Fallout 4
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MadRabbitX

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MadRabbitX

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52 comments

  1. Ohpus
    Ohpus
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    Switching to this from Gimme That Bottle, but a minor issue.

    Dirty water's model is a carton, and purified (emergency) water is an aluminum can. This is pretty much what the other mod returned. Now an excuse could be made that you are using whatever random container you have on hand. Emptu Nuka bottle does seem resonable. But when I tried using your training function in the holotape I could train a lot of other items it seemed, but not dirty or purified water.
    1. MadRabbitX
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      What you mean is, i forgot to add an option to get back cloth / can for clean / dirty water for this mod? If so, i'll look in to it tomorow. I wasn't playing fallout for over a year, so i don't exacly remember. If so, i'll look in to it tomorow.
    2. LX6R
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      I would still love if that could be done.
      Purified water - aluminium can
      Dirty water - cloth
  2. gyaszmadar
    gyaszmadar
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    I can't find the settings holotape in inventory (misc), is there any way to "craft" it back?
    1. MadRabbitX
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      The game checks if you have a holotape when you load the save file, and if you don't it gives you a new one. Save your game after you lost it, then load that save. The game should give you a new one if you are missing it.
    2. deelaek
      deelaek
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      Is it possible to somehow disable this? I can't stand mods that clutter up my inventory with holotapes.
  3. Fallout4mds
    Fallout4mds
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    Not functional for me.

    No holotape and no bottle return.

    Edit: Fixed!! Ok soooo, it was my own dumb*ss fault as to why the mod was not functional for me lol.
  4. HAWK6155
    HAWK6155
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    Wanted to give you a huge thank you, MadRabbitX.

    I'm still trying to determine if it's a conflict or just outdated code, but for whatever reason your mod is the only "bottle return" mod that works in my game; likely because it doesn't make any vanilla edits. Not even the hugely more popular "Give Me That Bottle" works for me (even with patches).

    And as an added bonus, I get stuff back from other consumables too!
    1. MadRabbitX
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      I'm glad it helped you out :)
  5. illevor66666
    illevor66666
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    I cannot get this to work. Tried both manual install and mod manager. Am I missing something? Can anyone tell me what I'm doing wrong?
  6. StellarHarbour
    StellarHarbour
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    Based
  7. HappyTrigg
    HappyTrigg
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    How would someone go about adding stuff to the list of returns? Would really love to add a lunchbox to the list to add some compatibility for the wasteland imports mods. It adds the caravan lunch from FalloutNV so getting the box back after consuming would make some sense
    1. MadRabbitX
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      As it is, mod doesn't support custom returned items like lunchboxes. For that to happen, a small edit to the script will have to be made. Otherwise, you can return some plastic, or such, in game via holotape, but you'll have to do it each time you start a new game.
      Also, since this mod uses formlists to determen wich items to return, you can write a small script to add new items to those formlists. All forms added by this mod start with aR_ for easy navigation.
    2. HappyTrigg
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      Your code for the return item works perfectly, even for modded items. I just wanted the base game vault tech lunchbox added to the list (https://fallout.fandom.com/wiki/Vault-Tec_lunchbox) I assume it had a default item state in base game cause usually after you open one get the lame prize inside it goes in your inventory and can be dropped as an item afterwards. Or is it that behavior that makes it a custom returned item? would it be possible to just use the code that runs when u pick up the lunchbox to add it into your inventory for your mod as the option? cause I'm pretty sure when u pick up a lunchbox it not actually picking up an item it just runs a script and then says in corner lunchbox added

      was looking through the CK and under objects "LunchBoxKidsACT01" theres a script called "KidsLunchBoxScript" which has the property "LunchBoxToAdd" which looks like its the one that adds the item call "LunchBoxKids01". I still have no idea though how to copy paste this into your mod though to make it function though haha, would just really love for this to work. i dont understand the difference between a FormList and a Miscobject
    3. MadRabbitX
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      By calling it a custom return, what i meant is the type of the item that is returned. If i remember right, and it's been a while (i uploaded this mod in 2017, just cheked :D ), the way i made it work, is that i had a bunch of formlists for each return type (iron, plastic, so on), and had items put in those lists. Whenever you use any item, the mod would check in those lists for those items, if the item is there, it returns pre-assigned items (if you eat canned food, and it's in the "can" formlist, return empty can to player's inventory).
      Formlists are simply a list of base items, that can be used for many things. This list can be extended via script while the game is running, which is why you can add items to my lists via holotape.

      With all of the explanation of how it works out of the way, here is how you can go about adding custom returned itmes. Since, as i understand, you want to only have one item to return lunch boxes to you, then all you need to do, is within OnItemEquipped event add two lines, one to see if your item was "equipped", and the other one to give back the lunchbox if true. Here is example for vodka (already included in the mod though):
      if(akBaseObject == Vodka)
      PlayerRef.AddItem(BottleEmptyVodka01,1,SilentSet)
      endif

      Very simple stuff, just make sure that both your desired item and luchbox are set as properties on top of the script, and you should be ready to go. Just make sure you place it in a right place, as the script checks for keywords, such as if the item is food type, or a chem type, and so on. SilentSet is just a user setting var.

      Hope that wasn't too much text. :D
  8. Jleon11
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    I'm using this with Frost, and I'm not getting any bottles back after crafting boiled water. When I consume boiled water, I only get one bottle back, so I'm losing two each time. Also, I tried the custom item process, and no dialog box appears after I consume boiled water. Am I doing something wrong? Thanks. 
    1. MadRabbitX
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      Getting bottles backs after crafting water is done via changing the crafting recipe for it, and Forst has it's own recipes for boiled water, which is different from vanila, so it doesn't work there.
      It was a long time since i have made this mod, so i can't remember why you don't get a dilog option for boiled water, i believe it supposed to use item keywords, and it might be that "ObjectTypeWater" is not one of the keywords i was cheking in my script, or Frost just doesn't add one for it.
      I might revisit this mod some time later, i was a big noob when i made this, i am sure i can make a better job of it today, but i haven't touched F4 in a year or so.
  9. MrTango
    MrTango
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    Will noodle cup give a bottle (seen as dirty water was used to craft)?

    I notice there is a way to add custom item consumption -> recycled material. But no option for a consumable to yield a bottle (nuka, white, etc). Can the (2) glass be used to craft new bottles?
  10. sonic65101
    sonic65101
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    Did you ever add MCM support to this mod? I noticed that the Holotape mentions having to use MCM but there's no option in the menu.