The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

s7o's Cache Sacks II
142 Comments
Sausage 22 Aug, 2023 @ 8:39am 
Bess mod n th hol wi wurl ov webz n stuffz +1
droagan1 21 Nov, 2017 @ 12:47am 
well get a job you bum lol
s7o  [author] 20 Nov, 2017 @ 5:15pm 
@ droagan1: that's probably why i rather ask people who use & like the mods i made....
droagan1 21 Sep, 2017 @ 11:53pm 
your asking for donation go out on the street and ask people for a conation and they will tell you to get or get a life you bum
droagan1 21 Sep, 2017 @ 11:53pm 
cache sacks lolz
droagan1 21 Sep, 2017 @ 11:51pm 
did it rain them cash sacks lmao
s7o  [author] 24 May, 2017 @ 12:34pm 
@ yeazzal: you shall no more :-)
Yeazzal 18 May, 2017 @ 3:07pm 
This will help me immensly- I have carry weight problems alot.
s7o  [author] 9 Feb, 2017 @ 4:57pm 
@ willy a jeep 3: %... so, the only way to interfere _at_all_ would be another mod that removes and re-adds the empty sacks themselves to your inv (thereby triggering their scripts), but _even_then_, all they'd do is track empty sack count and make sure you'll always have one single "drop" sack, which is not that heavy a script, your machine would need to be pretty much at its limits _already_ at that point for that to even be noticeable (and to that, even in this case, this would likely occur then for _any_ player inv transaction)

so, honestly not trying to just shake that off or something, but i can't see even in theory how CS could cause this. ---if you're very bored :-), did you try with the same mod list on an unmodded game (meaning _never_ been saved with any mod in it), if the issue still occurs?

(on a side note, i also don't really think it's an interference with skyUI, there's so many people using that i'm pretty sure i'd have heard about that before)
s7o  [author] 9 Feb, 2017 @ 4:52pm 
@ willy a jeep 2: %...the rolled up sacks in your inv now, they totally don't care for crafting.
so, if they'd interfere with, like, an inventory sorter, they'd do so (= you'd get that lag) _whenever_ you add or remove _anything_ from your inv, not just when a crafted item is added (an issue i know rather well, as my "Smack The Smith" mod had one like that in earlier versions)

(to that, to cause this, you'd either need to manually (console) stop and restart the carrier quest, or, on the same save game, remove CS, start without it and save, and then "reinstall" CS (and even for these cases, the mod will try to fix itself), so that's not too likely. ...%
s7o  [author] 9 Feb, 2017 @ 4:37pm 
@ willy a jeep 1: well, would sound like, if not :-)

it's like this: for empty sacks, there's exactly two occasions when they do _anything_, that's when one is added or removed from player's inventory. at any other point (like crafting), they don't run any functions, don't track your inventory or anything, they just do plain nothing (and even then, the only thing they do to pc's inv is count n# of sacks dropped at a time and return surplus sacks to inventory (so only 1 box at a time will be placed)

(and the actual (placed) sacks also run a script when items are added/removed to them, but they never touch player or inv, and they're entirely separate objects from the rolled up sacks, so no way for them to cause your issue) ...%
Willy A. Jeep 30 Jan, 2017 @ 7:03am 
Can't seem to find anything in my logs, though I'm no expert on browsing debug output. Everything I'm seeing is the regular file load, the associated output of other mods looking for potentially associated files, then only an error I'm expecting to appear from a separate mod for the remainder of gametime until exiting. Nothing from your mods (other than them looking for your other mods I don't have), nothing from any inventory-editing mods.

The problem only occurs after I've used one of the cache sacks. Beforehand, when they're just an item in the inventory, no problems. But placing one down, the crafting menus drop FPS, and after picking it back up, continued FPS drop in crafting menus.

If there's anything more specific I should be looking for in the logs, I'd be happy to know. But it all seems rather innocuous. Meanwhile, I'll go about pulling each mod one-by-one until I stop getting the problem.
Willy A. Jeep 30 Jan, 2017 @ 6:02am 
Oh, don't misunderstand, I don't think it's this mod. I've run it smoothly in the past, no problems like the one I'm encountering now. I get it has to be something on my end - something in my load order being rearranged or an update to some other mod I've had - and now they've had a conflict.

I only wanted to post a message here about it for other people to see, and in the off chance it could be replicated, bring it to light. I always find it tedious to look through modpage after modpage when encountering a problem like this, but I discovered an in-game fix myself, and didn't want other people to have a long search for help or atleast an answer for what *might* work.

On topic about my load order, I only have an old version of SkyUI for inventory sorting. I already removed your mod, but I can go ahead and reinstall and see what I get in the log. Will report back with what I see!
s7o  [author] 29 Jan, 2017 @ 9:56pm 
@willy a jeep 2: (%) ...so, your issue most definitely has another cause. if dropping a sack helps, i'd start checking your inventory sorters and stuff like that. and, like i said, enable logging and check your script log. whatever's causing your issue has a high chance of being in there in plain text......
(and speaking of plain text, script sources are in the mod, so you can always check for yourself instead of just believing or not what i say)
s7o  [author] 29 Jan, 2017 @ 9:56pm 
@ willy a jeep 1: i can just repeat what i said, it's virtually impossible this is caused by this mod. i just re-checked the scripts to make really sure: the _only_ occasions when they do _anything_ is when you either add or remove an empty sack (and nothing else) to your own inventory. when they're in your inventory, they're dead as a rock, it's not possible for them to do anything at that point. and even if the scripts bugged out real bad, any issues occuring in the process would _not_ go away, but persist (or even get worse) when you dropped the sack (and the only issue you _could_ get in a worst case scenario from how the scripts work is a slight lag when (or rather _whenever_) you pick up or drop items, and never anything crafting related)
Willy A. Jeep 29 Jan, 2017 @ 8:58am 
Right, I understand. Just wanted to point out that I was encountering that problem. In-game, the only thing that would fix it was dropping the cache sack I had. It hadn't happened before, even with the same mod set-up, but it did now.

Mainly wanted to just give a heads-up to anybody who might encounter the same thing, so if they come here, they wouldn't have to go looking through their entire load order.
s7o  [author] 28 Jan, 2017 @ 7:55pm 
@ willy a jeep: don't see how cache sacks could cause this, they don't do anything except when they're dropped, and the script they run then just checks if multiple sacks have been dropped and place the actual box, nothing about that that could drop your fps. if it lagged really bad, you could witness surplus sacks you might have dropped getting added back to your inv, but that's about all. (i also never heard about any fps issues in, uh, quite a couple years? they're up already, so i fear you'll have to find your culprit elsewhere :-)
i'd recommend turning on script logging, stuff like you describe is most likely some inventory filter script bugging out, this would show up in script log.
Willy A. Jeep 19 Jan, 2017 @ 6:25pm 
Hey, s7o (and anybody else who might read this), I had a problem with this mod, specifically when having one of the cache sacks in my inventory and using a crafting menu (cooking, smithing, et cetera) would cause huge FPS drops.

It seems like, for some reason, the game is trying to calculate weight values for the items in the crafting menus, but is only doing this when I have a sack in my inventory. Could just be some bizarre conflict on my end, but I wanted to mention it here incase it comes up again and people are confused.
s7o  [author] 25 May, 2016 @ 6:19pm 
Suites Of Skyrim II :
3 NEW SUITES AVAILABLE
s7o  [author] 23 Apr, 2016 @ 5:38am 
s7o  [author] 19 Feb, 2016 @ 3:32pm 
@ fizban: damn. no, the thing is, in one version (2.10), there was one line of script simply missing (stoooopid mistake of mine) that should start parts of the mod's (run-once-)initialisation,
so if you happened to start a new game with that particular version, half of it ran while the other half didn't, that's what the recent follow-up updates tried to fix, shouldn't have anything to do with the sack in your inv.
could you send me that log? (pm or mail, don't mind) should make fixing this a piece of cake (in my affected test game, each of the 2 recent updates alone fixed the issue, so i'm pretty much down to trial and error about why it didn't catch in yours right now)
Fizban 18 Feb, 2016 @ 3:03am 
Sorry, forgot to check back. Still nothing. When I run the sqv check it comes up with a list of "ref123, ref 124" kind of stuff, all saying "none". Could it be that somehow the sack in my inventory got disconnected from the script? I was assuming that I'm somehow skipping a background script, but if it doesn't trigger until you pick up a sack for the first time then the only way to check would be picking up a new one by consoling it in or installing one of your other mods to pick up a new sack.
s7o  [author] 17 Feb, 2016 @ 12:23pm 
...working now? :-)
s7o  [author] 14 Feb, 2016 @ 3:50pm 
@ fizban: definitely gonna keep checking, no clue yet why the issue persists, update fixed it in my affected test game, but at least i can always re-evoke it for testing (and thx for the hint about no errors in your script log, there's far more information in this fact than one might think)

sorry for inconvenience, pls hang on and leave the mod installed for now, i'll be trying to get it running :-)
(or if you wish to remove it, do so for good on that save game, just don't try to "un- and reinstall" on the same save, this never improves matters, but always makes them worse for any scripted mod)
Fizban 14 Feb, 2016 @ 2:43am 
I feel like some sorta troll, but nope. Sack drops, no deploy, sqv reports quest is off (pretty sure I'd left it on though), reactivate quest, still no deploy, check logs, still nothing pertinant in the log (timestamp from 5 minutes ago, still just a pile of dlc nonsense, search finds nothing). Saw the update notification in the launcher, but if you put it in the mod to display in game then it must be getting lost with all the rest.

I'm fine continuing on without-mod was working on new games and it's probably just me with the one bugged character, which isn't much of a problem since I've finished full time wandering and grabbed a house to start grinding craft skills. If you want to keep trying to figure it out anyway then I'll be happy to keep checking (I'm quite mysfified myself).
s7o  [author] 13 Feb, 2016 @ 12:32pm 
...working now?
(in your affected saves, you should get an "updated to 2.12"-notification, and after that, it should)
s7o  [author] 13 Feb, 2016 @ 12:15pm 
@ nancaia & fizban: ...ok thx sry, gonna look into this right away (guess fizban pointed me towards what's wrong already)
redglove 11 Feb, 2016 @ 5:53am 
Hi! Sorry, I wasn't checking messages. I dropped a single sack several times onto the floor of an inn, each time it just fell and rolled back and forth sadly. Basically behaved like any dropped item.

I took out the mod after I commented, so I don't have any other information.
Fizban 10 Feb, 2016 @ 2:03am 
I'd meant to mention it was a newer character but you figured it out. Started another new one for test, sack worked on that but still doesn't on the one I started a few days ago. Logs show up on the newest, but for one started while bugged it still shows nothing. Any ideas, or unsolvable? (tried the queststart of course, no luck).
s7o  [author] 8 Feb, 2016 @ 5:38pm 
@ fizban: just uploaded a new version, fixed the issue on new games for me, hope it does so for you, pls let me know!
s7o  [author] 8 Feb, 2016 @ 5:09pm 
@ fizban: thx a big lot for trying, you're pretty much a premiere i can tell you :-)
(for the records, since i prefix all my data, searching log for "s7o" would bring forth all entries and errors for all my mods installed, "s7oCS01" for this particular one)

i ran a couple tests myself:
for the first thing, felt good to do a little walk in the snow after a couple heavily irradiated commonwealth months :-)

and for what i found out: everything seems to be working properly on all my save games;
on a majority of new games i tried though, i ran into just the same problem you reported (which is good news in that it'll make this far easier to track down)

checking into this and updating as soon as issue found,
sry for inconvenience and thx for reporting
Fizban 7 Feb, 2016 @ 11:41pm 
In any case after playing for a while last night the logger got to logging. Did a quick in and out test, new log shows plenty of dlc errors but searching for "cache", "sacks", and "s7" all turn up nothing. Checked line by line and still nothing.

Install should be effectively new: I copied to new drive/uninstalled/reinstalled to new drive, which nuked all the mods so cache sacks was redownloaded. Since it's a workshop file I don't know what's in the package: could there be a script that wasn't nuked but skipped downloading because it looked like it was already there?
s7o  [author] 7 Feb, 2016 @ 3:53pm 
@ fizban: there'll always be a log, even if there are no script errors in all the game at all (which won't happen since there are a couple vanilla ones too) - this...
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation = 1
...needs to be in your skyrim.ini (or skyrimCustom.ini), then it should work.
up to 4 logs should go to ...My Games\Skyrim\Logs\Script, 0 always being the newest one.
would be extremely helpful if you had it, seems to be some serious issue there
(pretty much out of the blue, since i didn't update or change anything in the mod recently)

...and did you just install the mod (or start a new game with it), or did it cease to work in a running installation?
Fizban 7 Feb, 2016 @ 4:03am 
Same trouble here. Turned on script logging, did the sqv check, started the quest, sack still not deploying. Log folder was empty, dunno if that's cause there was nothing to log or cause I needed to use a command/crash the game to log it.
s7o  [author] 6 Feb, 2016 @ 1:16pm 
@ nancaia & antares: if any of you had script logging turned on and could pass me the according log, that'd be great troubleshooting help
s7o  [author] 6 Feb, 2016 @ 1:15pm 
@ nancaia: odd - just for checking:

you did drop a single sack, right?

and where you dropped it was not, like, on top of a cliff? (if they drop beyond a certain radius (1024 units, ~5*npc height), they'll be added back to your inventory -

did _that_ happen? the sack going back to your inv i mean. it should whenever a sack can't be placed for whatever reason, so if it doesn't, it'd give me a first clue about where to look.

would be nice if you'd let me know, nothing like this has ever occured in years, and now, you're the second user within a short period who reports the same, was there a game update or anything recently?
redglove 1 Feb, 2016 @ 8:48am 
I just added CacheSacks but it doesn't work. The bag just drops and rolls back and forth for a bit. I tried sqv; it wasn't running so I tried startquest. Sack still wouldn't open, but second sqv confirmed was enabled/running now. I'm not running any of your other mods yet on this game.
Cindering_Thief 26 Jan, 2016 @ 8:14am 
@s7o when i drop the sack all it does is drop it i cant go into it is there a keybind that i must press?
s7o  [author] 24 Jan, 2016 @ 8:41am 
@ cindering thief: might be my fault, haven't updated all my other mods to that feature yet
for another way to unlock crafting: where you find the first cache sack (on a barrel in front of the cave where you exit helgen / chargen, walk back into the cave, drop a single cache sack, put 1 sabrecat eye and nothing else in it, exit it's menu. you'll get "verteirons cache sack", holding some invisibility goodies, and crafting unlocked
s7o  [author] 24 Jan, 2016 @ 8:36am 
@ antares: sounds like the controller quest isn't running (did you, like, "uninstall" and "reinstall" the mod or something?)
at console, type "sqv s7oCS01questCacheSacks"
at pretty much the bottom line, it should say "running", if it says "stopped", type "startquest s7oCS01questCacheSacks" and see if this fixes it, if not, pls let me know
Cindering_Thief 26 Dec, 2015 @ 5:49pm 
Hello goos sir i have a question regarding you cache sacks skyrim mod. when i do subscribe to it on steam it does not give me the ability to craft them even thought i have a 3 mod subscribed which is the donkey king mod and also obviously the cache sack mod. i am very sorry if i do bother you.
Antares 21 Dec, 2015 @ 4:35pm 
@s70,
Hi, its me again!
After about 1000 houers of faultless playing, this mod suddenly does not work anymore! ???
Any idea what type of mod could cause conflict?
I can drop the sack, but it does not open!

I visited the Mill, by the way, it was well worth it.
a stunning amount of detail! Well done as allways!
Greetings and a happy Hollyday season.
s7o  [author] 4 Sep, 2015 @ 6:57pm 
@ sharp fanged rabbit: thx :-)
yep, that's one of the "i made it cuz i needed it" type mods
Boolean Boss Babe 3 Sep, 2015 @ 11:23pm 
This has been an invaluable addition to my game.
s7o  [author] 25 Aug, 2015 @ 7:42pm 
s7o  [author] 23 Jul, 2015 @ 6:17pm 
@ karlkrag: thx, glad to hear so :-) - gonna be going home to the wasteland soon though, hope i'll meet you there?
karlkrag 23 Jul, 2015 @ 12:58pm 
Whatever fits in is good. I use way too many mods from nexus and then 4 to 5 of yours – just added Van Watch. Take care of what you need to and I’ll be “Following” you for future activity.
s7o  [author] 22 Jul, 2015 @ 6:22pm 
@ karlkrag: didn't get to mod much for a while due to real life incommodities... :-P
i'm currently doing a big update round through all my mods, a.o. adding cache sack unlocking to those that didn't have it yet - gonna be functional with CS 2.1 (which does the actual counting), but didn't want to wait with releasing the others cuz some of the fixes were urgent.

about CS, i could do a version with that added and that speeds up sacks a bit pretty quick - or i could do one based on a whole new technical concept i came up with meanwhile, that would speed things up immensely, but would take a while to make since it'd technically pretty much be a new mod (just like 2.0 actually was) - still pondering... (with quite a tendency towards the quick version currently, with real life currently in tedious++ mode... :-)
karlkrag 22 Jul, 2015 @ 9:38am 
Was trying to adjust my mod list and noticed that several of your newer mods are looking for Cache Sacks versions > 2.1 They don't seem to be triggering the mod count. When will a 2.1 version be out?
s7o  [author] 26 Apr, 2015 @ 6:14pm