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Mods that add items to your inventory


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Posted

i noticed after starting multiple games that i get mod items right after character creation but after leaving the cryo pod and getting the pipboy my character doesnt have any of the items,is that because going from prewar to post war cryo pod clears your characters inventory? and if so is there a way around it besides having a save in the right place?

Posted
11 hours ago, gizmo1206 said:

i noticed after starting multiple games that i get mod items right after character creation but after leaving the cryo pod and getting the pipboy my character doesnt have any of the items,is that because going from prewar to post war cryo pod clears your characters inventory? and if so is there a way around it besides having a save in the right place?

There is an unwritten law that you don't install any mods until after cryo........But, some people do & their game usually messes up because of it. Good luck!

 

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Posted

When exiting the cryo pod, the player’s inventory is cleared to get rid of the pre-war clothes and clean vault suit. Some mod authors wait until the player is exiting the vault to add items, but then that screws up players with alternative starts. It’s a lose lose situation :/

Posted

Not really a big issue, just take note of the items, and after exiting the vault, console them (help itemname 4) and add them with their IDs (player.additem itemID 1)

I started my game with everything enabled and the only items that usually are added before exiting the vault are configuration holotapes.

Posted

thanks for the replies,but to be safe i downloaded a vanilla right before the vault exit save since i didnt have any save that early

Posted
1 hour ago, VonHelton said:

There is an unwritten law that you don't install any mods until after cryo........But, some people do & their game usually messes up because of it. Good luck!

 

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This is/was going to be my advice, but I'd add to it that while this is technically accurate - many mods are set to activate upon taking the elevator to the surface for the first time.  This is consistent also with Skyrim, where most mods shouldn't be activated until after the Helgen sequence plays out, and Fallout NV where most mods shouldn't be activated until after waking up and talking to Doc Mitchel.

 

The beginning portions of these games are very scripted - and mods tend to mess with the scripted events or the scripted events mess with the mods, as was your case.

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