This is a great mod and I really appreciate you creating it. I'm going to risk sounding like a whiner here and say that it would be great if the mod included options (in MCM, perhaps) for what category of item is and is not visible in the Transfer dialog screen. I wanted to be able to remove my quest items (notes, Silver Shroud stuff, etc.) for the purposes of decluttering that interface, but I don't want to have to give up some keys that I may use when needed (the Wicked Shipping key, for example) for the same decluttering purpose. I've never explored the process of creating an F4SE-based mod, so I don't know how feasible this is. Either way, thanks for this great mod!
Really, that's great (It just works)! At last I can tidy up my inventory and no longer have to carry every key around with me (it doesn't matter in terms of carry-weight but it's confusing). Thank you very much ... also for offering the modification for 1.10.163.0 of Fallout 4, too. Now I'm off to sorting my inventory.
Question: Do you happen to have a modification so that the NPCs stop when you start a dialog with them and don't run around / walk away and the dialog then breaks off?
Just for anyone wondering, there's a version that doesn't require F4SE called Droppable Quest Items Not sure how similar it is to this one, but I've never had a problem with it over the 2 years I've used it, every quest item, keys, holotape, and scrap of paper I've wanted to put in chests, drop on the ground, or turn into OCDecorator items has been possible with this.
Yes but the two mods aren't equivalent. In order to drop Quest Items without F4SE, one needs to overwrite every single quest to unset the "Quest Object" flag for the aliased item reference. That approach can't work with mod added quests unless the author makes individual patches for them and it is vulnerable to mod conflicts as it has to overwrite vanilla forms. So the limitation is quite similar to the Store Your Keys mod someone mentioned earlier.
Is it possible to make this compatible with "Whose quest is it anyway" in a way that would have the quest info notification still pop up when removing a quest item from inventory?
I think that mod overwrites the notification displayed on the HUD when the player attempts to remove these items. Since this mod allows the removal of said items without any error message, I can't make a simple "compatibility patch" for it. I'd need to add that feature to this plugin, to display the owner quest upon removal. (Other people's work or ideas can't be just incorpareted into an other mod. I'll need to look into this first).
Thank you so much! Currently carrying around three Sample bottles from Cambridge Polymer Labs..., Lol. I thought I'd put them back at my base, but Oh-NO, they're quest items. Now maybe I can unload them from my inventory.
45 comments
I've never explored the process of creating an F4SE-based mod, so I don't know how feasible this is. Either way, thanks for this great mod!
Now I'm off to sorting my inventory.
Question: Do you happen to have a modification so that the NPCs stop when you start a dialog with them and don't run around / walk away and the dialog then breaks off?
Best regards!
Is it possible to make this compatible with "Whose quest is it anyway" in a way that would have the quest info notification still pop up when removing a quest item from inventory?
Currently carrying around three Sample bottles from Cambridge Polymer Labs..., Lol.
I thought I'd put them back at my base, but Oh-NO, they're quest items. Now maybe I can unload them from my inventory.