Edit 2012/5/9: New version: Now weapons and armor take up space like with the grid inventory of Deusix, pp.
With the release of SKSE papyrus support (many thanks to the SKSE-team!) I have been expanding the scope of the mod, implementing requests from Faize173, BethesdasBigFan and sukeban. The mod is compiled with skse_1_05_05. As this SKSE version is considered beta, so is this mod. This being said, I'm not aware of any problems (SKSE related, I mean
The mod:
Skyrim's system of handling carry capacity allows for unrealistic exploits that may not only annoy the immersionist but can reduce game difficulty to boring levels.
With this mod you can limit the number of items from several classes the player can carry without dropping them. It does nothing you couldn't do on your own (by exercising some discipline) but, at least for me, in gaming it's easier to be forced to do the right thing
Items exceeding a maximum count are dropped, chosen randomly, until the limit is reached again.
The maximum number of items per class is handled using global variables. You can adjust these numbers to your needs using console commands. As soon as SKSE permits, I'll add a configuration file.
You can easily taylor the mod to your needs. To deactivate parts use
- set EK_GlobMaxNumXXXX to -1 : any item with a maximum number
- set EK_GlobSpcAvailable to -1 : all items with space requirements
- set EK_GlobSpcReqXXXX to 0.0 : any item with space requirements
The mod handles the following item classes (default configuration values are shown in set statements):
Arrows (no SKSE needed):
- set EK_GlobMaxNumArrows to 40
- Carrying 100's of arrows simply is unrealistic. Having a de-facto unlimited supply of ammunition makes playing an archer appallingly easy. Limiting the number of arrows available makes for a more suspenseful gameplay.
- set EK_GlobMaxNumLockpicks to 25
- Everyone whines about the lockpicking minigame, how abundant lockpicks are, how they have 100s of lockpicks in their inventory and the whole perk-tree is useless. So, just don't carry many of them.
- set EK_GlobMaxNumPotions to 20
- Potion spamming makes the game easy and I know no way of safely carrying 4 scores of frail glassware, simultanously having instantanous access to them.
- set GlobMaxNumRingsEquipped to 2
- Following a suggestion of Lodakai you can specify the max amount of rings worn (KYWD ClothingRing). This is for those who use an unlimited rings mod but in fact only want to limit the number of rings to a finite number.
These item types are handled in effect similar to the grid based inventory management system used e.g. in Diablo or Deusix:
You have a maximum of available space (grid squares)
- set EK_GlobSpcAvailable to 50.0
- set EK_GlobSpcReqLightBoot to 2.0
- set EK_GlobSpcReqLightGauntlet to 2.0
- set EK_GlobSpcReqLightCuirass to 4.0
- set EK_GlobSpcReqLightHelmet to 2.0
- set EK_GlobSpcReqHeavyBoot to 3.0
- set EK_GlobSpcReqHeavyGauntlet to 3.0
- set EK_GlobSpcReqHeavyCuirass to 6.0
- set EK_GlobSpcReqHeavyHelmet to 3.0
- set EK_GlobSpcReqShield to 5.0 (no distinction, the volume is the same)
- set EK_GlobSpcReq1H to 3.0
- set EK_GlobSpcReq2H to 5.0
- set EK_GlobSpcReqBow to 8.0
- set EK_GlobSpcReqStaff to 4.0
- set EK_GlobSpcReqDagger to 1.0
Equipped armor and weapons
- are not dropped
- don't require inventory space
Packrats may not like using this system. You can de-activate this part of the mod by setting EK_GlobSpcAvailable to a negative value
For the packrat immersionist, there is another solution:
The mod does not drop any of the items below as long as your hands are emtpy (no weapon or spell equipped). This way you can haul your loot (or your alchemist's merchandise) to town - picture pulling a handcar. As soon as you draw a weapon, the handcar will turn over and spill your items to the ground.



that does rather remove the necessity!