[RELEASE] Kobu's Sortable Crafting Backpack

Post » Fri Dec 03, 2010 3:43 pm

http://www.newvegasnexus.com/downloads/file.php?id=34931

Out of beta because I'm reasonably sure it won't blow up too many games. Hopefully renamed for the last time because not being able to edit the topic titles here is really annoying.

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Overview
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This mod gives you a backpack that can be picked up, carried around, worn, and put back down in other locations. It should be very handy for crafting, item sorting, and moving house. There are two versions, one for players with the pre-order Classic Pack (to keep the canteen from sneaking into the bag), and one for everyone else. Only use one or the other!

This is not meant to be a cheat in any way. The backpack does not unduly give you extra carrying space. It's main purpose is to help organize your inventory and help facilitate crafting.

Your backpack is waiting for you in the front hallway of Doc Mitchell's house.
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Adam Porter
 
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Post » Fri Dec 03, 2010 2:48 pm

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Version History
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1.1 Added stat effects for carrying and wearing the backback.

Reworked texture names and added a couple.


Stat effects:

Having the backpack in your inventory will increase your carry weight by 50, but decrease your Agility by 2. The backpack itself weighs 10 pounds. Wearing the backpack will increase your carry weight by 10 pounds which will cancel out the backpack's weight. It will also reduce the Agility penalty by one.


I left version 1.0 up if anyone doesn't care for the new stat effects. It also should be very easy to modify.
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Tracey Duncan
 
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Post » Fri Dec 03, 2010 6:19 pm

Kobu,

This seems highly innovative! I just downloaded and will give feedback after playing a while. Carrying so much clutter overwhelmed my sense of order so I am highly interested in the ability to sort required components.

One question - would there be a way to include a sleeping roll with this backpack? That would be immersive.

Thanks Kobu - will let you know after some play time.

J
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His Bella
 
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Post » Fri Dec 03, 2010 9:29 pm

So far, I have been using this mod with very little difficulty!

Everything seems to be working nearly perfectly, and the idea is one which I always enjoy seeing.

Very well done!
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Emma Pennington
 
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Post » Fri Dec 03, 2010 11:24 am

This mod is amazing!

Especially for type "A" neat freaks like myself - it allows me to have all my magazines, food etc. but without the clutter and craziness in my immediate inventory !

Incredibly immersive and excellent!

Thank you so much Kobu - this just became one of my "cannot play without" mods.

Is there a FO3 version??? (for the day, a long time from now, when I probably go play that again)

Kudos!!! (I will go to Nexus and give them!)

J
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Louise Lowe
 
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Post » Fri Dec 03, 2010 4:37 pm

I was planning on something vaguely similar when NVSE comes out, do you plan on incorporating it into your mod (when it's released) to make it more seamless? Because less work for me is awesome :lmao: .
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Stay-C
 
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Post » Fri Dec 03, 2010 7:29 am

Great mod, but I don't like the agility penalty. Could you tell me how to remove it please?
thanks
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Dan Stevens
 
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Post » Fri Dec 03, 2010 12:41 pm


One question - would there be a way to include a sleeping roll with this backpack? That would be immersive.


I'm sure someone will make a bedroll eventually. My plate is a bit full right now.

I was planning on something vaguely similar when NVSE comes out, do you plan on incorporating it into your mod (when it's released) to make it more seamless? Because less work for me is awesome :lmao: .


I'm going to have to see how the weight and removetype functions pan out. I put in requests for what I need already.


Great mod, but I don't like the agility penalty. Could you tell me how to remove it please?
thanks


For that you'd need to learn the basics of the GECK or FNVEdit. It's as simple as locating the numbers and changing them. Or you can use the 1.0 version which is just a container.
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Carlos Vazquez
 
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Post » Fri Dec 03, 2010 7:04 pm

For that you'd need to learn the basics of the GECK or FNVEdit. It's as simple as locating the numbers and changing them. Or you can use the 1.0 version which is just a container.
[/quote]
I'm trying to learn my way around the GECK now. Does any one want to me explain how to do this?
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Mari martnez Martinez
 
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Post » Fri Dec 03, 2010 10:04 pm

I'm trying to learn my way around the GECK now. Does any one want to me explain how to do this?

http://geck.gamesas.com/index.php/Main_Page.
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Sabrina Schwarz
 
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Post » Fri Dec 03, 2010 8:38 am

http://geck.gamesas.com/index.php/Main_Page.


It is best to go through those tutorials. They are fairly painless.

Two reasons I put the bonuses and penalties on the backpack:

1) The idea has grown on me, and they seem fair enough for a free backpack.

2) It puts an easy to modify framework in place for players to modify. All you need to do is go to the abilities section in the GECK and you'll see mine at the top when sorting by name. Open it up, edit the individual ability, and the numbers are right there to modify. Or you can put in your own abilities. The backpack sitting in your inventory effects are in the item abilities section.
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Ricky Rayner
 
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Post » Sat Dec 04, 2010 12:02 am

http://www.newvegasnexus.com/downloads/file.php?id=34931

1.2 Added "Wear" option in the backpack menu.

Combined the three crafting menu options into one each for stash and grab.

The backpack now only grabs crafting items specifically on its crafting list. No need for a separate Classic Pack Version now.

Added stash/grab menu items for Food and Alcohol, and Miscellaneous Items.

Corrected the Effects page listings for the backpack abilities.

Fixed the backpack's "perk" so that it only shows when you are holding the backpack.

Added "No Extra Carry Weight" version.
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Kevin S
 
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Post » Fri Dec 03, 2010 9:59 pm

http://www.newvegasnexus.com/downloads/file.php?id=34931

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Version History
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1.2.1 Moved backpack abilities (carry weight and agility penalty) to the player perk only. Equipment with abilities does not seem to be functioning correctly on companions and will continually be re-added.


I'm not sure what's going on with companions equipping items with abilities. I thought this was working fine before but all my tests show it is broken, at least with conditional abilities. I didn't have time to test further with abilities granted by other means.
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Ian White
 
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Post » Fri Dec 03, 2010 2:25 pm

A WIP interlude:

NVSE should allow the backpack to to have its own weight eliminating the need for weight objects.

The dufflebag will be making it's triumphant return as a secondary storage place. It won't have an option to wear it, but you will be able to carry it around as before. It is meant to be a home base storage container and will have quick transfer options from the player and backpack. The idea will be to head home when you are full up of scavenged items, open the dufflebag, and dump groups of items with minimal fuss. This was the basis for the original "luggage" idea. Eventually this should turn into a suite of movable containers that self-sort at your home base. A vendor would be added to sell the bags and storage units.

The backpack will have the option to automatically store items you pick up. Probably still just crafting, food, and misc unless I get requests for others.

Possibly Pip-Boy options for interacting with the backpack without dropping it.

I may have a work-around for the weapons hold-out scripts that would allow weapons in the bag without messing up the casino scripts.
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Britta Gronkowski
 
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Post » Fri Dec 03, 2010 9:39 pm

Looking at some of the features you're thinking of putting in this, you might want to look at http://www.gamesas.com/index.php?/topic/1138814-beta-automated-storage-bag/ I made. It's somewhat similar to your sortable backpack except it stores every item you pick up, including weapons and armor, with the primary goal being to reduce inventory clutter. The feature's it's got pretty much mirror what you say you want to do with your WIP version (but it lacks some other features the base version has), such as being able to access the inventory from the PipBoy (or a hotkey), easily dumping items into containers (by dropping the storage bag into the container), it automatically stores items as you pick them up, and it has its own weight instead of using weight objects. I've also included a workaround to make sure you don't accidentally put the bag into itself, which would be real annoying. I'm thinking of making it so the bag inherits the price of all the items it has in it, too, so you can go to a shop with a full bag, sell the bag, and then it automatically sells everything within the bag to the vendor (though you'll need to buy the bag back afterward), but that's not implemented yet.

Feel free to steal anything you want from my scripts, if you want to at all. I was thinking of doing some of the stuff you're mentioning (different containers for different types of items, allowing you to an auto-sorter type thing), but if you want to deal with that instead I have no problem sitting on the sidelines for the moment:p
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Sudah mati ini Keparat
 
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Post » Fri Dec 03, 2010 10:19 pm

I really applaud your efforts. It's hard to believe Obsidian added so much stuff with the crafting, hardcoe food/water system, casino weapon-grabbing, etc., but didn't do a single thing to improve the inventory management system. My hat's off to you, and I'll try out this backpack mod right way!

Also, I want to throw this concept out there and see if it makes sense to anyone besides me...

I wish the game had a combat-accessible inventory, of things you could pull out instantly (things like weapons, ammo, buffs, etc.) that would be fairly small -- something like one-fourth of the total unencumbered carrying weight the game currently allows. This would represent your "assault pack," the things you carry on belts, webbing, slings, etc. And you'd really have to manage that stuff very carefully to make sure you weren't overloaded.

And then you could have a limited-accessibility inventory, with even more capacity than the basic game allows. But you could only access this larger inventory when you were out-of-combat. (I.e., when no enemies are aggroed on you.) This would represent having a backpack, that you could drop during combat, bury in a hide, come back for, etc.

Alternately, you could use the game's "fast-travel" flag to determine when the extra contents were available. This would represent an invisible pack mule that would have a very high capacity, but you could only access it while you were outside with no enemies around.

It seems to me this would be the best of both worlds: you would have to make tactical decisions, without a dozen rifles and a hundred grenades at your fingertips; and it would also eliminate a lot of the boring running back and forth to "roleplay" a pack mule when you're crafting, moving, or making a vendor run.

Like I said, this makes sense to me. It's the way I think I'd go about exploring a wasteland. Sorry, but I've never modded anything so I don't really know whether they can be used by a mod, but it's obvious the various flags for the above do exist somewhere in the game engine.
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Lindsay Dunn
 
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Post » Fri Dec 03, 2010 8:05 pm

Thanks, Langy. I think I've got the scripts worked out but if I get stuck I'll take a look at what you've done. The selling of the bag at price total price is an interesting idea. You've got my permission too to incorporate whatever from my mod. Most of these ideas aren't new, I'm just trying to work them out by myself for my own satisfaction.

kopema, I've seen requests like that a few times and I know some people have played giving themselves restrictions on how many weapons they can carry and such. It's not really within the scope I've set for my mod, but I think it could be possible to do. It might need to get a bit complicated with ref walking, but I think restrictions can be made on the player's inventory while forcing everything picked up to go to a conceptual bag container by default. You'd then have to make room in the inventory before transferring from the bag, and you'd have to be able to dump stuff straight from the bag...then there's the holdout scripts to contend with...lots of things to consider. It'd be a project for sure.
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mishionary
 
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Post » Fri Dec 03, 2010 10:17 am

With NVSE out, is there any chance of a hot key to drop the backpack? It'd be nice to not have to use my pip-boy to drop it before combat. Of course that means the next request is for a map marker, or better yet radio signal, so it can be found again.
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kristy dunn
 
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Post » Fri Dec 03, 2010 1:11 pm

With NVSE out, is there any chance of a hot key to drop the backpack? It'd be nice to not have to use my pip-boy to drop it before combat. Of course that means the next request is for a map marker, or better yet radio signal, so it can be found again.


That's been asked for a few times now. Thanks for bringing it up again. I'll put it on my list. It would be handy just to access the backpack quicker too.
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Dan Wright
 
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Post » Sat Dec 04, 2010 12:10 am

http://www.newvegasnexus.com/downloads/file.php?id=34931


Next version should be the NVSE one with the backpack's weight adjusted directly.

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Version History
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1.3 Added autosort options.

Rewrote the backpack world object (backpack_go.nif) to try to fix the occasional "invisible backpack" issue. Please overwrite your old version.

Renamed the alternate version to "No Backpack Bonuses or Penalties" to hopefully avoid confusion over what it does.
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Enny Labinjo
 
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