The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Jonte's Better Containers
42 Comments
TheFir3Crack3r 1 Apr, 2023 @ 9:21pm 
This it something you must have if you're into Alchemy and have Green Thumb.
It's far easier to store every ingredient and just take out what you need.
Thank you!!!!!
Jonte Monkey  [author] 2 Jan, 2022 @ 9:40am 
Unfortunately - as with most things involving scripts in Skyrim - removal of the mod rarely removes it completely (the save file stores the current state of the game, which may also include scripts that are currently active). As this mod intercepts the open container event, removal may make it so you can't open the container. The easiest solution is to go back to a save from before you installed the mod. Other solutions are to empty the container - remove the mod - then use console commands to remove the container and to then re-add the container.
Zeb 9 Nov, 2021 @ 11:57pm 
resubscribing fixed the issue, but I unsubscribed because I rarely actually want to dump EVERY item in a category...
Zeb 8 Nov, 2021 @ 6:23am 
when unsubscribing, my Breezehome containers are now unopenable...
Jonte Monkey  [author] 27 Jul, 2019 @ 9:35am 
Thank you. Your comment has given me a nice warm fuzzy glow. :steamhappy:
Ashenfire 16 Jul, 2019 @ 1:55am 
Seven years later and I am still loving this. I was worried you weren't favorited, so I came here to show you some love....lol.
Kad 6 Sep, 2017 @ 7:08pm 
Wonderful clear reply many thanks, much appreciated. will go through and prune
All the best, and keep on modding we/I love them :) :steamhappy:
Jonte Monkey  [author] 6 Sep, 2017 @ 8:36am 
Hi lianas world,
The mod cap is refering to steam's decision to only allow 50 mods at a time to work on your game. Some players use a lot more than this. This cap of 50 doesn't apply if you use the nexus mod manager, but it does mean that they need the mods to be available on the nexus. If you are using fewer than 50 mods then you won't have this problem.
Kad 9 Jul, 2017 @ 4:01pm 
@Dragonmaster or anyone ! total newb regarding these things, where do we go to find out about a 'mod cap' I cannot use nexus, and don't want my games to be ruined, Sorry to post this here out of order Jonte Monkey but I could not post on Dragon's page. Cheers
DragonMaster 24 Mar, 2014 @ 9:41pm 
Thanks Jonte I and many others would surely appreciate it as I for one enjoy using your mods and don't want to lose them because of the new mod cap with Steam. Enjoy your holiday.
Jonte Monkey  [author] 24 Mar, 2014 @ 7:31pm 
I'll make sure the nexus versions of my mods are sorted out next week when I get back from my holiday. I can't remember whether the latest versions are on the nexus or not. 😳
DragonMaster 23 Mar, 2014 @ 6:17am 
Jonte what are the chances of your making this mod available on Nexus and posting the link here for us. You see steam has implemented a 50 mod cap so I'm trying to get the most if not all my mods from nexus. Don't want to start a new play through and the Powers at steam decide to cut it again to say 50 and wipe out another game on me. Thanks
Jonte Monkey  [author] 12 Feb, 2014 @ 9:14am 
I'm glad you got it sorted.
DragonMaster 11 Feb, 2014 @ 7:58am 
Jonte found the problem seems that two mods for which I was subscribed to had been taken down for what ever reason and Steam kept trying to load them. When I was goiing through my subscribed mods I found them un-subscribed and that cleared it up.
Jonte Monkey  [author] 6 Feb, 2014 @ 12:32pm 
Try unsubscribing an re-subscribing. If that doesn't work let me know and I'll get the latest version put onto the nexus for you.
DragonMaster 5 Feb, 2014 @ 6:08pm 
Jonte when loading mods with steam I get "Failed to get details for "Jonte's Better Containers"! Steam error 15". Any idea what this is all about?
[bSun] Crossfire 25 Jun, 2013 @ 1:57pm 
so if i have gems there will be a tab for it??
Jonte Monkey  [author] 25 Jun, 2013 @ 12:25am 
The categories you see depend on what you are carrying.
It might be too large a category to include all miscellaneous items except keys as I'd have to create a list of all these items in the game. I'll look into it though.
[bSun] Crossfire 22 Jun, 2013 @ 8:10pm 
i has a question about this mod i saw only crafting and ingrediants
is ther a way for you to make it so we can add all misc stuff too
EXCLUDING KEYS
if not i nunderstand'
thanks anyway!
VisciousFishes 8 Mar, 2013 @ 9:26am 
Excellent, thank you very much. I'm still testing right now but should be ready after the weekend.
Jonte Monkey  [author] 8 Mar, 2013 @ 8:11am 
The formID is the value from the next column along - it'll be an eight digit hexadecimal number. I'll take a look at the mod when you release it and try to make sure that the next version of my mod plays nicely with it.
VisciousFishes 7 Mar, 2013 @ 6:15pm 
Yeah, no problem. I will have the house finished over the weekend. The cell ID = windjosretreat (i'n assuming that the editor id = cell id?). The mod is going to be called Windjosretreat.esp. Many thanks for that. Do you want a copy of the esp before it's published to check anything at all?
Jonte Monkey  [author] 7 Mar, 2013 @ 3:17pm 
Hi jakethebusker, I think the easiest way would be for you to let me know the formID of the cell in which your house is located along with the file name of the mod. I can then add your house to the list of player homes that gets checked before the script is run. If you could let me know these in the next couple of weeks I can add this to the next release (which is adding support for the ingredients from the Dragonborn and Hearthfire DLC and the 'real wildlife' mod).
VisciousFishes 7 Mar, 2013 @ 2:21pm 
Hi Jonte. I am a fan of your mod and have been using it for a while now. I am currently working on my first house mod and wanted to incorporate your mod into my house if possible. I'm not sure how to go about it and wanted some advice about how I could go about it. i.e a suitable non-respawning barrel or crate to furnish the house with so when I load my mod and your mods (including the alchemy one) they are using your mod for storage.
Jonte Monkey  [author] 1 Jan, 2013 @ 6:42pm 
Support for Dawnguard ingredients has been added.
Jonte Monkey  [author] 1 Jan, 2013 @ 2:03pm 
Thanks jakethebusker - that's useful to know as I don't own Hearthfire.
Utopolis - I'll be releasing an update soon to add the Dawnguard ingredients to the script.
VisciousFishes 12 Dec, 2012 @ 7:40pm 
Jonte Monkey. Just started playing hearthfire and noticed that it sometimes uses your barrell for the player built storage in the house I have built. So it's already partly Hearthfire compatible. Wasn't sure if you knew.
Utopolis 26 Nov, 2012 @ 4:21pm 
I've noticed the script doesn't recognise "Chaurus Hunter Antennae" correctly as an ingredient. It's a Dawnguard ingredient. Currently it just ignores that item.
Jonte Monkey  [author] 17 Oct, 2012 @ 2:11am 
jakethebusker, thanks for the feedback. I'd imagine that it is possible to turn it into a spell. I'll add it to the list of ideas to implement when I have the time (although I wouldn't hold your breath as I am crazily busy at work at the moment).
VisciousFishes 16 Oct, 2012 @ 9:38am 
Nice mod. Absolutely Genius. I have one question though. I have no experience modding so I can't do this myself, but is there a way of crafting the barrels from firewood or at least turning the barrel spawn into a spell (was thinking of the conjouration school, perhaps) so that it doesn't feel like I am "cheating" by commanding it into the world space via a console command?? As I say I can't mod so I won't even attempt it. If it's a major aggro then no worries. Thanks
CoronaKing 14 Sep, 2012 @ 12:35pm 
Perfect, I'll find it, and spam my custom house with them, thanks again, this is a brilliant mod!
Jonte Monkey  [author] 14 Sep, 2012 @ 9:08am 
CoronaKing, I've added the script to a very rarely used barrel and removed the location restrictions on the script for this sort of barrel (It is currently only used in the college of Winterhold and so it is safe to use). This means that you can add this sort of barrel to your custom home without any problems. This should tide you over until Bethesda can give us a reliable way of telling if it is safe to use the removeItem function without changing the ownership of items moved using it.
CoronaKing 13 Sep, 2012 @ 1:44pm 
Gotcha, this is a great idea, hope you can figure that out!
Jonte Monkey  [author] 13 Sep, 2012 @ 1:45am 
I assume that you mean for use in custom homes. Currently, no. The reason for this is that the feature can be problematic if used outside of a player home - all of your goods can become owned by a different faction meaning you'd have to steal back all of your items. Until I can find a way of stopping this happening I've had to restrict it to a few known locations. I'll take another look at it in the next few days.
CoronaKing 12 Sep, 2012 @ 9:04pm 
Is there a way to place a container via console that will work with this?
Jonte Monkey  [author] 6 Sep, 2012 @ 5:01am 
drillbreaker08 - I would - but there is no way of identifying the formIDs of player made potions as they are allocated dynamically - i.e. they are different for every player. When Bethesda provide a way of identifying player made potions I'll be sure to update the mod.
taco 27 Jul, 2012 @ 12:14pm 
fix the potion thing!!!
Zombait 26 Feb, 2012 @ 4:28pm 
In case this information might help, while inside Breezehome, "IsCellOwner WhiterunBreezehome" reports that my character "is not the owner", but player.IsInMyOwnedCell reports "Is in owned cell value 1.00".
Jonte Monkey  [author] 14 Feb, 2012 @ 2:42am 
Crashaire - I don't have an XBox controller so I've no idea how that changes the interface. Maybe you could try again now that there are far more containers to try it out on...
Jonte Monkey  [author] 14 Feb, 2012 @ 1:03am 
redneck1st - the only way it could mess up any home improvement mods is if they rely on scripts on any of the basic container types (Cupboard1, Dresser1, etc). I don't remove, move or add any containers to the game so it should play nicely with most mods.
DragonMaster 14 Feb, 2012 @ 12:02am 
Jonte if this works as good as the one for the Ingredient stachels I'm interested. Thats of course as long as it don't mess up my home improvement mods.
Crashaire 13 Feb, 2012 @ 7:04pm 
Did not work for me , could be beacuse im using an usb connected xbox 360 controller and not a mouse & keyboard on my pc.Maybe support for controllers just has not been added yet.