From Oblivion Mod Wiki
|This page is in need of a rewrite: Needs wiki-markup instead of text/html layout|
|Authors:||Dejunai, mmmpld and XMarksTheSpot|
|Thread(s):||Official Forums Thread 3, Official Forums Thread 4, Official Forums Thread 5,|
|Last Updated:||29th September 2006|
|Download(s):||TES Nexus, Planet Elder Scrolls|
-- The Elder Scrolls IV
-- Harvest [Containers] v0.95.0
Release : 2006.09.29
Filename: DEJ Harvest - Containers [Combo].ESP
Author : The Harvest Team
-Member : -Dejunai ( DEJ )
-Member : mmmpld ( P1D )
-Member : XMarksTheSpot ( XMS ) ¬_¬
-Member : PhoenixAmon ( PA )
-Member : Vincent Wyrmwing ( Vin )
-Member : NumbNuts ( NN )
Contact : email@example.com
Contact : http://www.elderscrolls.com/forums/index.php?showuser=131142
Topic at: http://www.elderscrolls.com/forums/index.php?showtopic=567361
This MOD affects nearly every container in Vanillia Oblivion. When a container
is searched it will ( by script, model, and/or animation ) become "Harvested".
For most containers this means "Opened", and the intent is to visually
represent to the Player that the container is "already searched".
Harvest [Containers] has previously been comprised of 17 smaller MODs. This
release is a "Combo Only". We feel the time has come to maintain just the one
ESP. We as a team have made the best MOD we can make, and present it as a
Any MOD which alters on a Vanillia Oblivion Container.
This is NOT exclusive to the following noted MODs.
Most Conflicts can be avoided by loading Harvest [Containers] as High/Early as
possible... In such cases Harvest [Containers] will be over-ruled by the
MODs ( sometimes called "Loot" MODs ) that alter the containers contents will
APPEAR to conflict, this is a "False-Positive", unless they actually use
scripts on the containers. They can safely be smashed with Harvest [Containers]
using 3rd party utilities, such as "TES4 Plugin Utility" by ScripterRon...
Oscuro's Oblivion Overhaul v1.3 or later, includes scripts on Vanillia
Oblivion Containers. Loading Harvest [Containers] after OOO, will effectively
render those scripts useless. For the most part OOO's scripts add traps to
containers, and the ability to "Lock Bash". This will not affect OOO specifically
Loading OOO after Harvest [Containers], will effectively render the "Harvest"
effect useless on OOO scripted Vanilla Oblivion Containers.
Other "Lock Bash" MODs will conflict as well. Loading Harvest [Containers]
after any such MOD will render it useless. Loading Harvest [Containers] before
the conflicting MOD will eliminate the "Harvest" effect on the Vanillia
Oblivion Containers the MOD effects. This assumes that the MOD uses scripts on
the Vanillia container to manage "Lock Bash" variables.
There is one "Lock Bash" MOD that claims to be, and after minimal examination,
appears to be conflict free. The MOD: "LOCK BASH TOTAL COMPATIBILITY VERSION"
( download) by scruggs. I suppose,
loading OOO, then Harvest [Containers], then ~this~ MOD, would allow for as
complete OOO+Harvest[Containers] experience as is possible at this point.
( All Hail mr. scruggs )
"Real Size Rats" by ( Doh ) -Dejunai, uses scripts on containers to spawn rats.
"Cats vs. Rats" by Martigen, also uses scripts on containers to spawn rats.
Loading either Rat MOD after Harvest [Containers] will allow them to continue
spawning rats, but the containers in question will no longer use the "Harvest"
The conflict with P1DKeyChain has been resolved as of v0.92.61. All
TestContainers are no longer affected.
Vendor chests are affected by "Harvest"; normally these chests are in the VOID
but some MODs move them "indoors" as long as the contents are not changed, the
chests will behave as expected.
If you discover other significant conflicts, with popular, official, or just
plain fun MODs, please let us know using the contact information above.
Authors of MODs may contact me directly, and I will provide any help I can,
reducing the possibility of conflicts.
============>> As with ANY MOD, Save, Install, Test, Decide!! <<============
This is only the fifth public release, the last release had several ESPs.
This MOD has only one, which consists of all the possible containers.
Any previous Combo, or individual MODs will need to be disabled.
The code where necessary has been tuned to ensure a clean and proper update.
The recommended process, is to overwrite everything, and delete existing ESPs.
Installation: Simply extract the contents of the Archive to you Oblivion/Data
folder. If you have previously used Harvest [Containers] you will be prompted
to overwrite files, Choose [Yes to All]. Disable and Delete any previous ESPs.
The will normally appear as "DEJ_harvest<ContainerType>.ESP".
Enable the "DEJ Harvest -Containers [Combo].ESP". To avoid most conflicts, Load
the MOD as high in your "Load Order" as possible.
Uninstallation: Disable the "DEJ Harvest - Containers [Combo].ESP"
If you wish to uninstall Harvest [Containers] completely, you can delete the
"Harvest" directory from Data/Meshes and Data/Textures...
Harvest [Containers] v0.95.0 currently consists of a single ESP. Previous
versions consisted of  indivual container types. We as a team have accepted
the differences between the ESPS, and have jointly begun work on the MOD as a
All Methods where logically the container is Re-Closable, can reclose the
container, when the player is in ~Sneak~ Mode; there will be no container GUI.
In many cases, where we can, we have added havok. A potion on a lectern, will
indeed be knocked about if it is there when you "Harvest" the container.
- Ayleid Casks: [HiFi] The lid slides open, the interior glows, and  clouds
of ancient dust swirl around the cask. Can be re-closed in ~Sneak~ mode. When
closed, the larger cloud dissipates, the smaller cloud remains, the interior
glow is no longer visible. ( kinda looks like a frosty mug of cold beverage ).
The smaller Ayleid Casks will randomly open in two ways: rotate-and-drop, and
just rotate; this is purely for variety.
- Barrels ( Flat ): [NoFi] Due to a number of scenarios where flat-topped
barrels are used for either table space, and have items on their lids, or are
stacked... A significant method to render these as "Harvested" is yet to be
developed. Therefore, once searched white "Hand Print" decals are applied to
the Model's exterior. This is not the prefered solution, and development
continues. Re-Closing them with ~Sneak~ Mode removes the "Hand Print".
- Barrels ( Rope ): [HiFi] Rope handle barrels lids, do not suffer the same
fate as flat-topped barrels. Their lids will lift off and hook onto the sides
of the barrels. Can be re-closed in ~Sneak~ mode.
- Chests ( Flat ): [LoFi] Flat-topped chests suffer from the same table space
scenario as flat-topped barrels, and tho rarely are even stacked. Our current
approach is a more advanced technique similar to the "Hand Prints" used on
flat-topped barrels. The lid will open a very small amount and fabrics from
within the chest will overhang the sides; stopping the lid from closing, and
subsequently leaving the hasp ajar. This very quickly becomes very repetitive.
This is not the prefered nor final solution, work continues. Can be re-closed
in ~Sneak~ mode.
- Chests ( Round ): [LoFi] Rounded chests, those that are not flat-topped, open
a significant amount and catch on the hasp, before closing all the way. While
not a perfect solution, it is one we like. Development continues on a "HiFi"
solution. Can be re-closed in ~Sneak~ mode.
- Clams: What to say about everyone's favorite container? Well, they aren't
oysters, but they provide pearls, and make swimming a bit more fun in the
Vanillia waters of Cryodiil. Once relegated to a simple Proof of Concept add-on
for Harvest [Flora] they have spawned a mother of a MOD. When "opened" if they
contain a pearl, the pearl is deposited into the player's inventory. The usual
container GUI is skipped entirely, and because Bethesda decided that clams will
never respawn, their art is removed from the gameworld. ( why be distracted by
already searched clams? ). ~Sneak~ mode has no affect on clams, and tho they
can be locked ( !?! ), all locks are ignored.
- Class ( Lower ): [HiFi] LowerClass furniture consists of a Cupboard, and a
set of Drawers. !Er, and a pot ( !?! )! Doors swing open, drawers animate open.
Pots, have a random chance of having the lid remove in any of the four cardinal
- Class ( Middle ): [HiFi] Consists of  Drawer types, a Desk, a Cupboard,
a Shelf with Drawers, a Jewelry Box, and a Lectern. Lids lift, drawers pull
out, doors open. Each can be re-closed in ~Sneak~ mode. All of which are now
animated. Also, Desks open from the side activated.
- Class ( Upper ): [HiFi] Consists of  Drawers,  Desks, and  Cupboards
As usual, drawers pull out, doors open. Each can be re-closed in ~Sneak~ mode.
And they currently animate into their Harvest states.
- Coffins: [HiFi] Coffin lids slide away from the player, depending on which
side the player is on when he/she searches the coffin ( left/right ). The
coffins often use different sound FX depending on the scenario, the scripts
account for this. The coffins have "decorated" interiors ( corspe, cobwebs,
dirt, etc. ) unless they are the "Boss" Vampire's Coffin. He prefers red silk.
- Corpses: [LoFi] These are =NOT= dead people, er... these corpses were always
just containers. You know them, you love them, they are the bodies either hung
from nooses, nailed to walls, or stuck on pikes. Our approach to corpses is a
bit different than other Harvest approaches, we actually changed the Vanillia
~container~ and when "opened" it becomes the Vanillia Container. Um... Normally
the corpses are green-zombie-ish bodies. What we did was make them a pink
fleshy color, and then once harvested they turn to the green color we all know
and love. They still catch on fire occasionally, and swing on their ropes. We
aren't convinced this is the perfect solution yet; time will tell. They cannot
be re-closed, but if you ever find a locked one, locks will work as expected.
The animation for corpse-containers occurs post container GUI, it makes sense
to me and the team, that the change occurs after the corpse has been invasivly
- Counters: [HiFi] Who knew counters were countainers? I didn't! Now, I do. And
now they open, the glass panels hinge open from their base. We cheated the
Vanillia Model by adding a tiny frame around the glass and a handle. Seriously
tho, you wouldn't have noticed if I hadn't told you. They will re-close using
~Sneak~ mode. NOTE: Some glass counters aren't containers by Bethesda Design.
- Crates: [NoFi] Soooo Many Many Crates... They must all be imported, I have
never once seen a crate smith/factory. But I digress... Crates suffer the same
table space hardship as flat-topped chests and barrels, and *sigh* are stacked
atop each other everywhere I go. Thus "Hand Print" decals are the choice for
now. As before with flat-topped barrels, this is not a prefered solution. We
have in active development a theory, that, if sucessful, will knock yer socks
off. But we cannot delay v0.92.6 for a solution that may never come.
- Flesh Pods: [HiFi] A close second to clams, and I know it... Everyone wants
Flesh Pods. Well the VASTLY improved Flesh Pods will rip open along their seams
and become transpearent and the interior of the pod will glow slightly. Thus
exposing the poor human who was caught in the pod, long dead; At least now, it
makes sense why there are items to be found in the pods. If some how locked,
locks work normally, tho they can never be re-closed. Technically, Flesh Pods
was a profound learning experience for The Harvest Team, we all spent a great
deal of effort trying to get around engine transpearency glitchs. I wont bore
you with details, but I will mention that we still have one remaining glitch.
Once you open a pod, it becomes transpearent. If you wander away from it far
enuf that your 'VideoSettings'->'ObjectDistance' "undraws" it... When you pass
by it again, the transpearency will no longer be in effect. The rips, the glow,
the body in the pod, will all be visible, just the transpearency is lost. Seems
there is no way to defeat this... This wont affect most interior cells if you
have a decent 'ObjectDistance', but outdoors... you might just notice. Tho,
most trips to the Oblivion worldspace is a oneway trip, so it's unlikly you'll
encounter the glitch, by re-passing a harvested pod, very often.
--- Claw Stands: [HiFi] ( aka Punishers ) are part of Flesh Pods for the
obvious and natural reasons, but they do work a bit differently. The pulsing
heart shaped pod will, after the container GUI, seize and shrink and darken.
Thus dying... this should be fully animated ( after the GUI ), tho it might be
a bit more abrupt on certain ATi cards. It wont break the scripts, but
we'd very much like to collect data on setups, that dont see the transition.
Please contact us with your specs, at the addresses posted above.
- Ore Veins: [LoFi] Hiding equipment inside solid rock never made much sense to
me. So I decided that Ore Veins, like Clams, when searched just add the nuggets
to your inventory. There is no container GUI. Locks ( !?! ) are ignored, and
re-closing is ridiculous... Doesn't happen. Once searched the 'Rock' becomes
just a rock... No Hover Icon, No MouseOver Text.
- RoastRat: What can I say, I dont like the container GUI... Vanillia Roast Rat
always has 3 Rat Meats, they are added directly to the player's inventory. The
rat on the spit disappears. The container ( !?! ) ingores locks, re-close isn't
an option. The empty spit, is no longer a container.
- Sacks: The Oddball of the Family... Doesn't get removed, doesn't use new
Models, it just simply flopps over. Improvements over previous versions,
include the sack sinking into the surface it sits on by scale: small bags don't
sink as far as big bags... Sacks always flop towards the player ( to minimize
clipping issues )... and can be reset to their proper position while in ~Sneak~
mode. New to this version: Reseting the sack does not trigger the contianer
GUI, but does play a sound effect. =UPDATED= By popular demand, most sacks will
no longer clip into the floors, shelves, tables, etc. ( THX NumbNuts )
The scripts involved are very simple.
The Animated "NoFi", "LoFi", and "HiFi" methods all use the "HiFi" scripts,
which are, by far, more detailed than the previous "STATIC Swap" scripts, but
on the same facet are tremendously more portable and reuseable. By using a
single Model that animates "open" and "closed" the scripts merely decide when
to play the necessary animation, and in certain circumstances "which"
animation. They have no concern for Flags or Ownership, and as such are far
v0.80 Initial Public Release
v0.81 Updated ESPs to have proper Editor Comments and Author Tags. ( DoH )
== Minor ReadMe corrections ( typos, etc. )
v0.85 Updated Sacks to flip according to scale.
== Updated Harvested Ore Vein NIFs to avoid possible CTD on older GPUs
== Added Alyied Casks
== Added Upper Class Containers
v0.90 Updated Sacks to specificaly return to developer starting coridinates
== Animated Mist available for Ayleid Casks
== Upper Class Swap Improved
== Middle Class Containers added
== Preliminary Flesh Pods using basic "Harvest" Nifs
== Roast Rat, moves meat to player, alters and disable model
== Coffins, the poor wooden coffin is now harvestable
v0.92 Added Lower Class Cupboards, Drawers and Pots
== Added Barrels Flat/Rope Top
== Added Chests Flat/Round Top
== Added Corpse specific containers ( hung/nailed )
== Added Crates
== Added Counters
== Updated Coffins, with all possible coffins, to full animation
== Updated Ayleid, to full animation
== Updated Sacks to flop better, and not GUI on ~sneak~ reset
== Updated RoastRat, just script polish
== Updated Sacks, more script polish
== Updated Clams, Header/Author/Description Updated
== Updated OreVeins, Animated tranistion to "used" rock
== Updated Flesh Pods, Vastly improved textures and models
== Class Furniture, titles updated for in-directory sorting
v0.92.61 Resolves Conflict with P1DKeyChain,
== TestContainers are no longer affected
v0.93.62 Updated a few NIFs,
== Avoids "Screen Blackout" on nVidia GPUs while using HDR Lighting
v0.95 All Furniture Updated to HiFi Method
== Numerous NIFs tweaked for better gameplay
== Most NIFs updated to proper Havok elements
== Flop-Scripts for Sacks updated ( even less clipping )
The 'A Torn Feed Bag' model can appear awkward, when transitioned, but it
is barely noticable unless you are seriously looking for anomalilies.
Any number of "Harvest" Models can have clipping issues, depending on their
surroundings, please feel free to let us know when this is a problem... And
please assume that if it presents a significant issue with your baseline
enjoyment, uninstallation is a viable option. If you need help, just ask.
Several 3D Modeling apps have been used to develop this release: MilkShape,
Blender and 3DMax.
Only one tool was used for animation, NifSkope v0.9.3 and earlier versions.
-- Containers with "HiFi" animations will, if the need arises, have alternate
"Lofi" versions generated.
-- Containers with "LoFi" animations will be developed into "HiFi" animations
as possible depending on the circumstance.
-- Containers with "NoFi" animations will be developed further, in search of
better ideas, concepts, and genesis.
-- There are a few "Unique" containers that this MOD doesn't address, given
proper time and resources, we'd be very happy to create "Harvest" versions for
them as well.
-- Given time, we hope to include random interiors in the majority of meshes.
( see JewelBox, and UP ExecDesk ) No promises... But we all think it would be
a nice feature to have.
- The Nif Tools Team, for their dedication to finding solutions, and NifSkope.
- Our BETA Team,
== Specifically: Vincent Wyrmwing, Pitulon and NumbNuts
Anyone for any reason can use the DEJ* portions of these ESPs indevelopment of
any MOD. If you choose to alter the MOD, and need help, feel free to ask. If
you dont change the MOD but include it in your MOD, Please specify
"The Harvest Team" as the original authors. In any other case appropriate
'Thanks' would be appreciated.
"The Harvest Team" reserves the right to restrict use of Models and Textures.
Please contact us if you wish to Use models included with this MOD.
If you feel this work has harmed you or your property in someway, We are sorry.
It is clearly not intented to cause harm; We will not be held liable.
Use at your own risk.
Use of this MOD is considered an agreement with the terms of this Disclaimer.</p>