Version 1.3 + Reverted synchronization method back to the older method. 1.2 was faster, but due to the way the game works it just gave some odd behaviour at times that wasn't readily apparent.
Note: You will need to re-create your loadouts with this version. The way they are stored was changed back to the older method.
Sorry for the inconvenience. It was worth a try.
NOTE: I will no longer be maintaining different versions for Base Game Only and/or Combinations of DLC's.
This and WSR are so incredibly useful. I used to use weightless aid and ammo mods because I just couldn't be bothered with inventory management, but this is so much better. Thank you! I second the idea of programming your loadout via containers (remove all, take all, set to, ignore, and a save-current-loadout-chem) to a) allow for modded content, so we don't have to bother with the creation kit or fo4edit and b) so we can customize our loadout even further. I also don't see the need for separate aid, ammo and throwables boxes. This could instead be integrated into WSR so we can manage our inventory with a single button press. Another nice to have idea would be to automatically dump all weapons and armor, except for the loadout you put in the set-to box (or even better, except for whatever you have equipped or favourited).
Thanks for updating. Is there a list in the esp, from which the sorters take their ammo info? I'm asking, 'cause if its a simple list, it should be easy for me to add mod-based ammo.
P.S.: And can you please upload a full version (all three boxes in one esp).... 'Cause I am near esp limit, and the drug sorter is useful, too.
How convenient. I started off with your transition save mod to deal with a specific problem I was having, and now I'm using all of them save the fog one (I rather like the fog vibe).
I made a patch to make this play nice with Locksmith, if you're interested.
Are you planning on updating your mods for Nuka-World?
I already made my own custom version of Locksmith. Since i really only wanted the locks on a few containers that contained weapons (to keep settlers from stealing them), I just made it so that you have to manually add a keyword to an object through the console to give it the lock options. That way all other containers (and doors) are completely untouched by locksmith.
As for nuka-world, probably pretty soon. I haven't touched Fallout 4 in over a year, but I just started a new Fallout 4 game a few days ago to play the "final version" now that all the DLC is done.
I'm probably gonna make a first aid kit version of this mod for chems and healing stuffs. It gets annoying putting them all away.
I already made a smart chem box for my own use. Currently playing through nuka world right now. Will post updates to all my container/workshop mods after im done. I dont want any spoilers so im hestitant to look through the creation kit just yet.
Hmm. Would it be feasible to, instead of having a set of variables describing a loadout, to instead have a 'loadout container', into which you put your preferred amount of stuff, and the script would use that container as a template. It would allow support for mod/DLC-added ammo, as well as stim-packs, water, bottlecaps, etc.
To allow excluding a particular kind of item, have the script maintain one less item in your inventory than in the template container.
Or alternatively, have three containers, one into which items to be removed completely are placed, one for a specific number of items, and a third for items where you want to take everything with you (bottlecaps and pre-war money for example, or just playing without survival mode).
If there's more than one of a particular kind of item in the first or third container, all but one should be dumped back into player inventory when the container is closed. I'd also prefer it if on close of any of the three containers, any matching items in the other two are also returned to the player; last instruction wins, and it doesn't make sense to have none, some and all of something.
I've been able to update it myself and it's fairly easy: Open the geck, click on load master/plugin files on top left corner and select Fallout4.esm, DLCCoast.esm and SmartAmmoBox.esp. Set SmartAmmoBox.esp as the active file. In the filter list type "SAB_" (without quote) and click *All in the list. Right click on one of the entry labelled var and duplicate it. Rename it SAB_4570, SAB_Harpoon, SAB_Whatever. Double click on SAB_AmmunitionLoadout, drag and drop the var you just created, close the window. Double click on SAB_AmmunitionList and then into the filter section you'll have to search the ammo you want to add (the dlc ammo all start with DLC03_). Drag and drop that form into SAB_AmmunitionList window. Close, save and you're good to go.
Note: Due to the way the script works, the order of the items in the two lists should match.
.ie If 5mm ammo is #10 in the ammunition list, then the global tracking it's loadout count should be #10 in the loadout list.
Technically it doesn't really matter, becaues the script doesn't care what the names of the globals are. But if you ever wanted to use the console on one of them, it would help if the name matched the value it was tracking.
While I understand that the script is relatively simple, it would be great for a bit more customization. For instance, I use a mod that makes ammo weightless again in SM, but the explosives box still takes my missiles and mini-nukes. It would be great if there was a submenu where you could toggle off smart storing of specific ammo/explosives so it would take my grenades (which aren't weightless), but leave my missiles.
One of the biggest problems with all Bethesda games is inventory management. The grotesque amount of loot, clunky UI (designed for consoles in recent games), and weight limit all combine to make a seriously tedious nightmare. This is the main reason I hated Bethesda for waiting so long to release the CK for FO4 - twice as long as NV and Skyrim. We NEED these tools to make mods to fix their sandbox (let's not pretend people buy Bethesda stuff for the game alone).
I am looking forward to the flurry of automatic inventory sorters over the next month because I spend more time with that pipboy in my face than I do killing stuff.
Thank you for your work. Hopefully we'll see more from you in the future now that you have the basic framework hashed out.
Sweet baby jayzus with a plasma minigun! This mod is FANTASTIC! I was trying to do something similar, but you sir, are a saint! Endorsed and Voted, you deserv it!
Please, do another one for consumables! Even better if you could make it a modified Mr. Handy to do it, a robot butler
"yes, 30 stimpaks, 10 bottles of water, and 20 roasted cockroaches, if you please, take away, on the double, and thank you Mr. Feedsworth"
EDIT: Oh man, I couldn't wait, so I took the liberty of modifying your scripts with some basic consumables (water, most medicines and squirrel stew for that extra exp xD)
Here is the modified esp and script. Please incorporate it and expand on it
34 comments
+ Reverted synchronization method back to the older method. 1.2 was faster, but due to the way the game works it just gave some odd behaviour at times that wasn't readily apparent.
Note: You will need to re-create your loadouts with this version. The way they are stored was changed back to the older method.
Sorry for the inconvenience. It was worth a try.
NOTE: I will no longer be maintaining different versions for Base Game Only and/or Combinations of DLC's.
I second the idea of programming your loadout via containers (remove all, take all, set to, ignore, and a save-current-loadout-chem) to a) allow for modded content, so we don't have to bother with the creation kit or fo4edit and b) so we can customize our loadout even further. I also don't see the need for separate aid, ammo and throwables boxes. This could instead be integrated into WSR so we can manage our inventory with a single button press. Another nice to have idea would be to automatically dump all weapons and armor, except for the loadout you put in the set-to box (or even better, except for whatever you have equipped or favourited).
Is there a list in the esp, from which the sorters take their ammo info? I'm asking, 'cause if its a simple list, it should be easy for me to add mod-based ammo.
P.S.: And can you please upload a full version (all three boxes in one esp).... 'Cause I am near esp limit, and the drug sorter is useful, too.
One contains the references to the ammo, another contains references to global variables that track the loadout counts.
You would need to put the appropriate info into both lists.
Sorry. This is the final version i promise.
I made a patch to make this play nice with Locksmith, if you're interested.
Are you planning on updating your mods for Nuka-World?
As for nuka-world, probably pretty soon. I haven't touched Fallout 4 in over a year, but I just started a new Fallout 4 game a few days ago to play the "final version" now that all the DLC is done.
I'm probably gonna make a first aid kit version of this mod for chems and healing stuffs. It gets annoying putting them all away.
Would also love to see updates to this (and workshop supply remover if you're so moved). Chems & Healing supply would push you to godliness.
Cheers--and thanks again.
To allow excluding a particular kind of item, have the script maintain one less item in your inventory than in the template container.
Or alternatively, have three containers, one into which items to be removed completely are placed, one for a specific number of items, and a third for items where you want to take everything with you (bottlecaps and pre-war money for example, or just playing without survival mode).
If there's more than one of a particular kind of item in the first or third container, all but one should be dumped back into player inventory when the container is closed. I'd also prefer it if on close of any of the three containers, any matching items in the other two are also returned to the player; last instruction wins, and it doesn't make sense to have none, some and all of something.
Wil there be a far harbor version, too?
I already own it, just haven't had the time to check it out yet.
A request: Will you make a compatibility patch for Modern Firearms?
I have no desire to start making compatibility patches for 3rd party mods. You're more than welcome to do it yourself.
Open the geck, click on load master/plugin files on top left corner and select Fallout4.esm, DLCCoast.esm and SmartAmmoBox.esp. Set SmartAmmoBox.esp as the active file.
In the filter list type "SAB_" (without quote) and click *All in the list.
Right click on one of the entry labelled var and duplicate it. Rename it SAB_4570, SAB_Harpoon, SAB_Whatever.
Double click on SAB_AmmunitionLoadout, drag and drop the var you just created, close the window.
Double click on SAB_AmmunitionList and then into the filter section you'll have to search the ammo you want to add (the dlc ammo all start with DLC03_). Drag and drop that form into SAB_AmmunitionList window.
Close, save and you're good to go.
Edit : My bad I wanted to answer Nermal_66.
Due to the way the script works, the order of the items in the two lists should match.
.ie If 5mm ammo is #10 in the ammunition list, then the global tracking it's loadout count should be #10 in the loadout list.
Technically it doesn't really matter, becaues the script doesn't care what the names of the globals are. But if you ever wanted to use the console on one of them, it would help if the name matched the value it was tracking.
Nice to have... still a great mod otherwise.
I am looking forward to the flurry of automatic inventory sorters over the next month because I spend more time with that pipboy in my face than I do killing stuff.
Thank you for your work. Hopefully we'll see more from you in the future now that you have the basic framework hashed out.
Please, do another one for consumables! Even better if you could make it a modified Mr. Handy to do it, a robot butler
"yes, 30 stimpaks, 10 bottles of water, and 20 roasted cockroaches, if you please, take away, on the double, and thank you Mr. Feedsworth"
EDIT: Oh man, I couldn't wait, so I took the liberty of modifying your scripts with some basic consumables (water, most medicines and squirrel stew for that extra exp xD)
Here is the modified esp and script. Please incorporate it and expand on it
https://drive.google.com/file/d/0B0Gr6RTnXPGPamtaSHJaSUNGWDg/view?usp=sharing