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Digital Partisan

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  1. Pitchfw01
    Pitchfw01
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    I'm playing on xbox with workshop rearranged.   With this mod installed, the stash trunk was showing up in Furniture>containers>mods.  However, since I loaded the "noir penthouse" creation, it no longer shows up in that list.  All of my existing stash trunks continue to work, but I can't create new ones.  Being on the xbox, there's no (easy) way to uninstall creations, so I can't test removing it.  Not asking for a fix or anything, just sharing the info.  The functionality is really great!
    1. Fyrjefe
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      Strange that this happened. I am running both mods on PC. I had installed the stash after the creation. Funny, I had a hard time finding the chest until you said where it's supposed to be. I expected it to be under the special category, where quest settlement objects are usually injected. Maybe OP could make a redundant entry in that category? Like you said, harder to troubleshoot on console.
    2. digitalpartisan
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      I'm not in any position to do work on mods at the moment, but I have added the Special menu option as the next thing to work on when I come back to this mod.  I would test your use case myself, but I've decided there are enough problems with CC content that its better for me to avoid (no matter how amazing a player home mod is produced.)
    3. digitalpartisan
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      I found some time to make that tweak earlier today.  Testing took longer than I wanted for a few reasons, but the update is already available here on the Nexus and the Beth Net change is going up presently.
    4. Pitchfw01
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      I downloaded it on Xbox yesterday and it works like a charm!   Thanks very much!
    5. digitalpartisan
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      You're welcome!
  2. crozan
    crozan
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    I love it! Thank you!
  3. NexusKoala
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    Very handy, thank you!
  4. DreadVVolf
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    Seams like a great mod and thank you for your work! from what I understand it should work just like 76 where every Stash contains whatever items you've put in any other stash? like cloud storage?
    1. digitalpartisan
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      Correct!
    2. MissingMeshTV
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      Except that you forgot include the $100/year subscription to use it. What were you thinking? 
      Congrats on all your new releases, digitalpartisan!
    3. digitalpartisan
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      You might think that, but this mod includes a script that transfers a tiny fraction of each cap you earn in to my back account!
    4. MissingMeshTV
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      LOL! Well played, traveler, well played. 
    5. DreadVVolf
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      Aye he knows whats up lol, sounds great I'll download it right away thanks!
  5. Gunslammer
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    I wish It had a custom model too. It had a cool shape in 76, with lots of skins.
    1. DreadVVolf
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      Make one ¯\_(?)_/¯
  6. MisterOldVegas
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    I'm genuinely asking this, what makes this mod different from this one? https://www.nexusmods.com/fallout4/mods/39270
    1. digitalpartisan
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      Unless I've misunderstood that other mod's description, you can flush this mod to a workshop's inventory.  There are quite a few more of these trunks and the optional DLC support doesn't require separate plugins.  That, and the underlying implementation is a bit different in some technical ways.

      Admittedly, a significant portion of this mod's original purpose was to show off the way I've done optional DLC support as well as the way settlement selection happens, but it came out so well it warranted release.

      EDIT:  I can't believe I forgot this!  This particular implementation of the Stash Trunk contains options to make workbenches you encounter in the world (which aren't already associated with a Settlement) use the Stash Trunk's contents as inventory.  There is also an option to integrate with Fading Signal's "The Mobile Mechanic" so that workbenches on-the-go can also use the Stash Trunk's contents.

      And now, I need to update the description!
    2. MisterOldVegas
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      Oh damn so this is a lot closer to the version from 76! That's so awesome, you've convinced me to switch :D
  7. GlowingHeart
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    I haven't quite got it yet ...

    Do I need FadingSignal's "The Mobile Mechanic" to be able to use "Stash Trunk" or does "Stash Trunk" also work without FadingSignal's "The Mobile Mechanic"?
    1. digitalpartisan
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      The Stash Trunk works on its own.  You do not have to have MM in order to use this mod.  If you do have it and you choose the enable the integration as shown in the video, you can construct a mobile workbench and mobile power armor station that use the Stash Trunk's inventory.
  8. LoganPP
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    Thats something i was really needing, but can u make a version with this skins https://www.nexusmods.com/fallout4/mods/47304?tab=images ? The wooden one would be nice.
    1. digitalpartisan
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      I'm not planning on coming back to this mod for quite some time unless a major bug is discovered and I need to fix it immediately.  I was inclined to recommend extracting the mesh and texture from that other mod and renaming the files to match the mesh and texture I used in mine, but I then remembered I used a vanilla mesh, so that wouldn't work.

      If I ever work on this again, I'll consider asking the other mod's author for permission to use his assets.
    2. LoganPP
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      I thought in that, but this other mod only has the esp archive and I dont know how to do it in this type. If it has the archives separated how in yours it would be ok to do it.
    3. digitalpartisan
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      Yeah, I just got a look at that myself.  Just to see how it worked, I opened that ESP in the CK and it already has a number of warnings, too.
    4. Unity360
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      Sorry posted in wrong area.
    5. Unity360
      Unity360
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      Sorry posted in wrong area.
    6. LoganPP
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      Yeah, if u who are a modder would have problem with that esp's problems, imagine me then. I didnt download that one cause the location u did is what I was looking for, but would be nice have the stash trunk with a stylish look like the wooden from the other one.
      And, of course, thanks, your mod save much work with my chars.
  9. Unity360
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    Liking this mod thankyou!, at first I thought it was because I had an outdated version of the The Mobile Mechanic mod was using version 1.1 just updated to version 1.2 but for some reason in the holotape it says the esp for The Mobile Mechanic is missing but I have that mod installed I am using the mod Quick Drop Menu - The Mobile Mechanic and Campsite https://www.nexusmods.com/fallout4/mods/36025?tab=description but I do not think that should matter. Do you need to some how activate an option ingame to make it detect The Mobile Mechanic or should it just work automatically?
    1. digitalpartisan
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      If the ESP is installed, then that particular option should just detect it.  Did the ESP end up having its name changed?  And just to clarify, are you using The Mobile Mechanic plugin as Fading Signal released it, or is it part of that other mod?
    2. Unity360
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      No its the same name TheMobileMechanic.esp as the quick menu mod would not work if the name was changed.
    3. digitalpartisan
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      I just tried this on a clean, right-out-of-the-vault save and it worked just fine.  I'm going to try one further debug attempt since, in theory, some of my build tools may have caused a problem.
    4. Unity360
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      Ok thanks also the quick menu is another mod it just lets you make a chem item to drop the mobile workbench. It's is a esl and does not touch the The Mobile Mechanic plugin at all.
    5. Unity360
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      deleted
    6. Unity360
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      I do not know alot about modding but I checked in your mod the quest that makes it detect the esp and the name looked right to me, will have
      to try this mod and just The Mobile Mechanic on a game I never used mods
      on one day.
    7. digitalpartisan
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      Unfortunately, I am totally unable to replicate this issue.  I'm a little bit freaked out by that since I paid some special attention to using the release versions of the plugins involved and made absolutely certain that none of my other mods (which contain some of the same scripting resources) were installed so that missing files from the Stash Trunk's release would generate errors in the logs.

      No such errors.

      While this solution *shouldn't* work, I'm curious to know what happens if you make a save with everything installed and then try activating this option after loading from that save.
    8. Unity360
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      I can try that, sorry for the double posting on some comments I put my replay under the wrong area and I cannot delete a comment only edit it.
    9. digitalpartisan
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      On a related note, one of my other mods has occasionally received reports that another compatibility option that simply would not detect for one user and several others chimed in to say it worked for them.  I wonder if we're looking at an engine glitch of some sort?
    10. Unity360
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      I tried to cheat your add on's in the Power Armour Station does work I can modify a Power Armour the workbench has no crafting options except pickup as it does not seem to detect the portable misc items but I just upgraded the mod will try to get a new copy of them to see.
    11. Unity360
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      Also your power armor station does not seem to have a pickup option.
    12. Unity360
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      "I wonder if we're looking at an engine glitch of some sort? " Maybe I have that problem as well some users on some mods it would work for them and not others so it could be that thanks for looking into it, all other features in your mod work I will have to try this one on a file with just these two mods enabled and the official dlc items as they cannot be disabled.
    13. digitalpartisan
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      Custom and more specific activation options are given by perks in any mod that has them.  If the MM integration is activated, the player gets the perk.  Just tested to verify.

      I'm still baffled as to why one or two people on every mod that has an integration option encounter this issue, though.
    14. Unity360
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      Also your Power Armour is linked to the stash I will see if I have the perk I added it thru console your pa bench now has a pickup option now but the bench has not options for crafting most likely because it still thinks the Mobile Mechanic is offline will try a reload test. 
    15. Unity360
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      I will try the loose version of this mod and let all files be overwritten as another loose mod I have could be overwriting your scripts. 
    16. Unity360
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      Found the problem I running the old version of Move That Armor Frame in loose format so it was overriding your new changes. I can now enabled the mobile mechanic mod.
    17. Unity360
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      Sorry about this it was my fault I was using an older loose mod of yours that was causing the problem Move That Armor Frame I overridden the scrips with these newer ones and now its works fine thanks for your time and sorry about the mistake.
    18. digitalpartisan
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      No problem.  That said, though, I don't actually recommend someone play with the loose files since this sort of thing is prone to happening.  I also do mod updates in batches and there is a mod tracker feature on the Nexus that will help you know when to update things.
    19. Unity360
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      Also unrelated but I have learned that thru trial and error Fallout 4 actually has an ba2 archive limit that it can load so many, if you have to many archived files the game will crash at the start screen It does not seem to commonly know yet, as on a lot of mod pages I see "this mod is making me crash on the start screen but an older ones does not" That's why I usually go for the loose option or unpack esl archived files using the ingame tool and install them manually myself using the community edition of the nexus mod manger.
    20. CoconutShell
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      Are you sure that's not a problem with the archives being packed with the wrong compression for them, that crashes your game on launch.
    21. digitalpartisan
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      I'm sure there is a hard limit of the number of archives that can be loaded, but you would have to absolutely fill up your load order with quite a few plugins which have many different archives associated with them in order to do that.  This may end up being very easily possible with ESLs.
    22. Unity360
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      True I only found it out when I stated using esl's the original fallout 4 engine could only load about 255 or so files and if you use any esl files you cannot use the last slot as esl files need it to function properly, before esl were added to the game and when I first started to add mods before the esl's were added I use some archived and some in loose format so I am not sure of the limit myself.
  10. zamzara
    zamzara
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    Loving this thing, thank you. I hate throwing anything away and this makes it just convenient enough to be handy without being a crutch.