YouDoNotKnowMyName Posted December 9, 2021 Share Posted December 9, 2021 Good morning everybody! There doesn't seem to be anything like a checkbox in the CK to make a key (or all keys) droppable like normal items.Is this possible? Because it would really be kind of weird that keys aren't droppable. Link to comment Share on other sites More sharing options...
LarannKiar Posted December 9, 2021 Share Posted December 9, 2021 Keys are not droppable. I think it's hardcoded.. You can create a Misc item instead of Key, then attach an "unlock" script to your object reference (I'd use GetItemCount()). Link to comment Share on other sites More sharing options...
greekrage Posted December 9, 2021 Share Posted December 9, 2021 (edited) .... Edited December 9, 2021 by greekrage Link to comment Share on other sites More sharing options...
SKKmods Posted December 9, 2021 Share Posted December 9, 2021 A working solution that I never bothered publishing; ;SKK Inventory Key Remover;Removes 257 known base/dlc keys and passwords from player inventory to other containers without changing any base game forms at all.;Put the [.SKK Keyring of Transferring] in a container and all keys and passwords that are normally stuck in MISC player inventory will follow it into the container.;Unfortunatley this can include active quest objects that you will need to fish back out, so take care.;You will be warned if the container is not the same that was last used to successfully transfer keys to avoid spreading 'em around.;If the container is non persistent your keys will probably be cleaned out during cell reset. ;Guranateed persistent non resetting containers: Workshops, SKK Global Stash, SKK Personal Stash.;If items were transferred the keying stays in the new container so it can be used to retrieve them back to the player.;If no items were transferred, the keyring is returned to the player for another use (close/open Pipboy to refresh inventory). ;If you have no keys in inventory, the only way to dispose of a keyring is to drop on the ground (can workshop scrap it), then spares can be crafted at chemlab/utility. ;This knows about 190 base game objects, 4 from DLC01 Automatron, 25 from DLC03 Coast, 36 from DLC04 Nuka without any DLC master dependencies.;Add your own or mod content using xEdit on FormList SKK_IKRUserkeys (best to save over ride file so you can upgrade the base mod).;This solution makes no changes to any existing objects in your game at all. None. No compatbiltiy issues at all. Ever. Fact. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted December 9, 2021 Author Share Posted December 9, 2021 I know that there is a mod that allows you to store keys in a special "container", but I was looking for a solution to acutally drop keys. Since there is no "keys" tab in the pipboy menu, using a misc item and checking for its presence with a script to unlock stuff might be the best solution here ... Link to comment Share on other sites More sharing options...
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