Have I mentioned lately how much I truly, truly hate working on mods for public sharing?
Putting together the sorting scripts this morning, and I forgot one crucial detail. That being in the companion reloading sorting script -- my personal plugin has three companion slots in its management system; NCCS has ten. The extra seven blocks of code put the script over the character limit.
So, I had to create another quest and script.
On the up side, most of the new stuff is already in. Five containers, four sorting scripts, three turtle doves... No, wait scratch that last one -- I was reading off the wrong paper...
Got the camp fire in, too; though I still haven't managed to get a working bedroll. Then again, with the Home on the Range perk added by Honest Hearts, it's less of an issue.
Still have to write in the actual dialogue to interface between the scripts and you; but the scripting itself was the heavy lifting bit anyway -- all fifteen hundred plus lines of it...
The two new containers I added are for armor and weapons, and will not have sorters attached to them -- since that opens up nightmarish scripting requirements to not take the weapons, armor, and ammo you're using and all. The other three: general, reloading, and survival will operate identically to the ones I created for my own use that I've been rambling about the last few weeks. Containers will be accessible from any companion in the party, and will be identical regardless of which companion you speak to. There are no plans at the moment for a physically accessible form of the containers.
I may take another shot at adding NVSE, to get the case-spawning code to work with mod-added weapons (note to self: remove the NosCo SBH 44 from the code or it won't parse in NCCS), but I didn't have very good luck with that last time, so it may be a "vanilla weapons only" bit.