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http://www.nexusmods.com/skyrim/mods/9937/
Your options are as follows:
1) go back to a save from before you used this mod
2) leave this mod installed
3) empty the satchel in question, remove the mod and then replace the satchel as per the instructions above
4) Wait for my next update which will provide Dragonborn support and provide a much easier way to remove the mod safely.
Select Miscellaneous/Message in the object window. Right click to create a new message. Call it something unique.
Put the message you would like to be displayed when you click on your container in the section labeled "Message Text" e.g. "Do you want to place all of your ingredients into the chest?". Add two entries to the "Menu Buttons" section. Index 0 should be "Yes", index 1 should be "No".
Now edit your container - In the "Scripts" section click on the button labeled "Properties".
Click on the property "JM_AlchemyIngredients" and select the formlist you created earlier from the drop down list on the right.
Click on the property "JM_BAS_AskAboutIngredients" and select the message you created earlier.
For some reason, any container I add the script to always says "Ingredient Count = 0" and doesn't ask if I'd like to place all the ingredients. Satchel's still work fine though. I'll keep fiddling with it in the meantime though.
Version 8b is the one you are looking for. This will stop the script running anywhere other than the five player homes (Breezehome, Proudspire Manor, Honeyside, VlindrelHall and Hjerim)
I would like to make two suggestions:
First off, how about only suggesting to transfer all alchemy ingredients to, say, satchels in one's owned house?
Secondly, pretty pretty please make this mod compatible with "Alchemy Balance - More Ingredients from Kills & Containers" :) :) That mod adds a ton of balanced alchemy ingredients. As it is now, the standard items transfer to the satchels, but none of the ingredients added by the above mentioned mod.
If you talk to the writer of the "fixed wildlife" mod they may be able to add a modified version of the script to a new satchel and include it in their mod. They'll have to add the new ingredients to the formList that is used to identify ingredients (the JM_Alchemy property). My script can be obtained from the skyrim nexus if you (or they) want to experiment. http://skyrim.nexusmods.com/downloads/file.php?id=9937
1) Put my mod higher up the load order and replace any satchels in other homes with TreasAlchemySatchelCommon (AF6AC) - it still won't work in Seabreeze but at least your ingredients will be safe.
2) Put my mod further down in the load order but don't use the satchel in Seabreeze until the encounter zone in that mod has been set to "NoReset" (up till then you will have a working satchel but you will lose its contents after 10 days). The satchels in other houses will still be safe to use.
I'd suggest asking the author of Seabreeze to set the encounter zone of the interior cell "SeaBreezeManor" to "NoReset" (unless he has a good reason for not doing so) as this will allow both mods to work together...
If you like you can use a TreasAlchemySatchelUncommon (AF6AE) to replace the existing satchel.
You can use the instructions above to replace the satchels added using other mods.
As for the satchels in dungeons - I'm playing around with a version which adds a check to see if you are in a player owned location but I'm reluctant to release it as it dependent on adding a new property to the satchel which would cause problems for users of earlier versions. When I've got this working with old savegames I may release it.
Have you tried the instructions above for replacing the satchel with a new one?