Of sorts.... Actual alarm triggers wouldn't work for unknown reasons. So stolen items use regular activation (throws the steal alarm), which is why stolen stacks (more than one item) bug and are lost.
Great mod, seems a must-have, thanks a bunch. Interesting finding Sag22 around here, your emergency weapons and armor mod was the first thing I thought when I saw QuickConsume, any chance of having a similar mod for fallout? Thanks you both for your contributions.
These are great additions, anything actually that offers another option instead of having to pause the game, go into inventory and using/equipping what you literally just had in front of you is a great addition. I wonder if the Skyrim remaster will make it easy for some authors to port their mods to and from Fallout 4 to Skyrim, the SkySouls unpaused game menus is lovely and about every time I'm in the middle of the action that mod knocks at the door. Would be simply super for Fallout 4.
There are currently a few things that don't give the quick consume option that should, example rad-away. I'll fix that and a few other items soon. - Done
Its the secondary activation key, which is bound to your reload/ready key. Remappable in game options, but changes your reload keys (as well as the canabalise, and transfer loot keys)
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All the wasted time... my life can begin! Works perfectly.
I will test it, THANK YOU very much!
Actual alarm triggers wouldn't work for unknown reasons. So stolen items use regular activation (throws the steal alarm), which is why stolen stacks (more than one item) bug and are lost.
http://www.nexusmods.com/fallout4/mods/17945/?
But I didn't find that mod properly triggered stealing events, could eat stolen items without nearby npcs reacting.