» 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.