Would probably need a patch to work alongside it properly, as this effects base items, whereas immersive partial chems has multiple numbered base items. My script would have to be added to the last base item before the chem fully runs out for it to return the pack, otherwise it would be added upon every usage of an item - I'll see if I can create a patch in the future
Question. Does this mod touch the HC_Manager Script in any way? I ask because Survival Configuration Menu modifies it, and that author made a patch for Give Me That Bottle, which also modifies the HC_Manager Script. Your mod performs a similar (Albeit, more expanded) function to Give Me That Bottle, so I was wondering if your implementation was any different from that one, specifically in regards to touching the HC_Manager Script at all.
I honestly don't know what HC_Manager Script is but im 99% sure this mod doesn't conflict with it. All i've done is add a return item to all consumables, so I doubt it effects that. I've never installed Give Me That Bottle so I don't know what that mod touches exactly, but i'm sure mine doesn't mess with anything it shouldn't. Let me know if you run into any issues!
Give Me That Bottle is a mod that gives back empties for any booze, cola, or beer you drank (Muc h like your own mod) The difference, aside from concentrating on the bottles, is that the bottles can be refilled with water per Survival and the dirty water has recipes for making into purified water. (If you do similar and add the empties of everything else to recipes for the item in question we can go a plugin less)
Give Me That Bottle (GMTB) added the HC_Manager keyword "QuenchThirst" to a bunch of drink types (actually a lot of mods do that without even mentioning it), and added a bunch of bottle types to the HC_Manager quest that can be used for refills. GMTB also created 1/2 filled versions of large bottles for use in survival (so that a vodka bottle full of water lasts longer than a tin can full of water). Both this mod and GMTB use a Magic Effect on ingestible items to add a relevant empty, the main difference I see being that this mod adds an effect and GMTB replaced a previous effect (pretty much the same way). This mod doesn't add HC_Manager keywords to anything so playing in survival mode with it will be just as inconvenient as the base game is.
Both mods use vanilla edits, so I think without patching they will conflict with anything that touches ingestible items, including items sorting mods (e.g. VIS-G) or mesh replacers (e.g. ChemRedux). The only empty bottle mod I know of that doesn't need patching is Recycle - Give Me My Leftovers Back which actually uses scripts to return a bottle and doesn't edit the ingestible items, the down-side of that mod being that the bottles returned are generic and don't necessarily match the consumed item.
Is there a way to edit the output of an item or add another one? If possible I'd like to change the Purified water output to an empty bottle (even if it's a bit immersion breaking) or add the Dirty water to give back an empty bottle.
You can but you'd have to edit the mod yourself in CreationKit, open the mod file, select the purified water, and change the junk output item I've added to whatever item you'd prefer! Unfortunately there's no way in-game to change this, maybe if I added in an MCM menu with configurations but that is far beyond my skill level
Only small thing I noticed so far is that the Ice Cold variants of things like from The Fridge disappear. Can't be helped, I guess. I would need to verify careful whether the vanilla Ice Cold Stuff is returned.
I do like that this is a global thing so I can see the consumed items on my companions and settlers.
VERY nice! I might nitpick on the Vims giving back clear bottles but I have doubts there is a clear bottle texture... A good expansion of the notion behind Give Me Back My Bottle, to be certain.
On the subject of pharmaceuticals, do you prefer creating empty injectors/inhalers along the lines of Empty Blood Bags (which are needed scrap from using blood bags for clear reasons) or just giving the proper component scrap as the containers should be recycled for safety reasons?
Unfortunately there isn’t actually an empty VIM bottle in the game files so I had to kinda improvise, it’s the only beverage that doesn’t have its own empty bottle which is kinda odd. As for Chems I was going to implement that too, but empty stimpaks, med-x, radaway etc also isn’t in the game files. There is a mod that adds empty Chems but for the life of me I can’t remember what it was, if I get chance to look into it properly I might make my own. As for blood packs that’s actually something I meant to add but never got round to it, they’ll add an IV bag to the players inventory that I think in base game can be broken down into plastic? As for health and safety, I think it’s safe to say that went out the window when the bombs dropped xD
im back from work now so I’ll definitely do another update tonight and see what I can do about Chems, it’s something I wanted to do from the start but just didn’t get chance last night.
EDIT: All done, I've made a Vim bottle for now that is given after any Vim beverage is drank, chems are also implemented now too
Looking at my items via ESPExplorer, I have the mod that provides empty chem containers, but couldn't pick it out easily. Suffice to say I mod to Hell and gone...
might be another mod that adds empty chems, i don't have Damn Apocalypse installed but I keep getting empty stimpaks dropped incorrectly named "empty stimpack"
should work with UFO4P without a patch, as far as i'm aware this doesn't really alter anything that UFO4P does, literally just gives you an empty bottle/pack that is already in the game, works fine for me along with UFO4P anyway
Yes, it works with UFO4P patch, but that mod is usually high in the load order and your mod overwrites record values from the base game that it changed. Many of the changes are minor, but there are many duration values that were corrected by UFO4P that will not be forwarded if using this mod. There is at least one magnitude change as well. A second version forwarding UFO4P patches would be nice to have.
44 comments
Both mods use vanilla edits, so I think without patching they will conflict with anything that touches ingestible items, including items sorting mods (e.g. VIS-G) or mesh replacers (e.g. ChemRedux). The only empty bottle mod I know of that doesn't need patching is Recycle - Give Me My Leftovers Back which actually uses scripts to return a bottle and doesn't edit the ingestible items, the down-side of that mod being that the bottles returned are generic and don't necessarily match the consumed item.
Is there a way to edit the output of an item or add another one? If possible I'd like to change the Purified water output to an empty bottle (even if it's a bit immersion breaking) or add the Dirty water to give back an empty bottle.
Reduce, Reuse, Recycle.
Only small thing I noticed so far is that the Ice Cold variants of things like from The Fridge disappear. Can't be helped, I guess. I would need to verify careful whether the vanilla Ice Cold Stuff is returned.
I do like that this is a global thing so I can see the consumed items on my companions and settlers.
I might make some compatibility patches at some point, to be honest I wasn't expecting this to get as much attention as it has
On the subject of pharmaceuticals, do you prefer creating empty injectors/inhalers along the lines of Empty Blood Bags (which are needed scrap from using blood bags for clear reasons) or just giving the proper component scrap as the containers should be recycled for safety reasons?
im back from work now so I’ll definitely do another update tonight and see what I can do about Chems, it’s something I wanted to do from the start but just didn’t get chance last night.
EDIT: All done, I've made a Vim bottle for now that is given after any Vim beverage is drank, chems are also implemented now too
Going to check the update now! Thanks loads.
Thanks for the mod.