Fallout New Vegas
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dhert

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  1. djhert
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    v1.1 - Feb. 22, 2024
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    • NEW: Campfire Kit item!  Pickup any campfire to receive a Campfire Kit, place it down to have a campfire anywhere!  Can also buy one from a vendor (Same implementation as the Sleeping Bag was)
    • Fixed: Duplicate item should no longer be created on some reloads.
    • Renamed mod for clarity on its new features.
    • KEYWORDS is now required to pick up the campfires.  There were just too many to check for, plus it allows for easy compatibility with other mods.


    v1.1.1 - Feb. 23, 2024
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    • Fixed: Buying/Selling the Sleeping Bag or Campfire Kit now properly increments the internal counter. (Thanks for the report, GladOfWar!)

    v1.2.0 - Feb. 25, 2024
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    • Fixed: Duplicating Items on a save/reload during the same session (For real this time)
    • NEW: Optional Quick Key binds for dropping the Sleeping Bag or Campfire Kit (if you have one). Disabled by default, but can be set in the INI
    • NEW: Option to change the modifier key from Left-Shift

    v1.2.1 - Mar. 7, 2024
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    • Fixed: Prevent picking up and deleting World Water under some conditions

    v1.2.2 - Mar. 23, 2024

    • Fixed: Compatibility with Animated Workbench. Fixes a CTD when picking up an item.
  2. Rage4556
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    Is it possible to disable campfire collecting without going back before 1.1? Seems that it can be fairly buggy in terms of breaking some things like a fire still appearing where it used to be.
    1. djhert
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      The fire isn't actually "linked" to the campfire object, so there is no way to delete them without adding a whole bunch of crap.

      No, there isn't a way to disable it. Just don't do it?  You have to deliberately "Shift + E" to collect the item...
  3. sriniboss
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    Can I get the console commands for the bedroll/campfire, I can't seem to spawn them with NPC inventory.
    1. djhert
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      Sleeping bag:
      player.AddItem (player.AuxVarGetRef "SBForm")Campfire:
      player.AddItem (player.AuxVarGetRef "CFForm")
  4. Jaggerrr
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    Firstly, thank you for the mod, and for sparing us from having another plugin! I just wanted to mention that I'm experiencing an issue with the sleeping bag returning to my personal inventory every time I reload my save. Is there any way I can resolve this issue?
    1. djhert
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      To clarify, when you place the sleeping bag on the ground, save, then reload the save, you are given a duplicate sleeping bag? Almost as if you hadn't dropped it?
      Or, are you just always given a new sleeping bag when you reload a save (without dropping)?

      Just checking, as I'm not able to replicate any current issues with the mod. Thanks.
    2. Jaggerrr
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      Thanks for the quick reply. I'll report back as soon as I get the chance to play.
    3. Jaggerrr
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      The issue only occurs when the sleeping bag has been placed in someones/somethings inventory. I do not receive duplicates after placing the sleeping bag on the ground. And to clarify, I'm actually receiving the item itself from the inventory I placed it in, not a duplicate of the sleeping bag.
    4. djhert
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      I see. I didn't accommodate for the item to be moved to a different container.  Since the items are created at runtime via a script, I store the item count in a player variable and re-add that amount when the game starts to give the illusion that it is always there.  The reason why it is no longer in the container you stored it in is because the previous item simply no longer exists; the item now has a new form and whatnot.
      Storing the item count on a container is possible, but not really something I would like to do as it could potentially cause save-bloat. I.e. if you put a sleeping bag in 12 containers, that's 12 containers I have to keep track of.  Plus, I can't just arbitrarily re-add the item to a container that is not currently loaded (unless it is persistent, but that's rare for MOST containers). That means when you end that session, the sleeping bag would just be deleted.  I could also add a function to check all containers when you enter a cell and re-add as necessary, but again, bloat that I don't want to add.
      As a compromise, I can add support to offloading the items to companions.  Maybe even could make the "quick key" also have your companions build/pickup your campsite too.
      For now, my advice is to just keep the sleeping bag and campfire items on you.  If you don't like the burden of carrying it, just change its weight in the INI. 
    5. Jaggerrr
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      I really appreciate the detailed response, and if you wish to add that companion support which you mentioned that would be awesome! Regardless, I really like the mod and I can always just plant the sleeping bags in convenient places and/or alter their weight in the ini as you also mentioned. Thanks again!
  5. sriniboss
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    Whats the difference between this mod and Portable Campsite (https://www.nexusmods.com/newvegas/mods/35134)
    1. MasterKingly
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      No ESP.
  6. jedp15
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    Would be cool if someone made an animation for this. Maybe a kneel down and lay out anim for both the sleeping bag and campfire, and then a lighting animation using a lighter you have to purchase and/or with the Engraved cigarette lighter. Cool mod btw!
  7. matthewpen13
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    It looks like the sleeping bag and campfire each weigh 15? How hard would it be for someone to adjust that? Could I just go into the .ini file after downloading and change the value? This is pretty much what I'm looking for, but that seems really heavy
    1. djhert
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      Yes, the weight and value of both can be adjusted in the provided INI.  A weight of 15 was chosen as it matches the Lonesome Road Sleeping Bag item.
    2. matthewpen13
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      Oh, I havent played lonesome road yet, so I didn't know that. Now I'm no so sure if I should change it after all lol
  8. Nuclear3D
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    When i reload a save i get a dupe sleeping bag and fire kit everytime.
    1. djhert
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      Yea, I've noticed this is still happening too.  It only happens on some saves it seems, as I can't replicate it when I want it to because I tested earlier and thought I fixed this already.

      I'm currently testing a new fix, will probably release it later today if all works out.
    2. djhert
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      Should be fixed in v1.2.0! Tested for a few hours and did multiple saves/reloads, didn't duplicate for me anymore.  Let me know if there are still any issues!
    3. Nuclear3D
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      seems like its all working now i see you also added changing the key to left shift to right do you happen to have a link to the keyboard codes so i can change the number to right shift.
    4. djhert
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      List is here: https://geckwiki.com/index.php?title=OnKeyDown

      Key 54 is Right Shift.  Just note, you still have to press that key AND activate to pick up the item.
    5. Nuclear3D
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      Thank you i was going crazy trying to find that list of keyboard codes and thanks for also adding in the ability to change it i use the arrow keys to play so having it on right shift helps alot.
    6. Nuclear3D
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      Also hate to ask but would you ever consider a YSI patch so it can not be in the junk category on the pipboy.
    7. djhert
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      Unfortunately, that doesn't seem to be possible.  The method that I'm using to create the items sets a new FormID each time that you start a game session.  ySI configs require a static FormID in order to set the category and whatnot.

      As a workaround, you could change the item that this is created from to set the category.  If you edit the file `ln_SleepingBag.txt`, change the EditorID for the item here (line 19, "AbraxoCleaner"):
      ref rSBag = TempCloneForm AbraxoCleaner

      For example, change it to "Stimpak" to place it in the "Aid" item category:
      ref rSBag = TempCloneForm Stimpak

      For the campfire, same thing just on line 31:
      ref rCF = TempCloneForm AbraxoCleaner
      That said, I created the "Quick key" specifically so you don't have to fumble through the inventory for it.  I might make this exposed in the config if I ever do an update to this mod, but overall I consider this to be "feature complete" as-is.
  9. GladOfWar
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    When I quit the game and load up a save the sleeping bag has gone from my inventory , any ideas ?  

    edit; the 1.0 version doesn't have this bug on my end 
    1. djhert
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      I'm not able to replicate this issue.  How did you get the Sleeping Bag, was it bought from a vendor or did you pick it up from the world? 

      If you drop the sleeping bag, pick it back up, then save and reload, does it still happen?
    2. GladOfWar
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      Playing TTW Bought the seeping bag from crater side supply and have also tested at store in goodsprings.
      If I buy the bag and don't use it before saving then quit the game it disappears but if I put it down and pick it back up then save it seems to work fine and keeps working fine, seems just needs that initial drop n pick up. 
    3. djhert
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      Yea, I see the problem.  I forgot to add an event to increment the internal counter when you buy a sleeping bag; it only does it when you pick it up.  I'll have a fix for this out later today.  Sorry about that, and thanks for the report!
    4. GladOfWar
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      Great will test it out when updated 
      Thanks 
    5. djhert
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      Should be fixed in 1.1.1!
    6. GladOfWar
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      Thanks for the 1.1.1 update all is working good now .
  10. Nuclear3D
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    is there a way to rebind the shift from left to right to pick up the bags and campfire.
  11. Jarecyrel
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    Im not sure if its due to limitation or probably much harder to do but Im hoping you could also make it work with the lonesome road sleeping bag, it just make sense after all.
    1. djhert
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      I opted to create a new item instead of using the one from Lonesome Road. Due to that, managing which Sleeping Bag you are using would take extra code that I'm not interested in doing.