Big thank you to L0rd0fWar for providing the Military Backpack and Mercenary Rucksack models. They are originally featured on his mod, The Mercenary pack, which contains a bunch of other incredibly high quality custom models. Big shoutout to BlahBlahDEEBlahBlah for assisting development. Another shoutout to Exoclyps for patching my mod while I was inactive. Tinker’s Rucksack mesh graciously provided by m150. Back-Mounted Portable Radio Transceiver model created by the talented Matthew McClure.
v1.7.1 Released for PC and Xbox! (6/4/24) Note: This update is compatible with both next-gen patch and version 10.1.163 of Fallout 4 (also note 1.7 is a big patch, so I would advise a “clean” save if you would like to upgrade on your current 1.6.X save file. That is, uninstall mod and make a new save, then reinstall. Keep in mind all backpacks you have collected will be deleted from the save and settings reset)
1.7.1 Patch Notes - Fixed material for Vault-Tec Utility Backpack - Fixed lore terminal in Boston Backpacks HQ - Added higher level global leveled lists spawns - Updated world placement of G.A.R.I. Personal Carrying Device Mk II
1.7.0 Patch Notes - Default global spawn rates have been increased, and spawn settings adjusted to +10/25/50% - Added new backpack: Junkie’s Chem Stash (level 45) - Added new backpack: Super Mutant’s Trunk (level 35) - Added new backpack: Sling Pouch (level 30) - Woodsman’s Backpack: first upgrade rebalanced from -2 to -1 Agility and second upgrade Agility penalty has been removed entirely - Limited Edition Nuka-Pack!: base carry weight bonus has been increased by 5, ingredient requirements updated, and new upgrades have been added from Nuka mixes with models featured from Nuka-Mix Unique Textures (by yplon) - Makeshift Backpack: added new upgrade (+1 Luck) - G.A.R.I. Personal Carrying Device Mk II: issue resolved with the second upgrade not increasing character’s jump height correctly - Other higher level backpacks’ stats have been adjusted for better late game viability - Levels, weight, and cap values have been adjusted for nearly all backpacks. - Materials and textures have been optimized which reduces overall file size significantly and should slightly increase performance - Water drink script optimized - All descriptions on the armor workbench mods now correctly display primary legendary effects - Back-Mounted Portable Radio Transceiver has been renamed to Manpack Portable Radio Transceiver
Junkie’s Chem Stash and Sling Pouch both have new, sort of "experimental" legendary effects. They might be super overpowered or perhaps the opposite, I'm not quite sure yet, hah. The addiction debuffs seem to counteract the strength of Junkie's Chem Stash upgrades while Sling Pouch's AP Regen rate helps a lot for sprinting and a VATs build but hopefully not too much. Let me know in the comments!
1.6.4 Updates & Bug Fixes - Added new backpack: Manpack Radio Transmitter (level 35) - Updated world locations for Postman’s Mailbag, Bedroll Backpack, and G.A.R.I. Personal Carrying Device Mk II - Cleaned up the female mesh of Small Shoulder Bag - Bedroll Backpack changed to level 20 and added stricter requirements to the upgrades - Removed the +1 Endurance buff from Military Ammo Harness
1.6.3 Updates & Bug Fixes - (1.6.3a hotfix) resolved fomod installer issue - Added new backpack: Small Shoulder Bag (level 1) - Carry capacity bonus for Postman’s Mailbag has been changed from +10/15 to +15/20/25, value slightly increased, and world location changed - One of the NPCs in Boston Backpacks HQ has been updated to a higher quality skin with FX - Vault-Tec Utility Backpack upgrade has been rebalanced from +2CHR to +1CHR with stricter requirements, and the names and models for the loose mods are now bobbleheads instead of the generic box - Updated info for a bunch of different misc mods to match their correlated object mods - Fixed a missing texture in the material file for Mountaineer’s Backpack and moved the mesh closer to the player character
1.6.2 Updates & Bug Fixes - Further material/texture optimization to reduce file size - Added "silent" and alternative start option in fomod installer - P.E.G.A. Personal Carrying Device Mk III: backpack model moved closer to the player character, added a bunch more color options for the rad logo, restored the antennae model, and redid the armor addon/index system to prevent phantom object mods/invisible meshes - Added Military Duffle Bag into the loot pool - Updated Art Transforms to resolve an issue where the “Featured Item” pick-up effect on certain backpacks was displaying the incorrect position/rotation - Fixed a couple of typos and outdated information in holotapes
1.6.1 Updates & Bug Fixes - Nearly every material and texture file has been optimized which significantly reduces overall file size (especially for Xbox) and will also minimally increase performance - Added new backpack: Vault-Tec Utility Backpack (level 60) with four unique armor workbench mods - Added new armor: Armored Vault 95 Jumpsuit - Cleaned up the interior of Boston Backpacks HQ, further improved the navmesh, and added a few surprises including a lore terminal - Rebalanced stats on the upgraded versions of G.A.R.I. Personal Carrying Device Mk II - Woodsman’s Backpack’s workbench mod Knife Sharpening Sheath now uses a different method of increasing the wearer’s melee damage and has been changed from +5% to +10% - Substantial amount of .esp cleanup, more dirty edits removed, unused forms deleted, unused/redundant assets deleted - Some backpack models have been moved closer to the player character to prevent the backpack from appearing to “float” in mid-air - Resolved an issue with certain workbench mods not being assigned to the correct co-mod, which resulted in no increased carry weight after upgrading the backpack
1.5.8 Updates & Bug Fixes - Boston Backpacks HQ layout has been updated - The navmesh for Boston Backpacks HQ has been updated meaning companions can now properly access the terminal, safe, etc. - Raider's Harnessed Metal Container color workbench mods have been removed and material files reset, which fixes a rare bug potentially causing a crash that would occur due to corrupt files (thank you Foxhound525 for finding this) - Fixed a minor issue with the cheat holotape missing a property
Previous Major Bug Fixes - All precombine/previs issues fixed. Framerate greatly increased in the area surrounding Boston Backpacks HQ - Fixed a bug where the sneak ability for the player character would break after entering Boston Backpacks HQ
FAQ & TROUBLESHOOTING: All three main DLCs are required.
Q: The backpacks are invisible when I equip them and the carry weight stacks! A: Most likely another armor or clothing mod conflicts with mine. Some mods that use slot 54 (cape), such as pip-boy mods, will cause this issue.
Q: Carry weight doesn't transfer to Power Armor even though I have the magazine! A: In order for that to work correctly, my mod needs to load last a lot of the time, or at least after certain mods. This is because any mod that edits power armor effects will have unavoidable conflicts with mine due to necessary changes to the form called "EnchPA_Abilities", which most power armor mods also change. I can't inject the edits with a script.
Q: Can I use my existing save with the newest patch? A: This is a tricky question. Most of the time, there is no need for a new game. However, if there are a significant amount of edits in a patch or there is a wide gap in the versions for your save file it may be best to start a new game. As said, most of the time you shouldn't need to, but if the patch edits a backpack's effect, you need to at least drop it on the ground then pick it back up. Another example is if I move a backpack to a new cell and you already picked it up, a new "duplicate" backpack will reappear in that new location. Level lists and spawns should also update just fine on an old save with a new patch. If you wish to be 100% safe, simply do not update the mod.
Q: Why aren't backpacks appearing in the world? A: Even though there are a lot of different types of backpacks, I made the default spawn rate RARE. Be patient, kill lots of gunners and raiders, and be sure to search EVERY suitcase, armor container, armor vendor, and remember that bosses have a higher spawn rate! The settings holotape allows you to edit the spawn rate, but even at +40% they won't spawn every minute.
This is unnecessarily bloated for no reason. Magazines? a quest mod? new location? why? not to mention they are quite unbalanced. just put the bag in the bag lil bro.
Suddenly I have an idea, when I leading a team patrol the commonwealth, one guy carry a bag which allow him to auto-loot near by weapons/junks on the ground, not those resources in any container but just lay on the ground pieces, we can ensure we left a clean ground behind, how about that?
Love the mod, been using it for years now. However, I've noticed that the drinking water script on the backpack runs the script every 3-5 seconds causing upwards of 6000 instances of the same script according to Resaver. I noticed occasional stutter so that's why I checked.
Hello hello, first of all, awesome mod! It really adds personality and customization into the game <3
I seem to have found a small graphical bug when using one of the bags (I think it's this mod) while using the A Story Wealth collection (rev 250) and the Pip-Pad mod (the issue doesn't happen without the pip-pad mod).
It's quite specific to both the Medic Bag and Messenger Bag when equipped and crouching, a polygon comes up to the face and gets in the way.
i really like the mod but it kinda upsets me that i have to steal the magazine from the cabot house bc i dont wanna make them hostile or make my companions hate me. edit : okay nvm, forgot that after the quest with finding his sister it becomes takeable
1488 comments
XBOX DOWNLOAD:
https://bethesda.net/en/mods/fallout4/mod-detail/4054297
Big thank you to L0rd0fWar for providing the Military Backpack and Mercenary Rucksack models. They are originally featured on his mod, The Mercenary pack, which contains a bunch of other incredibly high quality custom models.
Big shoutout to BlahBlahDEEBlahBlah for assisting development.
Another shoutout to Exoclyps for patching my mod while I was inactive.
Tinker’s Rucksack mesh graciously provided by m150.
Back-Mounted Portable Radio Transceiver model created by the talented Matthew McClure.
(6/4/24)
Note: This update is compatible with both next-gen patch and version 10.1.163 of Fallout 4 (also note 1.7 is a big patch, so I would advise a “clean” save if you would like to upgrade on your current 1.6.X save file. That is, uninstall mod and make a new save, then reinstall. Keep in mind all backpacks you have collected will be deleted from the save and settings reset)
1.7.1 Patch Notes
- Fixed material for Vault-Tec Utility Backpack
- Fixed lore terminal in Boston Backpacks HQ
- Added higher level global leveled lists spawns
- Updated world placement of G.A.R.I. Personal Carrying Device Mk II
1.7.0 Patch Notes
- Default global spawn rates have been increased, and spawn settings adjusted to +10/25/50%
- Added new backpack: Junkie’s Chem Stash (level 45)
- Added new backpack: Super Mutant’s Trunk (level 35)
- Added new backpack: Sling Pouch (level 30)
- Woodsman’s Backpack: first upgrade rebalanced from -2 to -1 Agility and second upgrade Agility penalty has been removed entirely
- Limited Edition Nuka-Pack!: base carry weight bonus has been increased by 5, ingredient requirements updated, and new upgrades have been added from Nuka mixes with models featured from Nuka-Mix Unique Textures (by yplon)
- Makeshift Backpack: added new upgrade (+1 Luck)
- G.A.R.I. Personal Carrying Device Mk II: issue resolved with the second upgrade not increasing character’s jump height correctly
- Other higher level backpacks’ stats have been adjusted for better late game viability
- Levels, weight, and cap values have been adjusted for nearly all backpacks.
- Materials and textures have been optimized which reduces overall file size significantly and should slightly increase performance
- Water drink script optimized
- All descriptions on the armor workbench mods now correctly display primary legendary effects
- Back-Mounted Portable Radio Transceiver has been renamed to Manpack Portable Radio Transceiver
Junkie’s Chem Stash and Sling Pouch both have new, sort of "experimental" legendary effects. They might be super overpowered or perhaps the opposite, I'm not quite sure yet, hah. The addiction debuffs seem to counteract the strength of Junkie's Chem Stash upgrades while Sling Pouch's AP Regen rate helps a lot for sprinting and a VATs build but hopefully not too much. Let me know in the comments!
1.6.4 Updates & Bug Fixes
- Added new backpack: Manpack Radio Transmitter (level 35)
- Updated world locations for Postman’s Mailbag, Bedroll Backpack, and G.A.R.I. Personal Carrying Device Mk II
- Cleaned up the female mesh of Small Shoulder Bag
- Bedroll Backpack changed to level 20 and added stricter requirements to the upgrades
- Removed the +1 Endurance buff from Military Ammo Harness
1.6.3 Updates & Bug Fixes
- (1.6.3a hotfix) resolved fomod installer issue
- Added new backpack: Small Shoulder Bag (level 1)
- Carry capacity bonus for Postman’s Mailbag has been changed from +10/15 to +15/20/25, value slightly increased, and world location changed
- One of the NPCs in Boston Backpacks HQ has been updated to a higher quality skin with FX
- Vault-Tec Utility Backpack upgrade has been rebalanced from +2CHR to +1CHR with stricter requirements, and the names and models for the loose mods are now bobbleheads instead of the generic box
- Updated info for a bunch of different misc mods to match their correlated object mods
- Fixed a missing texture in the material file for Mountaineer’s Backpack and moved the mesh closer to the player character
1.6.2 Updates & Bug Fixes
- Further material/texture optimization to reduce file size
- Added "silent" and alternative start option in fomod installer
- P.E.G.A. Personal Carrying Device Mk III: backpack model moved closer to the player character, added a bunch more color options for the rad logo, restored the antennae model, and redid the armor addon/index system to prevent phantom object mods/invisible meshes
- Added Military Duffle Bag into the loot pool
- Updated Art Transforms to resolve an issue where the “Featured Item” pick-up effect on certain backpacks was displaying the incorrect position/rotation
- Fixed a couple of typos and outdated information in holotapes
1.6.1 Updates & Bug Fixes
- Nearly every material and texture file has been optimized which significantly reduces overall file size (especially for Xbox) and will also minimally increase performance
- Added new backpack: Vault-Tec Utility Backpack (level 60) with four unique armor workbench mods
- Added new armor: Armored Vault 95 Jumpsuit
- Cleaned up the interior of Boston Backpacks HQ, further improved the navmesh, and added a few surprises including a lore terminal
- Rebalanced stats on the upgraded versions of G.A.R.I. Personal Carrying Device Mk II
- Woodsman’s Backpack’s workbench mod Knife Sharpening Sheath now uses a different method of increasing the wearer’s melee damage and has been changed from +5% to +10%
- Substantial amount of .esp cleanup, more dirty edits removed, unused forms deleted, unused/redundant assets deleted
- Some backpack models have been moved closer to the player character to prevent the backpack from appearing to “float” in mid-air
- Resolved an issue with certain workbench mods not being assigned to the correct co-mod, which resulted in no increased carry weight after upgrading the backpack
1.5.8 Updates & Bug Fixes
- Boston Backpacks HQ layout has been updated
- The navmesh for Boston Backpacks HQ has been updated meaning companions can now properly access the terminal, safe, etc.
- Raider's Harnessed Metal Container color workbench mods have been removed and material files reset, which fixes a rare bug potentially causing a crash that would occur due to corrupt files (thank you Foxhound525 for finding this)
- Fixed a minor issue with the cheat holotape missing a property
Previous Major Bug Fixes
- All precombine/previs issues fixed. Framerate greatly increased in the area surrounding Boston Backpacks HQ
- Fixed a bug where the sneak ability for the player character would break after entering Boston Backpacks HQ
Other Previous Major Updates
All three main DLCs are required.
Q: The backpacks are invisible when I equip them and the carry weight stacks!
A: Most likely another armor or clothing mod conflicts with mine. Some mods that use slot 54 (cape), such as pip-boy mods, will cause this issue.
Q: Carry weight doesn't transfer to Power Armor even though I have the magazine!
A: In order for that to work correctly, my mod needs to load last a lot of the time, or at least after certain mods. This is because any mod that edits power armor effects will have unavoidable conflicts with mine due to necessary changes to the form called "EnchPA_Abilities", which most power armor mods also change. I can't inject the edits with a script.
Q: Can I use my existing save with the newest patch?
A: This is a tricky question. Most of the time, there is no need for a new game. However, if there are a significant amount of edits in a patch or there is a wide gap in the versions for your save file it may be best to start a new game. As said, most of the time you shouldn't need to, but if the patch edits a backpack's effect, you need to at least drop it on the ground then pick it back up. Another example is if I move a backpack to a new cell and you already picked it up, a new "duplicate" backpack will reappear in that new location. Level lists and spawns should also update just fine on an old save with a new patch. If you wish to be 100% safe, simply do not update the mod.
Q: Why aren't backpacks appearing in the world?
A: Even though there are a lot of different types of backpacks, I made the default spawn rate RARE. Be patient, kill lots of gunners and raiders, and be sure to search EVERY suitcase, armor container, armor vendor, and remember that bosses have a higher spawn rate! The settings holotape allows you to edit the spawn rate, but even at +40% they won't spawn every minute.
WARNING: SPOILERS AHEAD!
Detailed Backpack Stats (CHEAT SHEET) Here
also there is no need to be a ass when giving criticism, just give it and move on
first of all, awesome mod! It really adds personality and customization into the game <3
I seem to have found a small graphical bug when using one of the bags (I think it's this mod) while using the A Story Wealth collection (rev 250) and the Pip-Pad mod (the issue doesn't happen without the pip-pad mod).
It's quite specific to both the Medic Bag and Messenger Bag when equipped and crouching, a polygon comes up to the face and gets in the way.
Screenshots below :
FO4 Backpacks of the commonwealth graphic bug
edit : okay nvm, forgot that after the quest with finding his sister it becomes takeable
The mod doesn't work with this combination :(
Edit: It works , just need to disable and the re-enable the 3 mods if you install Backpacks on an existing save file