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Separate inventory category for "new" items.


Amessagetoyou

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Hey guys,

I have a small mod suggestion that should be relatively simple as far as I am aware.
Would it be possible that the newly-picked up items go to a category different from the present ones (weapons, armor/clothing, potions/ingredients and books). The goal of this is to differentiate items the player wants to keep from the ones the player wants to sell. So, unless the player manually moves these newly-collected items, this way it should show up in a different category. Personally, I really don't like it how these new items create clutter when I want to change to a different weapon or armor.
Is it really possible to implement such a mod? If yes, how hard would it be?

 

Thanks in advance :smile:

Edited by Amessagetoyou
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I don't think it's feasible but you can always take a portable container to make sure you don't sell some items to a merchant.

 

I use a very good one in french.

Thank you, is it possible to make sure that everything I pick up goes to that container by default?

In short, I don't want random loot getting mixed up with my inventory (the one I intend to keep and use).

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I don't think it's feasible but you can always take a portable container to make sure you don't sell some items to a merchant.

 

I use a very good one in french.

Thank you, is it possible to make sure that everything I pick up goes to that container by default?

In short, I don't want random loot getting mixed up with my inventory (the one I intend to keep and use).

 

Make a manual transfer.

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  • 10 months later...

Yesterday I made a loot spell, that loots the dead and containers. It should be possible to make a small change to it so it adds the items to a chest instead and later add a script to that chest so you can get everything in that chest sold. I do use ef's Ultimate Shopkeeper Mod 2020 for immersion but to make it separate, no selling to a merchant will be possible as far as I know.

 

If I do this, it will look like this:

  1. It will require OBSE
  2. Looting will be made with a spell
  3. Items end up in a chest somewhere, your choice where it should be based but not in another mod. I also add the possibility to summon the chest as I already made that in my current project, where I added Summon COBL Luggage. It will return to its base again after you are done with it.
  4. You decide how many items that should be sold to gain a skill in mercantile but if you have skill 100, it doesn't matter. You need to sell 500 items at skill 98 in Ultimate Leveling for a skill gain as one example as I did check this yesterday when I was at skill 98 and it should be set high as this idea is mega OP after all :D
  5. No flagging of stolen items as it doesn't matter anyway
  6. Items will be sold from the chest from a menu where you choose to sell everything in it or browse it. I could also make a safety check - > Are you really sure you want to sell all these items?

You can always save the game before activating the chest anyway... :wink: Safety in this case should be added really... You will sooner or later push the wrong button.

 

To make it even more irritating, I could add 5 safety checks... It is like when you setup the COBL luggage for the first time where you have to answer the same question over and over again, while the quest updates stuff... :wink:

  • Are you sure?
  • Really sure?
  • You haven't changed your mind yet?
  • I will sell all stuff now but you still have time to think it over?
  • Wait, I did stumble ...
  • I can sell the stuff now by the way.. Should I?

etc... Safety first :D I hate that question in Windows, are you sure??

 

My loot spell is 100% MOO compatible by the way and do not loot Maskar's tokens as he advice not to.

Edited by Pellape
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