The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Jonte's Better Alchemy Satchel
138 Comments
Kad 7 Jul, 2017 @ 4:31pm 
awesome ! thank you.
Cherudex 7 Nov, 2016 @ 2:32pm 
would be awesome to have this mod also for the Special Edition
Jonte Monkey  [author] 20 May, 2015 @ 10:38am 
Thanks. I'm glad you like it.
[SƋ] Ledex_Dragon 20 May, 2015 @ 10:16am 
The best mod ever made for Skyrim.
☯UrKungFuNoGood☯ 17 May, 2014 @ 9:41am 
Essential
DragonMaster 7 Apr, 2014 @ 9:02am 
Thanks for the info. Was hoping I didn't have to empty them as I've got ingridents in about 6 different areas and didn't want to have to clean them all out.<LOL>
Jonte Monkey  [author] 7 Apr, 2014 @ 7:03am 
No - the only update is to the script which shouldn't affect the contents of any satchel. You will have to exit the current location to get the updated ingredient lists to kick in as they are re-populated during the onload() event for the satchel.
DragonMaster 6 Apr, 2014 @ 8:17pm 
Now when I update do I have to make sure all my satchels in the game are empty?
Jonte Monkey  [author] 6 Apr, 2014 @ 6:36am 
version 14 has now been released both here and on the Nexus
http://www.nexusmods.com/skyrim/mods/9937/
DragonMaster 24 Mar, 2014 @ 9:42pm 
Not a problem at all my friend. Enjoy
Jonte Monkey  [author] 24 Mar, 2014 @ 7:26pm 
No problem. I'm on holiday at the moment though so you'll have to wait until next week😊
DragonMaster 23 Mar, 2014 @ 7:27am 
Jonte any chance of your posting this one on the Nexus as well and posting a link here to it. As you know I love your mods and use them regularly. Thanks
Jonte Monkey  [author] 7 Nov, 2013 @ 9:38am 
Thanks. I'm glad you like it.
jconsort 23 Oct, 2013 @ 6:44pm 
Clean and simple, there are more bells and whistles on other mods, but this does exactly (and only) what I want, a quick filling of alchemy satchels in my game house, Thanks, subscribed, and thumbs up!
Jonte Monkey  [author] 24 Feb, 2013 @ 1:36pm 
Yeah. Unfortunately, Skyrim doesn't respond well when mods that use scripting are removed part way through a game.
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.
Epistolary Librarian Black 24 Feb, 2013 @ 3:20am 
Jonte monkey can you help me I downloaded this mod but I found your better containers mod and like that one better but when i uninstall this mod and use the other one it won't let me access any of the satchels in game. I think it broke something cause now I need this mod in order to open a satchel.
VisciousFishes 15 Feb, 2013 @ 5:41pm 
Thank you. hoped you'd made one for the alchemy gear. :D
A Ninja 8 Oct, 2012 @ 9:31pm 
I was able to get it working with your suggestion on generic containers, though the mod has some custom containers that are linked by reference that the script didn't seem to want to work on. Thanks a lot for the help though.
Jonte Monkey  [author] 7 Oct, 2012 @ 11:37am 
Start the creation Kit with Tesseract as the active file. Create a new formlist (right click when miscellaneous/formlist is selected in the object window) and drag all of the entries listed under Items/ingredient from the object window onto the list. Call it something unique.
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.
A Ninja 6 Oct, 2012 @ 8:55pm 
Thanks, didn't know the workshop didn't download all the loose files.

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.
Jonte Monkey  [author] 6 Oct, 2012 @ 6:46pm 
If you download the mod from the Skyrim Nexus [skyrim.nexusmods.com] you will find it includes a copy of the script source code. This will allow you to add the script to any container you like. If you need any help with this, post back here and I'll try to assist.
A Ninja 6 Oct, 2012 @ 5:32pm 
The Tesseract player home didn't have an alchemy satchel so I used your instructions to add one. However there's an alchemy table that links to a specialized chest that I'd prefer to use. I've opened the Creation Kit to try and add your script to the container but it doesn't show up in the list of scripts. Tesseract is set as active file, your mod is loaded alongside it. Any suggestions on what I can do to add your script to different containers in other mods?
CoronaKing 13 Sep, 2012 @ 1:45pm 
Okay, sounds great!
Jonte Monkey  [author] 13 Sep, 2012 @ 1:36am 
Yes. 8b is the only version restricted to the five player homes. I'll be releasing a version 9b for people who want to restrict it in this way.
CoronaKing 12 Sep, 2012 @ 8:52pm 
Is 8b the only ver that is restricted to the 5 locations, or will ver 9 be the same? I have custom homes, and don't want the sachels I've placed there to stop working!
Fuchsia 1 Jul, 2012 @ 5:08am 
Cheers! :)
Jonte Monkey  [author] 30 Jun, 2012 @ 1:59pm 
@saeasco - there is a custom version of the mod for you at http://skyrim.nexusmods.com/mods/9937
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)
Jonte Monkey  [author] 30 Jun, 2012 @ 11:07am 
@saeasco - I'll make you a version for just the five default player homes. I'll post it on the Skyrim Nexus as I don't want it to stop working for people who use it in custom homes. I'll post back here when I'm done.
Fuchsia 30 Jun, 2012 @ 3:34am 
I see! :) Personally I would prefer it to be used in the homes, but that's up to you.
Jonte Monkey  [author] 25 Jun, 2012 @ 3:32pm 
saeasco - I only just noticed that you asked if it could be made to only work in player homes - I could make it only work in the five default player homes but then it couldn't be used in custom player homes. The reason for this is that there is currently no reliable way of telling if a location is owned by a player so I'd have to limit it to locations that exist in the base game. I know there is a console command that lets you know but this isn't currently available from within papyrus (the scripting language for Skyrim). Until this is fixed, I decided to go with the option that lets it be used in all locations.
Jonte Monkey  [author] 8 Jun, 2012 @ 2:55pm 
@Alaric - Thanks. I'm glad you like it.
Alaric of Benryn 8 Jun, 2012 @ 1:22pm 
Someone may have posted this already, but I just subscirbed, follwed the console instructions and replaced the alchemy satchel in the Asteria airship house mod. It works! Good work, Jonte!
Fuchsia 5 Jun, 2012 @ 12:50pm 
Yes, that did indeed work Tantrumus! :) Thank you!
Tantrumus 20 Mar, 2012 @ 5:25am 
I'm the author of the mod Seaasco is refering to. I haven't tested this yet to see if I can duplicate the problem (I'm at work now) that seaasco brought up... All my mod does is dynamically add some more Alchemy drops on mobs/containers. Saeasco, it is possible some of the above steps apply where you may need to re-create the satchel using the console commands. But of course like I said on my page... try putting this mod after mine in the load order and see if that clears it up.
Fuchsia 19 Mar, 2012 @ 3:26pm 
Hello! Thank you for this mod, it makes things a lot easier.
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.
Jonte Monkey  [author] 14 Mar, 2012 @ 5:13pm 
They won't be jammed in your inventory, but you'll have to add the new ingredients to the satchel by hand I'm afraid (just like before this script existed). I might look into writing a version for use with the "fixed wildlife" but I don't know if it will be possible due to the way formids are generated.
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
Nicklaus Gunnflahg 14 Mar, 2012 @ 11:46am 
I've been using "fixed wildlife" for a while now and it introduces a BUNCH of new ingredients; will they all be jammed in my inventory or will they go into the snatchel like the rest?
Jonte Monkey  [author] 2 Mar, 2012 @ 1:57am 
@King Mango - as far as I can tell resets only happen if you don't visit a location for ten days (or at least that's what the Creation Kit Wiki implies). If you use the Seabreeze house regularly I don't think it'll be a problem.
☯UrKungFuNoGood☯ 1 Mar, 2012 @ 3:09pm 
I never had a problem with it and I"m sure ten days had passed w/o losing items. But I'll take your advice. Better safe than sorry. After some more research I was actually able to figure out all by my lonesome to move your mod farther down the list and I was able to place all. Actually, I use that feature so much I'm willing to risk it. I'll be your guinea pig. I'll let you know what happens in ten game days. Thanks for your attention. :cheers:
Jonte Monkey  [author] 1 Mar, 2012 @ 6:36am 
@King Mango (continued...) For now you have two options:
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.
Jonte Monkey  [author] 1 Mar, 2012 @ 6:26am 
@King Mango - I've had a closer look are the Seabreeze Mod and you should exercise caution when combining the two mods - the change to the satchel made by Seabreeze was to remove the "Respawns" flag. This is because the encounter zone that Seabreeze is in allows resets (areas usually reset every 10 days that pass in the game) and removing the "Respawns" flag will stop the contents of the satchel being refreshed.

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...
Jonte Monkey  [author] 1 Mar, 2012 @ 4:39am 
@King Mango - I'm not giving up on it - I'm just don't have any plans to update it (I may if any bugs are discovered). The Seabreeze problem is due to the fact that the Seabreeze mod makes changes to the TreasAlchemySatchelRare base object. Depending on load order, either his mod will overwrite my change or mine will overwrite his.
If you like you can use a TreasAlchemySatchelUncommon (AF6AE) to replace the existing satchel.
Jonte Monkey  [author] 1 Mar, 2012 @ 4:05am 
@devest - Do you get any message when you activate the satchel? If not, then the problems is almost certainly a conflict with another mod. e.g. Seabreeze overwrites the TreasAlchemySatchelRare base object and so conflicts with this mod. You can try using one of the other two types of satchel I changed (see new description above) and see how you get on.
☯UrKungFuNoGood☯ 29 Feb, 2012 @ 8:14pm 
damn. doesn't work. was a nice mod. too bad you're giving up on it...
☯UrKungFuNoGood☯ 29 Feb, 2012 @ 8:07pm 
nm saw instructions to replace. gonna try it.
☯UrKungFuNoGood☯ 29 Feb, 2012 @ 8:04pm 
It doesn't work at Seabreeze estate, but it works on retail world satchels. It used to work at Seabreeze until this latest Skyrim patch.
Rivo 28 Feb, 2012 @ 9:02pm 
Just tried your mod and it doesn't work. I even did the console trick but still nothing.
Jonte Monkey  [author] 27 Feb, 2012 @ 3:12am 
@Atlas - I'd love to add the feature as a button on the container dialog but the CK doesn't give that level of control (or if it does it is not obvious).

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.
Jonte Monkey  [author] 27 Feb, 2012 @ 3:02am 
@Zombait - I assume that you have been using previous versions of the mod.
Have you tried the instructions above for replacing the satchel with a new one?
Zombait 26 Feb, 2012 @ 4:32pm 
This is a nice mod when it works, but as with the general container mod from the same author, it doesn't currently work for me in Breezehome.