The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Cramped Warehouse - Storage and Crafting
56 Comments
Aki-San 26 Feb, 2021 @ 10:32pm 
Thanks for the reply. Its the issue from your second post. Sadly, i accidentally added some old (and badly made) mods when i re-enabled my modlist and now i cant remove any mods. even safe mods cause the game to crash. Thanks so some keywords you used, i was able to find the most likely culprit. nexus/SE/mods/6414 "mannequins stay put" has some description in it that makes a lot of sense. seemingly the CE is not able to handle too many mannequins and resets them.. and well.. this warehouse is cramped. ;) i will try to test out the saving fix, but autosave might be an issue. welp. still thank you for creating this mod! :)
Rackminster  [author] 26 Feb, 2021 @ 3:41pm 
I also had the following post in this mod from 2014:

This mod inadvertently exposes a few known bugs in the game...

Armor Mannequins have a known bug where items will "hide" but are still worn. You can remove items from them and re-add them to get them to display again. In most houses it's a minor issue - there are 1 or 2 of them and it's quick. It's more annoying when you have 21 of them. There's also an item duplication bug on Mannequins that I haven't seen yet.
Rackminster  [author] 26 Feb, 2021 @ 3:34pm 
Do other mannequins do the same thing?

I did a little research and found folks discussing SkyUI causing some mannequin problems, as well as lacking the Unofficial Patch. Anyone with similar issues may need to try disabling mods to see if one is causing the issue. I know that's not a fun solution, but the mod itself hasn't been updated in years and shouldn't have suddenly developed a glitch.
Aki-San 26 Feb, 2021 @ 3:30am 
This is by far the best house mod but the armor stands / mannequins keep unequping the armor... anybody got a fix for that?
florasongs 10 Feb, 2020 @ 7:58pm 
Seems like it resets when I leave the warehouse and re-enter, fortunately. But it happens nearly every time I'm in there :P Thanks for the feedback though. I'll have to do some messing around and figure it out lol
Rackminster  [author] 10 Feb, 2020 @ 7:16am 
Unfortunately, I don't recall. It's been years since I made this - but I'm pretty sure it had something to do with disabling a tag on each item. I've never heard of a bug that knocked "locked down" items around a room, though. That sounds really annoying.
florasongs 7 Feb, 2020 @ 11:40am 
Hey man, out of curiosity how did you lock down the items? I've had a bug that allowed the display items for heavy body armor, bow, war axe, and staff storage chests to get knocked out of position and it's annoying that I can't push them back into place lol
76561198123711201 11 Mar, 2018 @ 5:05am 
i will clear house omg
Cat_Malkin 25 Feb, 2018 @ 5:01pm 
Love this mod - I go here dump stuff, smelt stuff, sleep, make & refine armor and weapons, enchant stuff, make potions - then go back out into the world. One stop creation
Salthin 11 Apr, 2016 @ 9:59am 
Vechus uses this one... :steamsalty:
Timo_the_Ripper 1 May, 2015 @ 5:01am 
It's a very useful and beautiful mod. Thanks
Meta_2012 30 Apr, 2015 @ 9:22am 
can i un lock the items in the warehouse, because some of the items i need, like the potions
Rackminster  [author] 24 Apr, 2015 @ 9:37am 
No - I wouldn't charge for this at all.

I made this for myself and published it for anyone else that wanted to use it. It'll always be free.
Username is Too Lon 23 Apr, 2015 @ 7:07pm 
I know you haven't done so, but, the news around the workshop is that people will start being able to charge for their mods. Can you say if you intend to do so? I hope not; I heard about the mod through Vechs' playthrough and thought it was cool enough to add. I'd rather not remove it just because I'm forced to pay.
Rackminster  [author] 23 Mar, 2015 @ 5:10pm 
The mod is likely being blocked by something else, probably another mod. It hasn't been updated in a very long time and was working as intended for other users last time I heard.

It sits in a fairly out of the way area, but isn't immune to having another mod overwrite the name or location of it. If that happened, it wouldn't work.

If it's not too painful, you could try starting a new game with no mods except this and then keep adding mods until you found the one that causes it to break.
TheWado_ 22 Mar, 2015 @ 2:21pm 
Hey, it's not showing up for me? Not in-game or on the map.
Rackminster  [author] 20 Mar, 2015 @ 4:20pm 
I watched his video as well (#7 in the series) and liked his feedback. I'm going to look into eliminating the targeting of the decorative items and see if I can work out how to add a "sorting" gem that lets you dump your inventory instantly.

The casks with gems are strictly decorative; they have no other purpose. When I made them, I was thinking to myself that they might look like Health/Stamina/Mana casks. I didn't think that people might wonder how to use them... :D:
Black Cat 19 Mar, 2015 @ 12:00am 
Saw you mod on a let's play that Vechs is doing, What are the kegs marked with the gem stones for?
They don't seem to have a use even with all the mods he has installed.
Rackminster  [author] 18 Mar, 2015 @ 5:53pm 
I appreciate the compliment.

Most shields are part of a set, and I tended to store them in the chests with that set. For example, I might have a Steel Shield and I'd store it with the Steel Armor. You can also equip shields on the mannequins to see them displayed. I believe that if I ended up with similar sets, I'd lump them into one chest - like a chest/mannequin that was displaying Imperial Steel and all my Steel equipment - Imperial or not - went into that chest.

If you're interested, I have no qualms with you using this mod as a base and adding a couple more chests to suit your tastes. You'd want to empty the house before starting. You shouldn't need to learn about mannequin scripting, zone changes, or other things - just load the mod and copy/paste/position chests for your use. After you made it, you'd want to unsubscribe from this one to avoid conflicts. Then you can re-fill your new house and new chests.
TLATER 18 Mar, 2015 @ 5:29pm 
This mod is beautiful, I know it's old, but I'm reliving skyrim so I sorely needed a better option for storing items. The fact that it doesn't impact progression at all (besides maybe the fact that I don't have to set aside 5000 gold for a building in Whiterun I won't ever use) just makes it that much better.

Just out of curiousity, did you forget to include designated containers for shields? I rarely keep them, so it doesn't really affect me, but when I went ahead and tried dumping my inventory I couldn't find any container that seemed to fit them.
Humdrum Sebby 10 Oct, 2014 @ 5:14pm 
Perhaps another mod intervened to change them? Guess I would try to reinstall the mod after I get everything out of the house lol I'll see if that works
Rackminster  [author] 10 Oct, 2014 @ 2:42pm 
I'm not currently playing Skyrim, but I had this running for an extended period of time (something like 100 hours of play - numerous game weeks or months) and never had any container in the house reset. None of them are marked for "Respawn" in the content creator and shouldn't behave this way; I was very deliberate in my chest/container selection to ensure nothing would respawn.
Humdrum Sebby 8 Oct, 2014 @ 6:23am 
Only problem I have with this so far is the strongboxes resetting. Thankfully I only had a few lousy soul gems and jewelry inside them. But I had assumed that all containers in the house would not reset. Is there not a way to change the strongboxes to not reset?
Cat_Malkin 22 Sep, 2014 @ 7:09pm 
I haven't used the console Tilde butotn yet, thogh I've read about stuff you can do, aside from hitting it by accident shen I mean to hit eirther Esc to save or Tab to go to my inventory LOL. Simpler right now jus tto turn DG off. But thanks for telling me how to resurrect and NPC.
Rackminster  [author] 22 Sep, 2014 @ 3:23pm 
I lost a number of NPC's to vampires, but wasn't above using the console (tilde) and clicking on their corpse - then typing "resurrect 1" to bring them back to life. The towns I frequented would be devoid of life if I hadn't done that.
Cat_Malkin 21 Sep, 2014 @ 7:03pm 
I agree - but because I bought the legendary version when it was on sale - the DLC was already integrated. I started reading about vampires killy NPCs and quests getting messed up. Then I got ambushed at night by vampires when I stepped out of a builing at level 10 - so I tured Dawnguard off. I have a few simple mods, I have the hunter's cabin so I have a cozy place to sleep, then I found your mod - with all the places to store my stuff and do crafting! and I'm trying the Inigo follower mod. But my 1st follower isFarundel - and his style and my current ranger/spell/sword hybrid are working well together. I'll hate to see him go. (on xbox I got Lydia, I killed her often by accident)

I would make one suggestion for those who do have dawngard - if you added a wood chopping station outside - it would make it easy for folks to make their own arrows. That was th only thing I miss on turning DG DLC off. smelt some steel, chop soe wood, hit the forge - Steel arrows! oh well. Just an idea.
Rackminster  [author] 21 Sep, 2014 @ 5:52pm 
I got to level 63 before getting distracted by another game. I still hadn't dealt with the vampires and never even saw a werewolf (never did that story arc). I didn't even get more than a handful of missions into the main story - there's that much to do. It's insane.
Cat_Malkin 21 Sep, 2014 @ 11:53am 
Thanks for the update Rackminster - I I'm still farily new, so the vapires and werewolves were a distraction - just wanted to be sure of any effects. Thanks
Rackminster  [author] 21 Sep, 2014 @ 6:17am 
This was created with the base game only and should not be affected by or require any DLC. Items you find from DLC won't hang around in the house if you shut off the DLC, though.
Cat_Malkin 20 Sep, 2014 @ 9:01pm 
Great mod - especially for newbie player. Will turning onn/off DLC like Dawnguard affect this. Thanks again
Rackminster  [author] 15 Sep, 2014 @ 8:24am 
This mod inadvertently exposes a few known bugs in the game.

1. All armor Mannequins are actually NPC's that get frozen into place by a script. You don't notice it in most zones because they're hidden from immediate view - but here they're visible from the door and it takes a while for all the scripts in the house to load - meaning they move around and sometimes watch you as you walk by. It can get creepy in there when this happens.

2. Armor Mannequins have a known bug where items will "hide" but are still worn. You can remove items from them and re-add them to get them to display again. In most houses it's a minor issue - there are 1 or 2 of them and it's quick. It's more annoying when you have 21 of them. There's also an item duplication bug on Mannequins that I haven't seen yet.

3. Scripts on items don't load immediately, and some items may shift and/or scatter because of that. They will eventually return to where they belong, and may also move again later.
nphazd 13 Sep, 2014 @ 10:36am 
I'll start with a compliment. I love what you did for the design of this mod. The interior has a ramshackle kind of feel, but as far as getting around and organizing loot, it works really well.

Now my concern. Is anyone having trouble with the armor on the mannequins randomly not displaying. The armor pieces show in the mannequin inventory, but they don't show as worn. When it happens, it happens to all the mannequins.
Rackminster  [author] 8 Sep, 2014 @ 4:18pm 
If you go to Riverwood and start walking towards Whiterun, it's right along the road before you get to the outlying farms and houses. When you step outside, there's a pretty good view of Whiterun's farmlands. I've also included a screenshot that should help locate it.
AL-HaShMi 8 Sep, 2014 @ 10:39am 
Is it only me that wan't able to find the house even after subscribing ?
saunders.bryan 6 Sep, 2014 @ 11:46am 
When I walked in the house all the manniquines were moving....watching me
Dawn 3 Sep, 2014 @ 4:43pm 
awsome
Rackminster  [author] 2 Sep, 2014 @ 6:53pm 
I've experienced that as well. I think it takes 10 game days for the house to "Reset" naturally, as I've had things fall over or shift and then return to normal after adventuring.

I've tested the console command (press ` on the keyboard) "resetinterior RackminstersWarehouse" and it appears to reset the items but not chest contents. I'll have to look at what chests are set to default respawn items (none of them should) but the reset command may force 5 gold and a Clothing Iron to respawn inside your Potions container (but it doesn't remove the potions) or the like.

I'll have to test and research. I like the idea - since I've got everything locked down and the zone can glitch on loading (every zone can) it seems like a worthwhile thing to include as an option.
Azur Crane 2 Sep, 2014 @ 5:29pm 
When I entered the house at one point, the items started to scatter a bit and then got locked into place on the floor/crooked/etc. Would it be possible to create a switch of some sort that resets the interior without resetting storage?
Bilbutt Pluggins 1 Sep, 2014 @ 9:40am 
Awesome.
Rackminster  [author] 1 Sep, 2014 @ 9:38am 
I like having the close quarters mannequin access, so it's going to be a 'feature' of the house and I'm not likely to change it.
Bilbutt Pluggins 1 Sep, 2014 @ 9:37am 
Yeah that is very spooky. I like it. Please leave it that way.
Rackminster  [author] 31 Aug, 2014 @ 4:20am 
It's a known bug with mannequins. They're actually wooden-skinned NPC's that get locked down and reset by scripting after you load the zone. Most player housing has been created so that you can't see the mannequins when you load in, giving the game time to reset them with a script. Because I have a concentrated number of them, all right near the entrance, you get to see the bug in action.

The first time I noticed it, I had just placed the upper level mannequins and saved right next to where they were. When I loaded the game to check them, they didn't stop moving and kept rearranging themselves and watching me walk by. It was really creepy.
Little Beast 31 Aug, 2014 @ 3:08am 
Ok... Just subscribed, and started a new game... And your mannequins? Freaking creepy!
I come in, and the first, the nearest 3 does, is turn and look at me... One turns to the others, and looks back!
I'm starting to wonder if the "mannequin moving around" bug was a bug at all...
Anyway, they all froze in their casual positions the moment I was close enough that I could activate one of them... They all froze... Immediatly...

I'm not sure i'm going to use this warehouse. If I am, it will never "Just" be a warehouse... EVER!
Rackminster  [author] 30 Aug, 2014 @ 6:32pm 
derekhan:
Everything you see is purely for decorative and sorting purposes.

All of the items are locked down in order to prevent them from being scattered, knocked over, and accidentally picked up when you use containers. One thing I found when I was using in-game housing was that I'd go and try to click on a cupboard but inadvertently pick up an item from the top of it. Then I'd have a heck of a time replacing it correctly (if at all) and eventually I'd either have a large mess on my hands or end up removing a lot of 'flavor' items from the house, leaving it less visually interesting.

The intent with this is to place items next to associated containers. The only chest without indicators is the large entryway chest, which has nothing. I use as a "sell drop box" - I store everything there that I intend to sell but don't feel like making a merchant run.
SecretSensei 30 Aug, 2014 @ 1:29pm 
add a bunk house with about 30 beds and I will add this mod as a must have..
derekhan 30 Aug, 2014 @ 8:55am 
Hi first of all thanks a lot for this warehouse which is likely what was missing. I became crazy about running everywhere to get all my stuff, a centralised location with so many good ideas (chests under mannequins is one of them) is so brilliant !
Only one concern maybe and I'm surprised no one mentioned it, so maybe it's only me : I can not take anything in the warehouse (potions, books...) The E button always remain greyed when it comes to grab something. Was that intended ? I can't believe all these potions are only here for decorations.
Rackminster  [author] 30 Aug, 2014 @ 7:15am 
The issue I had with lighting was apparently due to having more than 4 light sources casting shadows. The house has been upgraded from one light source to three. You should be able to see into those dark corners a little better and show off the back armor sets better.
Rackminster  [author] 30 Aug, 2014 @ 5:26am 
I'll have to study lighting in the Creation Kit - I also wanted extra light in the house, but found that when the lighting overlapped I was getting really annoying flickers from conflicting shadows and it just didn't look good, so I scrapped it.

I've seen lighting mods that help alleviate this effect, but I wanted to design something that didn't require a set of mods by itself just to work.

I don't think a little torchlight back there would hurt anything or annoy anyone - if I can get it to work, I'll update it. I'm no pro modder, but Google is mighty and wise.
tnadams 29 Aug, 2014 @ 4:04pm 
I would suggest throwing a light source in the back near the dragon head. Kinda dark back there.
_Spud;) 28 Aug, 2014 @ 5:26am 
Alright sounds good, thanks :)