About this mod
Adds various prompts to conveniently interact with items, objects and NPCs: Trade, equip, consume and more! Utilizes Dynamic Activation Key.
Requirements
Permissions and credits
Credits and distribution permission
Other user's assets
All the assets in this file belong to the author, or are from free-to-use modder's resources
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You are not allowed to upload this file to other sites under any circumstances
Modification permission
You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permission
You are not allowed to convert this file to work on other games under any circumstances
Asset use permission
You must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being sold
You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation points
You are not allowed to earn Donation Points for your mods if they use my assets
Console modding permission
This mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
Anyone is allowed to translate this mod.
Donation Points system
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Translations
Translations available on the Nexus
French
Author: GenesisBravo - Traducteur Des Terres Desolees
Traduction FR de Alternative Activation Prompts
Mandarin
Author: lvtree
Alternative Activation Prompts CHS
Russian
Author: TsarHeknt
Alternative Activation Prompts - Rus
Changelogs
Version 2.7.3
Fixed equipping weapons that are in both the game world and in NPC's inventory causing two items to be placed in the player's inventory
Version 2.7.2
Fixed the equipping ammo from containers temporarily breaking the HUD ammo display - vanilla issue
Version 2.7.1
Fixed a potential crashing issue when equipping items from dead NPCs
Version 2.7.0
Replaced the dependency Lighthouse with Papyrus Common Library
Fixed weapon stands breaking when taking their attached weapon
For this, I switched to the vanilla Activate function again, so you need to install Buffout 4 NG to fix freezing when activating items
Code cleanup and optimization
Version 2.6.3
Disabled prompts for dead NPCs if the player has the cannibal perk
Additionally, these prompts will also not show up during the Silver Shroud quest
Version 2.6.2
Re-introduced the weapon rack bug to fix freezing when equipping items
Version 2.6.1
Fixed equipping weapons from weapon racks making the racks become unusable
Version 2.6.0
Added FormLists to better condition consumable chems and dog pet idles
Fixed taking all items also transferring non-playable ones
Version 2.5.0
Switched to a slower but non-crashing method for taking all items
Removed most corner messages, to be more consistent with vanilla ones
Adjusted the volume of UI sounds, to be in line with vanilla ones
Fixed activating a mirelurk hatchling egg not doing anything
Code cleanup and optimization
Version 2.4.0
Added an equip prompt for mines placed in the game world, integrated with the equip weapons prompt
Added the consume prompt to mirelurk hatchling eggs, which will just hatch them
Made the fill bottle prompts and the consume flora prompt enabled by default
The consume flora prompt will now hide itself if the target got harvested
Consuming flora will now take the drop rate into account
Added "BlockPlayerActivation" keyword checks across the board
Player owned brahmins should no longer have an inventory prompt attached
Fixed consuming player owned settlement crops being treated as stealing
Version 2.3.0
Added a prompt to fill one or all empty bottles at water sources and fountains
Added a prompt to consume mirelurk eggs, integrated with the consume flora prompt
Added appropriate sounds when equipping and taking all items from containers
Made the notification messages appear more consistently
Attempt at fixing the issue where the container menu would sometimes appear when equipping or taking all
Disabled the pet prompt while sitting
Version 2.2.4
Fixed items with sorting tags not being equipped from containers
Version 2.2.3
Added a distance limit to NPC prompts on companions for balance reasons
Added the remaining translation files needed to make the mod's translations appear on non-english versions of the game
Version 2.2.2
Small spelling fix for the MCM descriptions of the lock owned doors/containers prompts
Version 2.2.1
Locking owned targets are now marked as "Requires Key" instead of "Expert", so you no longer get XP from unlocking them
Version 2.2.0
Added a prompt to lock/unlock owned containers and doors in settlement
Made the unlock and consume flora prompts visible by default
Version 2.1.0
Added a prompt to pet dogs
Added a prompt to push/tip brahmins, like in previous titles
Added a visual indicator to some prompts to indicate that the current one can be toggled
Made most prompts visible by default which should be more user-friendly
Inventory prompt are now working for ash piles
Disabled the unlock and consume flora prompts by default
Disabled trade prompts for NPCs in scenes and combat
Sneaking will now show the trade and inventory prompts if the target is a teammate
The consume flora prompt will no longer show if the plant got destroyed
The item count is now determined by the amount of visible items in the target's inventory and not the total amount
Improved responsiveness of taking all items from NPCs
Too many conditions - My head hurts
Version 2.0.2
Switched to a safer but slower approach when transferring all items from NPCs
Version 2.0.1
Fixed initial dead actors disappearing if one would take all items from them
Version 2.0.0
Rebuild of the entire mod
Should be safe to update mid-game, though you may need to re-assign some setting
Updated for version 1.3.0 of Dynamic Activation Key
Added a prompt to doors and terminals to unlock them without entering
Added a prompt to equip items from a container using the quick loot menu
Added a prompt to consume flora
All prompts will no longer appear if the player is aiming, like in vanilla
The trade and inventory prompts now appear simultaneously where applicable instead of just one
They also no longer appear if the target is getting commanded
Domestic animals, like brahmins, will no longer have trade and inventory prompts attached, though you can still trade with dogs, unlike in vanilla
Taking all items from containers now plays appropriate sounds and opening/closing animations
Syringer ammo, the Stealth Boy and the normal and glowing blood pack are now consumable
Greatly simplified the conditioning of the trade and inventory prompts
Fixed a duplication glitch where dropped weapons from NPCs would not be removed when taking all items from them - Vanilla issue
Version 1.1.2
Taking all from NPCs should no longer mark the items as owned, like in vanilla
Also fixed its prompt setting not being applied
Version 1.1.1
Updated for version 1.2.0 of Dynamic Activation Key
Version 1.1.0
Added an option to take all items from dead NPCs
Version 1.0.1
Fixed the FormID of the Quest starting at an error-causing index
Save to update mid-game
Version 1.0.0
Donations
Showcase Features Various prompts to conveniently interact with items, objects and NPCsTake notesTake All from unlocked containers and dead NPCsLock and unlock owned containers and doors in settlementsUnlock doors and terminal without having to enter themTrade with merchants and settlersOpen Inventory of companions and settlersPet dogs, including dogmeatTip over brahmins like in previous titlesEquip armors, clothing, weapons and explosivesEquip items, including holotapes and notes, from unlocked containers and dead NPCsConsume food, drinks, chems and floraFill one or all empty bottles from water sources and fountains, even outside of survival mode Use the hotkey from Dynamic Activation Key to toggle between prompts, some of them have a "(+)" indicator All prompts can be toggled in the MCM Translatable MCM and prompts Notes NPC prompts have a distance limit of about 180 game units on companions, so you have to get close to them The trade prompt may appear for longer than expected if you assign a settler to another task - Vanilla issue You may experience freezing when taking items - Install Buffout 4 NG Some consume prompts may not appear correctly because of incorrect/missing keywords - Use the Unofficial Fallout 4 Patch and Community Fixes Merged Incompatible Mods The following mods are, among others, partially compatible or completely redundant. It is therefore recommended to uninstall those mods or toggle the appropriate prompt in the MCM.