Fallout 4

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WasteTheLand

Uploaded by

Qrsr

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12 comments

  1. ShurikSHU
    ShurikSHU
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    is there a mod that binds all the keys in the inventory into a single whole.
    1. Si1entVoice
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      based on your comment, I take it that this mod doesn't put all the keys in the inventory into a single keychain, yes?
    2. streetyson
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      From the current description & picture, this mod appears to replace the worldspace key models and not create a single keychain in your inventory. Maybe you guys are looking for something like Key Nuker? Despite being an "old" mod I still use it just fine, but it may need a bit of jiggling to work depending on your setup and mod manager (I did it ok, but I install mods manually). And it may or may not be compatible with some newer mods/overhauls (eg, maybe Sims?, so best read through mod comments etc). However, I've also read that the newer mod DEF_UI has a similar function (but can't confirm myself as I don't use that mod). Alternatively, if you want just one inventory item that opens all like a master key, the closest I know of is the new mod skeleton key, but I'd assume it would only work in regular locks that you'd pick with bobbypins and thus wouldn't hold nor replace unique or quest keys. Hope that helps.
    3. ShurikSHU
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      after a couple of hours of playing FAllout 4, the inventory is already teeming with various interfering objects like keys and disks with passwords, I want to return to NEW Vegas with a bunch of keys at least.
    4. Qrsr
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      streetyson is correct, its just a NIF replacer.
    5. streetyson
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      Thanks for confirming Qrsr. And I hear you Shurikshu - FO4 ridiculously omitted FO3 & FNV's keyring concept. But don't despair! The mod links I gave (and prob one or two others) do sort-of replicate the idea in FO4 (indeed, that's exactly why Key Nuker was made).
  2. GrankNutt4
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    Thanks so much for the upload, endorsed and kudos given. I would however like to see an update where keycards are excluded as well as a few examples of prewar keys. The Atomatoys HQ key for example really fits the utilized model lore wise, so i removed aforementioned edits and others like it to my own liking, and the overall purpose of the mod still remains effective.

    Keycard edits could of course be useful, as some of them have brighter colors (maybe dlc ones iirc) and can have their models swapped for ones that are harder to spot. one would of course have to remember to edit the model used in the keycard animation as well, and now it just sounds like work :P

    Btw, i fully understand this type of "blanket solution" was made with added difficulty in mind, and it works exactly as intended. Please don't take my suggestions as harsh critique.
    1. Qrsr
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      Your perfectly right mate.
  3. krrptd
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    Hello. It looks like you replaced the 6 Vault 118 keycards as well, by mistake.

    1. Qrsr
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      Thanks, will upload a fixed version later.
  4. wolffang719
    wolffang719
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    (Ignore this I misunderstood the description)
  5. LegendaryCourier
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    Thank you for this