So I'm having the same issue as pervious commenters. I installed the mod through mod manager, crafted the item, clicked on it in the aid tab to use it, and then nothing showed up. The item is gone from my inventory and no sleeping bag there. I even went to a flat and clear place to make sure I wasn't just overlooking it no dice. Any troubleshooting advice?
Yes all the previous commenters saying it did not work share the same problem: The script did not install. Either they tried and failed at a manual install or used a broken mod manager. It's a simple mod. There is an esp and two pex files (scripts). Use MO2 or Vortex. Do not use any other mod manager. I just downloaded it from here added using MO2 and it worked.
Which mod manager do you use? There are only two viable ones.
Yes, mod works fine for me too. I use GOG's version of FO4, manual install. Note no conflict with UF4P. Also note (given previous commenter mentioned F4SE) that I don't use it in the main FO4 game (but I do in Fallout London and the mod works there too).
This mod does not require F4SE or use it at all. It does however require the users to install it correctly. Use a mod manager or learn how to install mods manually and even if you do learn to install mods manually you will have a really bad time modding your games. I use MO2 on ever game I can. https://github.com/ModOrganizer2/modorganizer/releases
I've only ever come here to be helpful. There's no need for your tone. Never, in over 40 years of PC gaming (since 1981) have I ever had a bad time manually modding - it's all about what modding you want to do. Over the years I've tried many managers (and even stuck with a couple, such as for Silent Hunter III, and Red Baron 3D). But generally, for my needs, I found most more trouble than they're worth. If you like bloating-in many hundreds of mods or having multiple profiles then you'd prob get some (or a lot) of utility out of MO2 or the like (especially if the same manager can be used for a number of games) - but I don't. FO4 is super easy to mod manually and I don't use many mods nor more than one profile. So please don't preach nor presume on things you clearly don't know.
No tone intended. I'm clarifying that the mod does not have any dependency on F4SE and if you install manually you have to do it correctly. Modding manually is a choice. Most who choose it will end up in failure with mod detritus left all over game folders. Some will succeed. I suppose you are one of the successes.
I did give up on MO2 with Cyberpunk. It just never worked well and modded it manually. When things get messy I just dump the game and restore a copy from a backup drive and mod again.
Just popped back to say this mod works for me, as-is, in Fallout London. Thanks yet again for a really nice mod! [Note I'm on GOG edition of FO4, install mods manually - don't think any of that's relevant (mod should work for all), but for anyone curious]
I don't know. It works on my game. When you write you "use" it you mean you activate it in your pip-boy? Someone a while back was dropping it and that won't work. You have to use it like a food/alch/aid item. That's why it's in the Aid tab.
Hey, I really like this mod, it reminds me to the lonesome road system
I haven't tried it yet, I'm working on a load order since what it seems to be forever on xbox and this seems ideal. I like mods to be as unintrusive and well-implemented as possible. I don't like holotapes or things like that, and I need to be mindful of my save space
I watched a video in YouTube that reported that you could place the sleeping bag in a cell that doesn't allow you to sleep, losing the bag there forever unable to recollect it, but another user here in the posts says you can cancel the action and retrieve it that way, could you clarify how this works?
Also, the same youtuber showed that if you dropped the sleeping bag it would place a floating model of it, extended as it were. Do you think this could be replaced by the rolled model with proper physics at some point?
I guess asking to have the capacity to place the bag like in settlememt mode would complicate things way too much. I'm thinking of the C.A.M.P system. It's way out of the scope, but that's a nice feauture and it would give a sense of homogeneity with the settlement mode. It's negligible though
Anyway, If I'm correct, I think polishing/fixing these things in the degree that it's possible would make this mod pretty much perfect, at least imo. I know that it's kind of an old mod and that you may have moved on etc but hey, I just think this mod is the one that gets closer to optimize its function in game and it deserves the love
Regardless, again,I really like it as it is, definitely best bang for the buck and most immersive of its kind in every way
Someone has my mod confused with another. You don't drop my bag, you use an item in your inventory and a script puts it on the ground. If you placed the bag anywhere and left it there you can just craft another at the chem lab.
I use mods like this for my Survival needs, especially since I go completely the opposite way of the default MQ that expects me to follow it. When you're out in the field for long periods of time a craftable portable sleeping bag is essential. I do prefer having to pick it up after sleeping tho... Even if I forget to.
Had one case where I forgot to pick up the bag and had to travel all the way back to get- It was annoying, but actually quite immersive.
43 comments
Which mod manager do you use? There are only two viable ones.
FSFE 0.6.23 REL 25
1.10.163
Vortex 1.10.8
Thanks angryglock!!
I use MO2 on ever game I can. https://github.com/ModOrganizer2/modorganizer/releases
I did give up on MO2 with Cyberpunk. It just never worked well and modded it manually. When things get messy I just dump the game and restore a copy from a backup drive and mod again.
[Note I'm on GOG edition of FO4, install mods manually - don't think any of that's relevant (mod should work for all), but for anyone curious]
Edit: Nevermind, it's fine as it is.
I haven't tried it yet, I'm working on a load order since what it seems to be forever on xbox and this seems ideal. I like mods to be as unintrusive and well-implemented as possible. I don't like holotapes or things like that, and I need to be mindful of my save space
I watched a video in YouTube that reported that you could place the sleeping bag in a cell that doesn't allow you to sleep, losing the bag there forever unable to recollect it, but another user here in the posts says you can cancel the action and retrieve it that way, could you clarify how this works?
Also, the same youtuber showed that if you dropped the sleeping bag it would place a floating model of it, extended as it were. Do you think this could be replaced by the rolled model with proper physics at some point?
I guess asking to have the capacity to place the bag like in settlememt mode would complicate things way too much. I'm thinking of the C.A.M.P system. It's way out of the scope, but that's a nice feauture and it would give a sense of homogeneity with the settlement mode. It's negligible though
Anyway, If I'm correct, I think polishing/fixing these things in the degree that it's possible would make this mod pretty much perfect, at least imo. I know that it's kind of an old mod and that you may have moved on etc but hey, I just think this mod is the one that gets closer to optimize its function in game and it deserves the love
Regardless, again,I really like it as it is, definitely best bang for the buck and most immersive of its kind in every way
Hats off, best
Had one case where I forgot to pick up the bag and had to travel all the way back to get- It was annoying, but actually quite immersive.