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Mod request to multiply items.


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I currently use this mod to equip my minutemen troops ( as well as wastelanders who I feel deserve a bit "extra", doctors with doctor type outfits, etc etc etc)

https://www.nexusmods.com/fallout4/mods/68030

It has some bugs (like the equip command also makes the NPC auto equip its templated clothing a couple times over, so I usually wind up with an NPC who equips weaps and gear I intended, plus 2-3 copies of tmeplated guns and clothes, So I am always busy with dejunking each NPC.

The other bug is on leaving the cell and returning the NPC will uneuip all clothes/armor so you have to reenngage into inventory and make him requip.

 

Despite the bugs, its an incredibly valuable mod , I use to equip NPCs such as MM troops, DC guards, Settlers, Scavengers etc etc all over the map, all the time.

But it is incapable of storing and equipping power armor parts.

if I try the NPC loses his frame and is unfixable distorted afterwards. Same if I try to add the PA parts on non frame wearing NPCs.

 

Now Console commands do not spawn the keywords attached to items, so I cannot simply console command my upgraded armors.

Since I add a lot of stuff to my power armor components and want to build up a large MM PA Army it would save SO MUCH work, if I could have  a box, or whatever, to put my improved PA parts into, say full set of T51F, with my preferred paintjob and mods on it, and then somehow multipy that by 10 or 20, for a quick and thorough equippeding of MM painted T51F Power Armor Army.

To name just one example.

Any takers?

Or does such a thing already exist?

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You can try this console command. It calls a native function from Garden of Eden SE.

Syntax: CGF "GardenOfEden2.CopyNthItem" SourceRefID ItemIndex TargetRefID Count

Example: CGF "GardenOfEden2.CopyNthItem" 2F1F 0 14 2

It would create 2 copies of the inventory item in Piper's inventory (her RefID is 2F1F) at index 0 and add them to the player's inventory.

Figuring out inventory items' indexes without a Papyrus script is difficult though. I think you can create save, replace CopyNthItem with DropNthItem to see the item, reload the save then call the command with CopyNthItem.

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  On 4/4/2025 at 8:49 PM, LarannKiar said:

You can try this console command. It calls a native function from Garden of Eden SE.

Syntax: CGF "GardenOfEden2.CopyNthItem" SourceRefID ItemIndex TargetRefID Count

Example: CGF "GardenOfEden2.CopyNthItem" 2F1F 0 14 2

It would create 2 copies of the inventory item in Piper's inventory (her RefID is 2F1F) at index 0 and add them to the player's inventory.

Figuring out inventory items' indexes without a Papyrus script is difficult though. I think you can create save, replace CopyNthItem with DropNthItem to see the item, reload the save then call the command with CopyNthItem.

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Thank you 🙂

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  On 4/5/2025 at 9:22 PM, LarannKiar said:

I updated Garden of Eden SE today (v19.5) and added ExportInventory(). You can see all inventory items of any actor or object with: CGF "GardenOfEden3.ExportInventory" RefID. The inventory file will be saved to the F4SE\Plugins folder.

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So.. I could use that to multiply the itmes in say a  box...

Lets say I have the Nuka Cola T51F parts in there.

or a highly expanded via AWKCR set or power armor parts.

I could multiple them many times over by whichever number I specificy using the mehtod from your previous post?

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I was a bit curios about the possibilty to duplicate/ multiply items and found this: 

That even worked from player to Cait. So I would assume it works between any characters and/ or containers.

 

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My goal is a fleet of Minuteman painted T51F armors for my Minuteman forces.

Frames are easy to come by, but building say 50 painted modded, T51F sets of 6 parts each, can be time consuming (to quote Bob from "Settlers of the COmmonwealth") and I wish to minimize wear on my fingers.

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The command can duplicate pa parts and acc. to the description with paintings, mods and extras. Except the frame, but for this solutions exist. I tested the command on Cait and it worked as intended. Cait had an exact copy of the source in her inventory and the source container still had the equipment, too. The only disadvantage that one has to be aware of is that the command deletes and replaces the target's inventory when executed. So you can create a power armor once, put  the parts into a container and duplicate the parts (except) the frame as often as you want to every npc you want. As the command deletes the target's inventory the source container should contain a complete inventory set with weapons, ammunition, armor parts, etc. To diversify it one could create some different source containers. Even npcs (or the player) can be the source. To eqiup the itmes on npcs you could use the barter menu, the console or the fantastic "Screen Archer Menu". SAM let's you manipulate every inventory container.

One option to "produce" pa frames is the "Corpse Cleaner" mod.

Edited by subaverage
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