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Showing results for tags 'inventory'.
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This is a thread for the people and community who dress up their NPC''s with Outfit Changer Mods but sometimes when they scroll through their items in the inventory, they see nothing as a preview or they see a default armor and that's because the male world model is not created for the male counter part when you play as a male character while dressing up female NPC's I want to help out the people who provide me a link to the mod that is missing the male world model, so you don't need to keep on guessing what the preview model looks in-game so you actually know how you are dressing up the character. Provide a link to the mod and I provide back the file with the correct world model records.
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I've been working on a SKSE cell based inventory inventory system for the last couple months, The bare version I made, which just pushes object into a container without care for item type, works as intended. Adds new item to the container, if the container has enough cells but no free space for the item then it sorts the container to try and make room. So I plan on continuing with it further now and write down my current plans for it here. Currently working: Any ObjectReference can be a container. Any item can be added. Items can be any size. Containers can be any size. All items stay in players inventory Containers auto sort to try and fit items. containers can be placed inside of containers, so long as the container itself can fit inside. This may look like a big exploit in terms of being able to store backpacks inside of backpacks for days. But containers sizes themselves will increase based on how full it is Ideas: Small/thin items like most alchemy items or some swords/daggers will be stack-able to a limit. Filters: Importance: Make it so you can mark items to be of different importance value, so if you are trying to put a item of high importance into a container with enough space of low importance items then it will prioritize the high importance item. Opentop: Make some containers able to contain items that are slightly taller than the container, say a staff in a backpack. Special slots: Allow some containers to have exclusive extra slots that can only be filled with item types it defines. These would not be separate containers and just have a straight item limit. So like, using the campfire backpack as an example, that backpacks exclusive slots would be torch and axe, and I think tent? I cant remember if the tent shows up. Magical containers that don't act as a grid, and can fit any item of any size so long as there are cells available. Things like nipple/clit piercings, earrings, plugs. Maybe make them so that the more that is stored in them the harder or more frequent they vibrate. Make the vagina/ass usable containers that can increase in size if you train them. There will be a limit on item size that go into it. As funny as shoving a whole set of iron armor in would be. Plugs may be needed to keep items in there. falling or getting hit with potions inside you may break the potions and give you the effects. Imagine having like 10 lactacid in there and all of the popping. Let's not worry about that glass for not >.> Putting unprotected alchemical ingredients in may cause them to be consumed. And maybe some of them have a different effect found when tasted a different way... Make some clothing containers, for pockets and stuff. Make hands default containers. As you may not have clothing to use. Special containers for alchemy items, weapons, armor: These containers will be able to fit the items they were designed for more efficiently. Ergonomics: The better a containers ergonomics, the more weight it reduces. Press a key to drop heaviest containers to get below carry weight. I was thinking about some type of sled container that could follow the player. Making this is out of my experience right now though. I like the idea though. Container material: Material can increase the amount slots available. A rigid material will be only what is described. While a stretchy material can be stretched. container durability: As durability drops the amount of items it can hold lowers slightly depending on the material. Hardcore options: Potions/ingredients need protection when in a container with other objects. So potions would need linen wrap or some such thing. Having to sort a container will take time. Dropping a bag will take time depending on a complexity stat: So a backpack is easy, a belt mounted bag may be harder. Dropping bag may damage items. Weight related speed/stamina changes: Lower the maximum carry weight, as you get closer to the max you start to consume stamina. While at 0 stamina you will be considered overweight. When you are over the maximum you begin to slow down, having no stamina means you collapse. Potential to pass out. If you pass out youu may damage items. So that's it for the containers themselves. But with the containers I was thinking of a companion mod for economy changes to compliment the limited inventory and to make the grind for hardcore weight mechanics worth it. Economy ideas: Add material quality to items, the higher the grade, the better price you'll get. This would be for most goods, alchemy items, armor, ore(Can ore be bad quality before being refined?), etc. Add the ability to sell embalming tools/linen to tomb workers, prison guards. Add ability to hand over stormcloak/imperial items/body part over to the other side as proof of kill and get rewarded. Mercenaries don't require an up-front price, but will take a cut of selling profits when you need them to protect when you go outside. Increase base price of metal cups and plates. I have other ideas on making skyrims economy more engaging without poorly impacting gameplay or making money too easy, but I'll make those in another pose as I plan on writing a few more entries on other ideas I have.
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- slot based inventory
- cell based inventory
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Hi there, I am experiencing big slowdowns in fps when I open any inventory (mine or any container, corpses, etc). I made a video about it, you can see when the snow in the background starts to stutter. Inventory lag.zip It seems periodical and that makes me assume that a mod goes through the inventories to update their content. I saw it happen regularly when opening the inventory of corpses, sometimes new items appear there. Most prominent of these new items are the collars from the Zaz Pack. For some unknown reason most enemies have one of these collars. It might be a completely different issue, but I feel if I could find which mod distributes these collars to the enemies, I could find the source of the inventory fps issue too. So, is there a known culprit for this behavior? Here are the installed DD related mods (all AE). I added NEW to those which were not in LO before: DD v5.2 + DD NG v0.4.1 Deviously Helpless Redux v1.3 - NEW Sexlab Defeat v5.3.6 (after a short while I disabled it, but I did not remove it from the load order) - NEW Acheron + Practical Defeat - the PD is NEW Devious Training All in one Zaz v8+ and a couple of fixes Unforgiving Devices v3.0.1 PetProject v2.2.2 Simple Slavery++ v6.3.24 yps Fashion v6.9.2 Ebonitium Devious Curses v0.6.1 - NEW update It might be that none of these are causing the problem, as the Zaz collars are the unscripted ones, so they don't lock. Some other mod may think they are jewelry or something. Definitely not Dynamic Armor Variants mod though, I tested with and without it. I can give more info if necessary, I just don't want to dump my LO at once, it is 700+ plugins.
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I can't for the life of me seem to get this right. I've tried a dozen variations, over a few months of frustration, and it just is never working. I've taken an old open-permissions basic follower mod (Mango) and started adding stuff to it, including new XVASynth dialogue. I've started with a simple "find my lost gear" micro-quest (right in the same dungeon). The quest starts. The marker works. Finding the gear updates the quest (only the cuirass is required from the chest the stuff is found in). The dialogue when you return to the quest-giver is there, but then when you trigger it to give the gear, nothing happens and the quest is stuck forever. What's supposed to happen is when you tell her you got her gear for her, it takes the quest-flagged cuirass from you and equips the non-quest-flagged variant on the NPC. Sounds dirt simple. Here's the mod in its presently broken alpha state. Can anyone please help fix this? I think if I get this working and see why it works and my older attempts failed, I'll be able to proceed with the rest of the "real" quests I have in mind without any further serious problems. https://mega.nz/file...7NDp5ZtWsJneLlA NSFW: The follower NPC doesn't have an outfit on when you find her, so if your game has nude textures instead of vanilla underwear textures, she'll show up nude. For expedient testing: Clear out Embershard mine, and save. Install the alpha mod, and go back into Embershard. The follower NPC, Mango, is chained to the wall across from the locked bandit armory room in the middle of the dungeon. The dialogue is very simple and self-explanatory. The Heirloom Nordic Cuirass to find is in the chest on the table near the bandits' forge and armoring table in the cavern a bit further inside the dungeon.
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I've been fighting with Skyrim to get NPC inventories the way I want, but it seems to be far more complicated than I hoped. I'm getting NPCs to equip an item, and then change to another item and remove the first one. When I remove the item from the NPC, they seem to put on their default item again. For now I can just not remove the old items, but I'd like to not have all the duplicate items in their inventories for immersion purposes. Player inventories are behaving as I want them to, so I'm wondering if there's any way to get NPCs to temporarily stop this behavior. I've tried using the ObjectReference AddInventoryEventFilter, but that didn't seem to stop the behavior, so I'm thinking it might not even be a Papyrus event like OnItemRemoved. Would it be possible to modify this behavior with an SKSE plugin? I'm trying to do it with Papyrus, but I'd learn plugin development if it could be done that way. Any ideas would be really appreciated. Thanks, v
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Version 1.0.0
246 downloads
Description This mod gives you a convenient place to carry potions that you've set aside for use in combat. You receive a lesser power to store potions in an invisible container. MCM settings control the maximum capacity and weight factor for stored potions. Compatible with SE. It's just a simple ESP file with a few scripts. Background I dislike the ease with which any and all potions in inventory are freely available during battles, but I don't want to use a heavy-handed mod that locks inventory in combat. I decided that a character might reasonably carry a small number of potions in a pocket, tucked in the belt, and/or strapped to the arms or legs. These potions would be accessible in combat. All other potions would not be. That vampire won't wait patiently while I rummage around in my backpack for the potion I need. I used to keep a list of my "ready" potions on a piece of paper. I would use only these in combat. This was awkward, particularly with crafted potions that tend to all have the same name. I built this mod to have a place in-game to keep my "ready" potions. Using equip mode (pressing shift while clicking an item) on a potion in the container causes the character to drink it, so this was fairly convenient. I added weight management so that potions in the virtual pouch are not weightless. A secondary benefit of the potion pouch is not having to worry about accidentally selling the good combat potions when selling other ones. Since this worked pretty well for me, I decided to clean it up, add an MCM, and make it available to others. Considerations - Use inventory "equip mode" (press shift while clicking) on a potion in the pouch to drink it directly from there. This also works for poisoning weapons. It's much more convenient than transferring a potion to your inventory and then having to find it to use it. - You can't use a hotkey to drink potions that are in the pouch. - Quests that look for a healing potion in your inventory, such as when you're talking to or reviving an NPC, won't see the ones in the pouch. - Mods that rob the PC can't be aware of the potion pouch. Your potions will still be in there even if you lose everything else. - If you remove the mod, you'll lose any potions that were in the potion pouch. Credit The concept was inspired by the hidden pocket in the Body Search mod by Suzutsuki. Permissions You may use scripts from this mod in your own mod, as long as you offer your mod for free (no paywall, subscription, or paid membership). You may not post this mod on another site. You may post a translation of this mod. I ask that you post that translation on this site, if possible. -
Version 5.9.3 LE/SE/AE/VR
116510 downloads
LE/SE/AE/VR An expansion for Devious Devices. Lockable collar for a more "submissive" game play, for you or your follower(s). Simple, stable, effective and playable (I hope). Consists of 3 main features: Restrictions - wearer is restricted from attacking or offensive casting, attacking, wearing weapons or specified apparel, which can be set to: no armor, completely nude, only jewelry, no body armor or clothing. Optionally buffs non-offensive casting, enables you to taunt enemies, buffs your tanking and dodging capabilities or enables you to avoid unnecessary violence altogether. Fucktoy - wearer is used for sex relief by your follower(s), creature follower, horse, neutral citizens, enemies (if they see the pet without teammates), other Pets or yourself. Optional fortitude buffs after sex with the Pet (special buffs for horses!). Player can also use (other) Pets when aroused (automatically or with a prompt). Inventory Control - limits your carrying capacity so that all the "unnecessary" stuff and/or excess gold is sent to your companions (or saddle bags) right after you loot it. Talk to them sneakily to get access to your stuff (only works for Player as Pet). Optionally buffs you for traveling light. Option to auto-use items on pick-up / buy. All features are modular and most options are configurable through MCM menu. MCM OPTIONS HOW TO GET Equip on yourself or a targeted actor through MCM menu. Add "Pet Ability" to whom you want to add it to through MCM menu. Get from the Pet Stash (can be opened from MCM menu). Use "Auto Pet Toggle" option from MCM menu - works with any collar. Obtain by console - item names are: Pet Collar, Keyless Pet Collar. Get it from other mods that utilize Generic Devious Devices pool. Placed on (and under) the table near the door inside Whiterun's Jorrvaskr: REQUIREMENTS Devious Devices (LE / SE) and all its requirements. More Nasty Critters (LE / SE) if you're expecting some bestiality. And don't forget to allow Creature Animations in SexLab! INSTALLATION Use your favorite mod manager or drop the files manually. UPDATE PetCollar reapplies its effects automatically on update and is safe to update on a current game, unless explicitly stated in the patch notes. UNINSTALL Unlock and unequip the collar before uninstalling. (Optionally) Clean your save from all the "petcollar*" scripts with the SaveTool. HOW TO UNEQUIP THE KEYLESS COLLAR KNOWN ISSUES IMPLEMENTATION CREDITS @Frayed for Runic Collar assets @Min and other creators of DD @Ashal for SL Other modders and members for the inspiration and feedback CHANGE LOG PERMISSIONS You are free to reuse, modify and redistribute anything in this mod as long as you give me credit. No need to ask my permission, just notify me.- 8 reviews
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87
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- devious devices
- collar
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PetCollar View File LE/SE/AE/VR An expansion for Devious Devices. Lockable collar for a more "submissive" game play, for you or your follower(s). Simple, stable, effective and playable (I hope). Consists of 3 main features: Restrictions - wearer is restricted from attacking or offensive casting, attacking, wearing weapons or specified apparel, which can be set to: no armor, completely nude, only jewelry, no body armor or clothing. Optionally buffs non-offensive casting, enables you to taunt enemies, buffs your tanking and dodging capabilities or enables you to avoid unnecessary violence altogether. Fucktoy - wearer is used for sex relief by your follower(s), creature follower, horse, neutral citizens, enemies (if they see the pet without teammates), other Pets or yourself. Optional fortitude buffs after sex with the Pet (special buffs for horses!). Player can also use (other) Pets when aroused (automatically or with a prompt). Inventory Control - limits your carrying capacity so that all the "unnecessary" stuff and/or excess gold is sent to your companions (or saddle bags) right after you loot it. Talk to them sneakily to get access to your stuff (only works for Player as Pet). Optionally buffs you for traveling light. Option to auto-use items on pick-up / buy. All features are modular and most options are configurable through MCM menu. MCM OPTIONS HOW TO GET Equip on yourself or a targeted actor through MCM menu. Add "Pet Ability" to whom you want to add it to through MCM menu. Get from the Pet Stash (can be opened from MCM menu). Use "Auto Pet Toggle" option from MCM menu - works with any collar. Obtain by console - item names are: Pet Collar, Keyless Pet Collar. Get it from other mods that utilize Generic Devious Devices pool. Placed on (and under) the table near the door inside Whiterun's Jorrvaskr: REQUIREMENTS Devious Devices (LE / SE) and all its requirements. More Nasty Critters (LE / SE) if you're expecting some bestiality. And don't forget to allow Creature Animations in SexLab! INSTALLATION Use your favorite mod manager or drop the files manually. UPDATE PetCollar reapplies its effects automatically on update and is safe to update on a current game, unless explicitly stated in the patch notes. UNINSTALL Unlock and unequip the collar before uninstalling. (Optionally) Clean your save from all the "petcollar*" scripts with the SaveTool. HOW TO UNEQUIP THE KEYLESS COLLAR KNOWN ISSUES IMPLEMENTATION CREDITS @Frayed for Runic Collar assets @Min and other creators of DD @Ashal for SL Other modders and members for the inspiration and feedback CHANGE LOG PERMISSIONS You are free to reuse, modify and redistribute anything in this mod as long as you give me credit. No need to ask my permission, just notify me. Submitter yurik Submitted 10/04/2014 Category Framework & Resources Requires Devious Devices Special Edition Compatible Yes
- 1076 replies
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13
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- devious devices
- collar
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Potion Pouch View File Description This mod gives you a convenient place to carry potions that you've set aside for use in combat. You receive a lesser power to store potions in an invisible container. MCM settings control the maximum capacity and weight factor for stored potions. Compatible with SE. It's just a simple ESP file with a few scripts. Background I dislike the ease with which any and all potions in inventory are freely available during battles, but I don't want to use a heavy-handed mod that locks inventory in combat. I decided that a character might reasonably carry a small number of potions in a pocket, tucked in the belt, and/or strapped to the arms or legs. These potions would be accessible in combat. All other potions would not be. That vampire won't wait patiently while I rummage around in my backpack for the potion I need. I used to keep a list of my "ready" potions on a piece of paper. I would use only these in combat. This was awkward, particularly with crafted potions that tend to all have the same name. I built this mod to have a place in-game to keep my "ready" potions. Using equip mode (pressing shift while clicking an item) on a potion in the container causes the character to drink it, so this was fairly convenient. I added weight management so that potions in the virtual pouch are not weightless. A secondary benefit of the potion pouch is not having to worry about accidentally selling the good combat potions when selling other ones. Since this worked pretty well for me, I decided to clean it up, add an MCM, and make it available to others. Considerations - Use inventory "equip mode" (press shift while clicking) on a potion in the pouch to drink it directly from there. This also works for poisoning weapons. It's much more convenient than transferring a potion to your inventory and then having to find it to use it. - You can't use a hotkey to drink potions that are in the pouch. - Quests that look for a healing potion in your inventory, such as when you're talking to or reviving an NPC, won't see the ones in the pouch. - Mods that rob the PC can't be aware of the potion pouch. Your potions will still be in there even if you lose everything else. - If you remove the mod, you'll lose any potions that were in the potion pouch. Credit The concept was inspired by the hidden pocket in the Body Search mod by Suzutsuki. Permissions You may use scripts from this mod in your own mod, as long as you offer your mod for free (no paywall, subscription, or paid membership). You may not post this mod on another site. You may post a translation of this mod. I ask that you post that translation on this site, if possible. Submitter Hex Bolt Submitted 08/11/2022 Category Other Requirements SKSE Special Edition Compatible Yes
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How can I make all NPCs wear only whatever clothes they have in their inventory (i.e. only those I could steal/loot)? Is there a mod/setting for that? I tried searching the web but so far couldn't find anything related to this exact topic. For reference: In Fallout 4, if you loot all the clothes of an NPC, they are left naked. That is the game behaviour it'd like to achieve in Skyrim too.