Love it-- this mod is an easy endorsement. Is there a chance you could include food as a category so the smart system can optionally include it while synchronizing the "extras"?
Hi! Very nice mod, really liking it. I was wondering if you had any instructions on how to make a patch for a modded weapon that uses custom ammo. I am using three modded weapons. Two of them work right out of the box, as they use vanilla ammo types. It does not recognize the two plasma weapons from Plasma Weapons Bundle (Creations mod by Bub200). I imagine that is because they use a new ammo type called Plasma Battery Cell exclusive to the mod. Any advice on how to make a patch would be welcome.
Hi, You make some awesome QOL mods thank you and keep them coming! If you ever update this mod can you add the option for food items? And also an option to not drop excess away from your ship. Thnx.
A fantastic idea for a mod. Should a new game be started with the mod 'off'?
The inventory was working well, but now I've started a new game (with patches added) - I can place the box and twiddle with the settings, but I can't transfer anything to it [nothing happens, transfer screen doesn't open], and if trying to sync I get a notification saying the ship is out of range?
Yes as it stands, you will have to clean save, then re-install the mod after the HomeShip reference has been filled (the earliest possible time seems to be after Barrett gives you the Frontier, but before you leave Vectera). Working on a fix for this now that should only require you to turn the mod off/on to get it working again.
Please try updating the base plugin to v1.2.2 (you can leave patches as they are) - this version will work when going through the unity/beginning a new game, after you sit in the pilot seat of the Frontier for the first time.
If you are already past that point, you will need to turn the mod OFF, then ON again in the GP options.
Within 10 minutes of playing, I put this mod on my "must have, always have" list.
I've been running a realistic ruck carry for months now. Ammo management had turned into a mini game, as it made me think about what I was about to do. I didn't realize how much tedium I added to the game.
Hi, this mod is great (using 1.1 at the moment) but I have one quick question. Does the new version (1.2) require the newest version of Starfield? I'm asking as I am still running 1.14.74 and would like to update this mod. Thanks in advance
Thanks! It will work just fine on both Starfield versions, no problem.
I advise disabling the old version (in GP options) first, then save, then replace the entire Smart Inventory folder - as the new version gets rid of all the loose files, you definitely don't want to merge folders and have those overriding the archive in the new version.
When you start up the mod again, you will sadly need to re-enable your Weapon Tracker etc settings (although I have made it so this won't be necessary in the future).
Let me know if there are any issues with any of the patches etc. I have tested them all as thoroughly as reasonably possible, but there's still a chance I missed something.
Apologies, I found a small bug and had to push a minor update. If you already upgraded to v1.2.0, you can just drop the new file in. No need to turn the mod off in the GP options. Cheers.
Yeah I did download the update but now after starting a new game the smart inventory container does not actually do anything, pressing transfer does nothing, and trying to sync just tells me the ship is out of range, this is on the newest version of the mod, thanks for any help you can provide.
Hmm yes - "ship out of range" - are you getting this inside the ship? Did you edit your ship in the builder by any chance? If so, that is the bug that was fixed in the new version. But I'm afraid you will need to cycle the GP option post-install to pick up the fix (apologies, when I said before you didn't need to do that, I was meaning that turning it off pre-install wasn't necessary - a much more tedious requirement, which was necessary for other reasons).
If however, you are getting "Ship out of range" and you are outside your ship, and/or you haven't edited your ship - then you may have found a new bug that I wasn't aware of. Please let me know if that's the case.
Unfortunate that I ended up breaking a few eggs in the process of cleaning up the codebase. Sorry about that.
I did manage to get it working again on one save by: - Saving - Disabling the mod entirely - Saving again - Re-enabling the mod and building a new container This only worked on that save though so I'll have to try with a new game again
Okay so testing the container aboard the Frontier on Vectera it still does not work, this is on an entirely new save after having done the steps I mentioned above for my other save, is it maybe something to do with the process of starting a new game maybe?
Edit: So again repeating the process of disabling and re-enabling the mod worked again, so currently the mod only works when added to existing playthroughs not on a new game
It should work just fine on a new game. But if you haven't even left Vectera yet...it's definitely possible that the concept of a "HomeShip" reference doesn't exist in the game yet, which would prevent anything from working. I have heard there are a few weird things about the very start of the game.
But I'm pretty sure as soon as you take off, do the flight tutorial and have your first space battle, the HomeShip is a thing that exists, because it's possible to steal the crimson fleet ghosts you encounter (which obviously involves switching home ship)
But I was able to get the mod working while still on Vectera by saving, disabling the mod and patches in MO2, loading the save, saving again and then re-enabling the mod, is it possible that something prevents the mod container from working on a brand new save, maybe because the the beginning of the game is the only time the player does not have a home ship?
Edit: Just to double check like you said I took off from Vectera and the container is still not functioning even though now the Frontier should be considered my Home Ship by the game
It’s complicated, but many mods will work totally fine on a completely brand new game (e.g smart heal - all it does is put an item in your inventory) - but mods that rely on references to other things in the game to run properly (in Smart Inventory’s case, the reference in question is the HomeShip) - are liable to break and will require a clean save, because if those required references can’t be filled immediately when the mod is first loaded, the mod’s “quest” won’t actually start. And the only way to re-initialise it is with a clean save.
IIRC, loading up mods for the first time in the mine in vectera is a no-go because that mine doesn’t actually “exist” in the normal game world.
Safest thing (in my opinion) is start loading any script-heavy mods after you land in new Atlantis- once you are allowed to travel anywhere and do anything you like and the game has begun proper.
Okay, for the time being I’ll do what you suggest, start the game with the mod disabled and then enable the mod when reaching New Atlantis, perhaps for the future there might be a way to automatically stop the mods scripts from starting up until that point so that the games start does not interfere with them?
This is the first step for a dream mod of mine. I would like a realistic loadout in the following way: I can only carry at a given time 2 pistols, 1 rifle/heavy (either/or), 1 melee, 1 cutter and a limited number of throwables.
The mod "excursion" by S1nderion already limits my ability to carry multiple spacesuit items.
Any chance you could update the mod to allow me to set limits for weapon loadouts, like the one I described?
I use arthmoor's unnoficial patch instead of the community patch. I believe this wouldnt cause issues?
I do know what you mean. I limit myself to 3 ranged weapons, 1 heavy and one melee.
but actually enforcing that is probably a challenge.
And i feel like this mod is already quite complicated sounding which may put people off (even though in use I think it feels very natural and intuitive).
definitely something to think about though, thanks!
At the moment, the mod requires Starfield Community Patch for this particular issue - i did state that in the description...but you're right. Something probably needs to be done about it without needing SFCP, as I am aware that project is on hiatus.
So the options are - Adding an RTFP patch for the pacifier, or directly patching the weapon in the SmartInventory esm. If I choose the former, then script extender and RTFP will become a requirement (it already is a requirement for mod added items, but this is a base-game thing). If I choose to patch it directly, then any other pacifier mods will conflict with mine.
So hopefully you can understand the conundrum...I have always had the community patch loaded in my game, so I just left things as they are. If it ain't broke...
Although now we are moving on to yet another base game update without an update to the community patch...and I can only assume Bethesda hasn't fixed it themselves, even though it would take all of 5 seconds. so yeah.
If you use RTFP it is a single line fix to add the WeaponTypeRanged keyword to the Pacifier weapon form. I will do it at some point, I just don't know when I'm going to have a chance to push an update.
FWIW I consider it totally acceptable to forward known good patch fixes to my mods (without dependency) if they are required for functionality. I've done this for my weapon and perk mods because they differentiate between Automatic and non-automatic weapons - and a half dozen vanilla weapons are incorrectly keyworded so they will receive Automatic buffs and debuffs even with semi-auto receivers. The upside here is: If the user has the patch, and my mod, everything works. If the user has only mine, everything works. If another mod is loaded later... then it's just like any other conflict scenario unless the other author was also gracious enough to forward patch fixes.
50 comments
[edit: I meant "include" not "ignore"]
Thank you for a very useful mod!
Also up the over limit tp 100% or more.
Should a new game be started with the mod 'off'?
The inventory was working well, but now I've started a new game (with patches added) - I can place the box and twiddle with the settings, but I can't transfer anything to it [nothing happens, transfer screen doesn't open], and if trying to sync I get a notification saying the ship is out of range?
Yes as it stands, you will have to clean save, then re-install the mod after the HomeShip reference has been filled (the earliest possible time seems to be after Barrett gives you the Frontier, but before you leave Vectera). Working on a fix for this now that should only require you to turn the mod off/on to get it working again.
If you are already past that point, you will need to turn the mod OFF, then ON again in the GP options.
Cheers.
Thanks
will stay on my loadlist forever...
any chance of a patch for "TN´s Plasma Laredo" ammunition ?
I've been running a realistic ruck carry for months now. Ammo management had turned into a mini game, as it made me think about what I was about to do. I didn't realize how much tedium I added to the game.
This mod is perfect. Just perfect.
I advise disabling the old version (in GP options) first, then save, then replace the entire Smart Inventory folder - as the new version gets rid of all the loose files, you definitely don't want to merge folders and have those overriding the archive in the new version.
When you start up the mod again, you will sadly need to re-enable your Weapon Tracker etc settings (although I have made it so this won't be necessary in the future).
Let me know if there are any issues with any of the patches etc. I have tested them all as thoroughly as reasonably possible, but there's still a chance I missed something.
Enjoy :)
If you already upgraded to v1.2.0, you can just drop the new file in. No need to turn the mod off in the GP options. Cheers.
If however, you are getting "Ship out of range" and you are outside your ship, and/or you haven't edited your ship - then you may have found a new bug that I wasn't aware of. Please let me know if that's the case.
Unfortunate that I ended up breaking a few eggs in the process of cleaning up the codebase. Sorry about that.
- Saving
- Disabling the mod entirely
- Saving again
- Re-enabling the mod and building a new container
This only worked on that save though so I'll have to try with a new game again
Edit: So again repeating the process of disabling and re-enabling the mod worked again, so currently the mod only works when added to existing playthroughs not on a new game
But I'm pretty sure as soon as you take off, do the flight tutorial and have your first space battle, the HomeShip is a thing that exists, because it's possible to steal the crimson fleet ghosts you encounter (which obviously involves switching home ship)
Edit: Just to double check like you said I took off from Vectera and the container is still not functioning even though now the Frontier should be considered my Home Ship by the game
It’s complicated, but many mods will work totally fine on a completely brand new game (e.g smart heal - all it does is put an item in your inventory) - but mods that rely on references to other things in the game to run properly (in Smart Inventory’s case, the reference in question is the HomeShip) - are liable to break and will require a clean save, because if those required references can’t be filled immediately when the mod is first loaded, the mod’s “quest” won’t actually start. And the only way to re-initialise it is with a clean save.
IIRC, loading up mods for the first time in the mine in vectera is a no-go because that mine doesn’t actually “exist” in the normal game world.
Safest thing (in my opinion) is start loading any script-heavy mods after you land in new Atlantis- once you are allowed to travel anywhere and do anything you like and the game has begun proper.
The mod "excursion" by S1nderion already limits my ability to carry multiple spacesuit items.
Any chance you could update the mod to allow me to set limits for weapon loadouts, like the one I described?
I use arthmoor's unnoficial patch instead of the community patch. I believe this wouldnt cause issues?
Thanks!
but actually enforcing that is probably a challenge.
And i feel like this mod is already quite complicated sounding which may put people off (even though in use I think it feels very natural and intuitive).
definitely something to think about though, thanks!
So the options are - Adding an RTFP patch for the pacifier, or directly patching the weapon in the SmartInventory esm. If I choose the former, then script extender and RTFP will become a requirement (it already is a requirement for mod added items, but this is a base-game thing). If I choose to patch it directly, then any other pacifier mods will conflict with mine.
So hopefully you can understand the conundrum...I have always had the community patch loaded in my game, so I just left things as they are. If it ain't broke...
Although now we are moving on to yet another base game update without an update to the community patch...and I can only assume Bethesda hasn't fixed it themselves, even though it would take all of 5 seconds. so yeah.
If you use RTFP it is a single line fix to add the WeaponTypeRanged keyword to the Pacifier weapon form. I will do it at some point, I just don't know when I'm going to have a chance to push an update.
If the user has the patch, and my mod, everything works.
If the user has only mine, everything works.
If another mod is loaded later... then it's just like any other conflict scenario unless the other author was also gracious enough to forward patch fixes.