Hi everyone, Thank you for showing interest in my mod. This is my first ever mod and I was really overwhelmed by the amount of interest and downloads, and that's also what kept me going to try and make the mod more accessible and easy to use.
I finally finished migrating the mod to SFSE, which means an external execution of files in the middle of the backup and restore steps is no longer necessary. So from now on the mod only requires 2 steps: run the backup command when you want to backup your inventory, and run the restore command when you want to restore your inventory back.
Note For people interested in carrying ships over to NG+ I've researched the possibility of this and didn't find anything to prove it's possible. To me, it looks like it's not going to be doable before Bathesda releases proper Mod Tools for the game. But I'm very inexperienced in the modding scene and would love for some more experienced modders to prove me wrong 😉
I just tried this and it did not work. Mine says the backup file cannot be found. But I think I know why. I am playing thru Gamepass Ultimate, not Steam. There is another version on here but I couldn't get it to work either. I guess I'll have to go back and try it again.
Ok, this MOD does work to get items through the Unity. Are you working on removing the keys for the SY 920 Mission? Also, this patch maybe just the ticket for those playing for sam coe, as I've seen on message boards. The Legendary Status on Items, is primarily what I wanted to retain going through the unity. Are you working on this to allow those items to retain their Rare/Epic/Legendary status'?
something similar to workshop blueprints from fo4 will be needed for ship transfer. Ships exist inside a cell, actually each part is in there own cell, and they are pulled from that cell intro the current player ship cell. From there an activator version of that ship is generated and placed in the world. When in flight the player is in the interior cell that has been generated from all those parts, then that cell is projected into the space cell.
We would need a SFSE function/script to read those list of parts, XYZ spots, and connection nodes. Then another function to save and write them to a ship of the players choosing (active ships maybe).
Heyo! I love this mod, haven't gone into a NG+ yet to test this out, but I will when I do cross over into a new uni. Your mod has inspired me to research on how to carry over an entire outpost into NG+ without having to rebuild it or something, but so far, no luck. :( I guess I too will have to wait until the modding tool comes out as well.
Can someone clarify where the backup file should be created and can I manually create it? Everything seems to work but once I try to load the backup it says it can't find it. I really want this to work but I am missing something. I saw something about the "way sfse launches" but I launch sfse directly through vortex my shortcut is straight from its location.
I do it just before I trigger NG+. After backing it up but before NG+, jump out of the game and check the Starfield main game folder. You should see the txt folder called RestorePlayerInventory that contains the ids of the objects. If you see it you will get the objects back. If not there is something off in your installation or bat commands. I did a whole video series that also includes ships and saving legandaries that has more tips..
I do it just before I trigger NG+. After backing it up but before NG+, jump out of the game and check the Starfield main game folder. You should see the txt folder called RestorePlayerInventory that contains the ids of the objects. If you see it you will get the objects back. If not there is something off in your installation or bat commands. I did a whole video series that also includes ships and saving legandaries that has more tips..
I do it just before I trigger NG+. After backing it up but before NG+, jump out of the game and check the Starfield main game folder. You should see the txt folder called RestorePlayerInventory that contains the ids of the objects. If you see it you will get the objects back. If not there is something off in your installation or bat commands. I did a whole video series that also includes ships and saving legandaries that has more tips..
Downloaded through vortex, does exactly what it says on the tin and works just as instructed. Backed up my inventory before entering unity and restored once I hit the landing pad in New Atlantis worked a treat. Anything I didn't want to transfer over I left in my ships cargo, unique items/quest items/food items etc etc.
The one and only problem I face with this mod is all the legendary weapons and gear I had modified myself had lost their legendary effects and workbench attachments/modifications etc, I use the same gear just for my crew and it is a little bit of a pain to re-equip all the legendary effects and attachments/modifications all over again, and also to get all the materials to do so.
Is there any way of transferring your inventory with having the legendary items keep their legendary effects and attachments/modifications?
I would assume this script is dumping a list of object IDs into the backup file, the amods and legendary effects are random rolls on the base item, so grabbing the object ID would not preserve that info. A possible workaround until some script genius figures out how to extract the extended attributes might be to create a copy of the weapons/armors you want in CK, set them up with hard coded amods and legendaries, then they would have a unique object ID for that specific item. I'm thinking I might do this for myself as I really couldn't be arsed hitting the workbenches for 20 odd weapons, armors, helmets and packs every NG+ run... yuck!
I've found another work around, instead of console commanding goodness knows how many weapons/armors and workbenching every single item I just use this copycat mod - https://www.nexusmods.com/starfield/mods/13441 - I carry over what ever items I have given my crew and copy the items using the other mod.
I still use this mod for various items, it works well with the copy cat mod.
Hi ghandibots, The content of the backup file is correct, there's no issue here. Did you run the backup command first before going through the unity? You need to execute the backup command first in order for the restore file to be generated.
So. For some odd reason, "Friends Like These" quest gets added whenever I active the bat to restore my inventory. Which is odd. No idea why "Friends like these" quest is starting.. 5th quest in the vanguard questline.
Seems like it's copying some quest items. Like "Hadrians Genetag? Genetag: Sanon, Hadrian (00231333) Quest Item"
I have a mod idea that could be a workaround for this. (maybe, if possible.) A mod that lets us drop quest items, store quest items. Even the artifacts, etc.
I don't know if this error is just mine, but I found a new bugged item - Operation Orders note from the Bounty: The Vulture quest (an official quest from the Creation Club). You need to throw away this note from your previous playthrough, otherwise the game will freeze/crash due to having the two same notes in your inventory.
Hi there! That is an interesting bug for sure haha If you know the item ID of the quest items you had to throw, could you kindly share them with me? It would be awesome if you could so I'll be able to add them to the blacklist, so they won't be restored anymore. Thanks!
sorry for typos, keyboard is on last leg... There is no backup or restore bat just BackupCurrentPlayerInventory.txt. there are also empty folders build and optional. the required has the bat file and the sfse folder with the config file and the dll. i run the bat and get the inventory but no output. Am i missing something? Two seconds later i figured it out. Sorry...
142 comments
Thank you for showing interest in my mod.
This is my first ever mod and I was really overwhelmed by the amount of interest and downloads, and that's also what kept me going to try and make the mod more accessible and easy to use.
I finally finished migrating the mod to SFSE, which means an external execution of files in the middle of the backup and restore steps is no longer necessary.
So from now on the mod only requires 2 steps: run the backup command when you want to backup your inventory, and run the restore command when you want to restore your inventory back.
Note For people interested in carrying ships over to NG+
I've researched the possibility of this and didn't find anything to prove it's possible.
To me, it looks like it's not going to be doable before Bathesda releases proper Mod Tools for the game.
But I'm very inexperienced in the modding scene and would love for some more experienced modders to prove me wrong 😉
And all versions of this mod required SFSE for basic functionality.
We would need a SFSE function/script to read those list of parts, XYZ spots, and connection nodes. Then another function to save and write them to a ship of the players choosing (active ships maybe).
I saw something about the "way sfse launches" but I launch sfse directly through vortex my shortcut is straight from its location.
https://www.youtube.com/playlist?list=PL71rS5FUnpkilF2sh9rdAUL9sy_13eODU
https://www.youtube.com/playlist?list=PL71rS5FUnpkilF2sh9rdAUL9sy_13eODU
https://www.youtube.com/playlist?list=PL71rS5FUnpkilF2sh9rdAUL9sy_13eODU
The one and only problem I face with this mod is all the legendary weapons and gear I had modified myself had lost their legendary effects and workbench attachments/modifications etc, I use the same gear just for my crew and it is a little bit of a pain to re-equip all the legendary effects and attachments/modifications all over again, and also to get all the materials to do so.
Is there any way of transferring your inventory with having the legendary items keep their legendary effects and attachments/modifications?
I still use this mod for various items, it works well with the copy cat mod.
; Change Target to Player
; Print Player Inventory List of Items
prid 14
prid 14
prid 14
inv
and as expected after going through the unity running the restore command tells me the file could not be found/opened.
Any suggestions are welcome.
The content of the backup file is correct, there's no issue here.
Did you run the backup command first before going through the unity?
You need to execute the backup command first in order for the restore file to be generated.
I have a mod idea that could be a workaround for this. (maybe, if possible.) A mod that lets us drop quest items, store quest items. Even the artifacts, etc.
Thank you for the item ID! I've added it to the blacklist in the new version 2.2.1
Thanks!
That is an interesting bug for sure haha
If you know the item ID of the quest items you had to throw, could you kindly share them with me?
It would be awesome if you could so I'll be able to add them to the blacklist, so they won't be restored anymore.
Thanks!