I'm not sure how I would do that. It would require me to first combine several ingame items into one, each of the sample holders is a set of 3 set pieces, the activator, the holder, and a X marker. If it turns out to be doable quickly I might do it, but right now my main mod focus is my larger scale Quest mod.
I love this mod also. But it comes clear, that we need craftable shelves for several items for our settlements.
What i am dreaming of, is a mod like OCDecorator, but with shelves. You are able to select the item specific empty shelve and add the items later through the inventory.
Why? Because i want to build an huge usable munitions store.
I also would love that. I remember a mod for skyrim which does what this mod does but for the black books, and I would like that to be available as a modders resource.
I don't know why, but this mod doesn't work anymore for me. In my first playthrough it worked perfectly. I started a second playthrough and now it doesn't. Impossible to place the samples on the shelves, nothing happens after I select a sample, and it stays in my inventory. Oddly enough, the chosen emplacement is no longer usable, as if it was filled.
Not really a big deal because I can drop the samples on the ground, they're no longer tagged as quest items. But it was much more satisfaying when I could leave the samples on this nice shelf.
I'd imagine it was broken because of the last official update. I doubt it conflicts with another mod, I tried disabling every other .esp and it didn't help.
that is odd, I think all I really did to make this was copy the other holders without linking them to the terminal. It's been a while since I made this mod.
Thank you so much for this awesome little mod! It's especially useful for people who use sorting mods and tags/icons like VIS and DEF_UI. These samples cant be tagged like other quest items somehow, maybe because they change their name when scanned. Rename Anything doesnt work on them either. So getting rid of those in a clean and simple - may I even say immersive way - is the best thing ever! Thanks!
I have a lot off quest or doors items and theys really unnerving. Making droppable every quest item is too big job, and too big chance drop really necessary item. To fix that problem only need exclude special items from common list(when unloding items to seller or storage)(leave access only through pip-boy), theys are zero weight, theys can leave in items storage... Sorry by my poor eng lang ...
You're welcome. Recently saw a steam forum topic about the stuff being stuck in player invintories and I was like "huh... We have access to the GECK now... I could make something really quick for this"
24 comments
Question: Would it be possible to make them into craftable shelves so I could put them down in a settlement? Hoarder here. lol
If it turns out to be doable quickly I might do it, but right now my main mod focus is my larger scale Quest mod.
What i am dreaming of, is a mod like OCDecorator, but with shelves. You are able to select the item specific empty shelve and add the items later through the inventory.
Why? Because i want to build an huge usable munitions store.
As it is I'm not even sure how I would convert this mod to be buildable in settlements.
Thank you for understanding.
I don't know why, but this mod doesn't work anymore for me. In my first playthrough it worked perfectly.
I started a second playthrough and now it doesn't. Impossible to place the samples on the shelves, nothing happens after I select a sample, and it stays in my inventory. Oddly enough, the chosen emplacement is no longer usable, as if it was filled.
Not really a big deal because I can drop the samples on the ground, they're no longer tagged as quest items. But it was much more satisfaying when I could leave the samples on this nice shelf.
I'd imagine it was broken because of the last official update. I doubt it conflicts with another mod, I tried disabling every other .esp and it didn't help.
Of course, if anyone knows a fix... :p
I too, in this play through, was just not going to go 'there' - because of it.
Thanks!!