About this mod
Lets you store and retrieve the immersion-breaking clutter added to the inventory by various mods as their interfaces.
- Requirements
- Permissions and credits
- Donations
Lets you store and retrieve the immersion-breaking clutter added to the inventory by various mods as their interfaces.
New version: Reconfigures Imp's Timescale Adjuster so that the adjustments it provides still work even if the "Adjust Timescale" item is hidden.
Many mods need to make use of menus in order to realize their full functionality; it's either that, or download one of several different variations of the mod, and then be stuck with that iteration's settings. Some mods have a lot of things that can be perused or tweaked, so the author opts for a full menu via MCM. But other times, there are only a handful of things to tweak, or the author felt it important that the settings be accessible via the Pip-Boy in some manner. The result of this impasse is a player inventory filled with "armor" or miscellaneous "items" that are, in fact, simply the triggers for entering those mods' menus.
For anyone interested in playing a reasonably immersion-kosher game, this is a problem, because every time one opens their inventory and spots these otherworldly mystery items taking up the first several slots in the list, immersion is halted. Besides which, in almost all cases, once the player has done their initial fiddling with the menus of the respective mods, they are unlikely to need to regularly return to them for more tweaks.
A solution, one might say, is to find a convenient non-respawning container and dump them in. And then, if one decides they actually do want to change something after all, go back to the container and fetch them back out. But unfortunately this option intrudes upon the philosophy of an immersive experience -- traveling out of one's way to fuss over physical items that shouldn't even exist in the game.
I've decided that the best option is to create a personal, invisible and always-accessible container intended specifically to store such immersion-breaking clutter, where the player can dump the items and satisfyingly forget they exist, as indeed they no longer will anywhere in the game proper. The items can be fetched back out at will. Just as in-game "item" triggers that access mod menus are immersion concessions to the functionality needs of certain mods, a personal void that stores such items is a way to minimize those concessions.
New version: I belatedly discovered that removing the "Adjust Timescale" item added by Imp's Timescale Adjuster from one's inventory causes that entire mod to shut off, so I've provided an alternate version of my mod which requires Imp's Timescale Adjuster to be loaded before it, and it reconfigures said mod so that the adjustments it provides still work even if the "Adjust Timescale" item is hidden. Still experimental but probably works. As a bonus, these changes also make Imp's Timescale Adjuster considerably less heavy on the scripting engine than before.
Usage: While in the Pip-Boy inventory, type ctrl-h to hide the currently-highlighted item. During gameplay, type ctrl-h to access the Immersion Breaker Storage container.
Caveat: Some items have gameplay flags that will cause them not to appear on the player's side of the container menu. This doesn't stop the mod from working -- all it does is cause the item to seemingly disappear if it is fetched back out of the container. But it will properly reappear in the Pip-Boy inventory afterward.
Other New Vegas mods I made:
Bugs:
- Asterra's Many Fixes - Fixes a lot of things not covered by Yukichigai Unofficial Patch.
- Remember Ammo Count On Reload - Prevents the game from fully reloading your weapon every time you load a saved game.
- No More Double Open & Close Sounds - Corrects for longstanding audio bugs associated with opening and closing doors and containers.
- Restoring Hope Quest Morale Fix
- Debt Collector Quest Fix
Personalization:
- Less Constant Music - Reduces the incidence of background music from 100% to 25%.
- Doc Mitchell Easier to Impress - Forces Doc Mitchell to judge the player character's S.P.E.C.I.A.L. on a 1 to 9 scale, rather than 1 to 10.
- Snowglobe Tweaks - Minor lore-friendly tweaks to make snowglobes less clunky.
- Show Pickpocket Success Rate - Adds a note to the pickpocket menu indicating the pickpocket success rate for the highlighted item.
- Loot Unconscious Victims - Lets you open the inventory of any equipment-carrying enemy who has been immobilized.
- Asterra's Lore-Friendly Challenges - Adds several challenges aimed at exhausting what the game has to offer.
- Get Both Alien Blaster And YCS/186 - Gives lore-friendly access to both weapons in a single game.
- Implant GRX Recycler - Forces each individual dose of Implant GRX to have its own 24-hour recycle.
- Beyond the Beef Tweaks - Changes to the Beyond The Beef quest aimed at improving options and making the conclusion more fulfilling.
- Empty or Not Empty - Removes the magical ability to clairvoyantly know when containers are empty, until they've been checked.
- Eddie Hears An Explosion - Irons out one of the clunkier moments in the game. (Improved since the first version.)
- Dark Craving - Adds the cannibal addiction feature from Fallout 4's survival mode.
- Legendary Difficulty - Matches Skyrim's "Legendary" settings.
- Higher Female Protagonist Voice
- Higher Voice for Veronica
- Choose Lockpick Or Use Key - Provides the option of lockpicking doors and containers regardless of whether you already have the key.
- Wild Wasteland Checklist - A menu-based, self-updating checklist of all of the Wild Wasteland content.
- Honest Hearts Workbench Crate Luck - The skill book crates in Honest Hearts obey the player character's luck.
- JSawyer Mod Vanilla Number Of Perks - Makes the perk count end at the vanilla 25, rather than JSawyer Mod's 17.
Redacted or redundant due to subsequent osmosis into mods from other authors: