's mod into something I have been hoping for.

Compiling all the sacks into one functional backpack.

There would be a graphical backpack on your character, when the pack is active on your back you inventory would show pockets (similar to your sacks)

When you drop the backpack on the floor and activate it a menu is shown asking which pocket to open and these pockets are the equivalent of your sacks holding different items.

I have no modding experience apart from a few small replacement mods for my own pleasure so I am unsure if this is even possible.
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Danny Blight
 
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