Fallout 4
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timtimman

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timtimman

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21 comments

  1. solsurfer
    solsurfer
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    • 2 kudos
    Great mod, I was wanting a favorites and googled and found this. There is one caveat and it has already been mentioned. Instead of using the normal amount of resources, when you create the object from Special where it gets favorited it only costs 1 caps to create no matter what it is, and it gives you only 3 xp, no matter what it is.

    I say definitely worth it, just be cautious how you use it. If you don't want it to be an outright cheat.
  2. wysiwyg
    wysiwyg
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    Wow, this has been here for a long time! I never thought to search for this before now so I'll give it a try :)

    Now I just need automatic categorization haha.
  3. NeuroticPixels
    NeuroticPixels
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    I've only been using it for a few minutes so far, but it seems pretty great.
    Only downside so far is that when I want to remove something from my favorites, it doesn't take effect unless I save and reload. (In other words: the un-favorited items won't disappear from the Special menu until I save, and then reload that save.)
    Also, the "activate FFS" alchemy item doesn't appear for me in the crafting menu while at a chemistry station. [I didn't find any conflicts with this mod in FO4Edit though, so I'm not sure what the issue is.] I had to use the console to find the code (xx00173A) to add it to my inventory. Although, the only reason I went looking for it was because I didn't initially understand the directions on the description page until I started reading through the Posts and saw someone else also had troubles understanding the directions. :(

    Directions should read as: "To favorite/unfavorite an item: Grab, Cancel, and Jump in quick succession." (Default qwerty keyboard controls in order: E, Tab, Spacebar.)

    Anyway, this should be extremely handy. Thank you. Endorsed!!

    Edit: Coming back to edit this 3 years later. lol.
    To further explain, place the item you want to add to your favorites. Grab the item again (E), and then quickly press Tab and then Spacebar.
    If you hit E+Tab+Spacebar too quickly, the favorite menu won't pop up. It's Tab and Spacebar that have to be hit quickly, after grabbing the object.
    If a menu pops up after doing so, you've done it correctly.
    As of Sept. 16, 2022 this still works great. Shouldn't have any conflicts. I'm using it with Workshop Framework, SMM, FallUI, Workshop Plus, SKK Workshop Utilities, etc etc etc. I'm using this with 525 other plugins. If you can't get it to work, you're probably not using the keybinds correctly. And make sure you've used the "Activate FFS" alchemy item. You can use the console to find the item code: help "activate ffs" 0
    1. chowsingsing
      chowsingsing
      • BANNED
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      Directions should read as: "To favorite/unfavorite an item: Grab, Cancel, and Jump in quick succession." (Default qwerty keyboard controls
      in order: E, Tab, Spacebar.)
      oh! ic, i try many times what is Grab, Cancel, and Jump! this mod is awesome for fallout build fans.
  4. joycourier
    joycourier
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    • 14 kudos
    Brilliant, this even works in VR, although every item in the favourites menu costs a single cap. That's not exclusive to VR though, as another comment has pointed out.

    I suppose one way to avoid cheating is to only use it for stored items, which is fine because I tend to have a thousand rugs stored anyway.
  5. NexTextGorilla
    NexTextGorilla
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    • 7 kudos
    Damn! This is fricken sweet! I almost created a menu just for my most used items but was hoping to find some sort of favorite system & found this. Surprised it's so buried. It needs more exposure.

    I was a bit concerned with possible compatibility issues with Transfer Settlements. When using the Dupe key in Place Everywhere or simply the console command spawndupe, those items get skipped by TS. I tried an export & it seems that it accounted for all items built from the fav menu.
    This is very good news.
    Thanks a lot!
  6. tal3t722
    tal3t722
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    this is a must have mod in my list ...this mods need more attention...
  7. MikhailScott
    MikhailScott
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    I really think this could be as significant to the game as Transfer Settlements for the change in gameplay. Would you please post a video of this so we could see this ingame.
    1. lasse1001
      lasse1001
      • member
      • 93 kudos
      There's no need for any video, just grab, cancel and jump rather fast and you got yourself a menu appearing. Check the three pictures. I use this everyday, it's awesome to have my own in-game favorites
  8. Tahnval
    Tahnval
    • supporter
    • 3 kudos
    I'm not sure if this a bug or a feature, so I'll post a comment rather than a bug report

    I've noticed that when I build a Favourites item from the Special menu, it costs me 1 cap. Just one cap. No resources. I'd rather it required the usual resources because it seems too easy when every item costs only 1 cap. Strange though it might seem, I'd rather have to go scavving and trading for the copper or cloth or whatever should be needed.

    Secondary descriptions also disappear, e.g. the "Tuned to <station name>" text under a radio doesn't appear when it's copied to the Special menu by this mod. A trivial thing, but I mention it in case it might be related.
  9. Tahnval
    Tahnval
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    • 3 kudos
    This is an excellent idea and I'm sure it's going to be very useful for me given how much settlement building I do. With all the mods I have for more stuff to build, I spend far more time scrolling up and down and along menus than placing items even when making just one room, let alone a whole settlement. This will cut that annoying waste of time down dramatically.

    You ask for suggestions, so I'll make one and explain why.

    A seperate entry in the building menu for favourites. While it's true that the specials section is usually almost empty, there are other mods that add to it and they're the sort of mods that might well be used by people who do enough settlement building to want favourites (e.g. Crimsomrider's Unique Furniture). The more things there are in the submenu where favourites are placed, the less useful the favourites become.

    EDIT:

    It's not working at all for me. I get a message about favourites being updated when I load the game, which shows that the mod is active, but nothing is added to the special menu. So either I'm failing to add them correctly or something else is amiss. I have mods that change the menu structure by adding extra submenus. Might that be the cause of the problem?
    1. timtimman
      timtimman
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      • 6 kudos
      The first thing I'd check is to see if you've accidentally marked the menu as hidden. I assume you're getting the popup as shown in the image for the mod.

      Since you've said you're using mods that alter the menu, that's the more probably issue. While this mod won't interfere with others, it doesn't mean other can't mess this one up. I've specifically made this mod to not interfere with by solely using the base menu (as your suggestion, which has already crossed my mind, would involve manually adding stuff to the build menu; introducing conflicts). It is putting it's list wherever the "WorkshopRecipeFilterQuest" Keyword is in the nested building formlists.

      You could fix it yourself by changing the recipe filter keyword on the ConstructibleObject for the favourites list by using either the CK or FO4Edit, "co_FFS_FavouritesBuildList [COBJ:01000F9C]" (i.e. name, type and formID). If you want you can make your own recipe filter keyword and put it in its own formlist (its own submenu), then change as aforementioned. Note that you need a "dummy" recipe filter keyword in the first spot of the formlist you want to make the menu. That one is solely used for linking an icon and the name of the list (specified in the keyword).

      Let me know if you need any further help!
    2. Tahnval
      Tahnval
      • supporter
      • 3 kudos
      Thanks for your thorough reply. It made me realise something I really should have realised before: I'm not getting the popup menu. The control to bring it up is a bit unusual but simple enough that I surely can't be getting it wrong - select item, cancel, jump straight after cancelling. I'd be embarrassed if I was getting that wrong.

      I also can't craft the Activate FFS item in the utility menu - it's not there. Which might be related to me having 12 mods installed that change that menu, including one that adds a second utility menu.

      I have over 100 mods installed, almost all related to settlement building because I'm playing FO4 as "the Wombles play Minecraft: Call of Duty Edition" It says a lot about the game engine and the care modders take that I'm having so few problems with so many mods installed.

      EDIT: Well, I'm embarrassed. I was getting it wrong. I'd managed to misinterpret the instructions as select, cancel and jump straight after cancelling. When I selected, cancelled straight after selecting and jumped straight after cancelling, it worked perfectly. Since it appends favourites to the end of the items in the special menu, it'll work fine for me as is despite the extra items I have in there.
    3. timtimman
      timtimman
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      • 6 kudos
      Glad you got it working. And for future reference, the Activate FFS item only appears if the quest handling it has stopped for some reason (which it had not since you got the "updating" message, and hence didn't mention it).

      The reason behind the "strange" activation method is that it is unique enough to not interfere with any other mod currently doing stuff on the workshop grab/moved events (more of an issue on XB1, or people playing with gamepads like myself).

      When I get some time over I'll add a couple of function you could bind using FO4 Hotkeys for example when the object is just grabbed.
  10. jdaking
    jdaking
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    • 43 kudos
    Nice idea, very useful, thank you.