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Exceteraviking

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Exceteraviking

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About this mod

Throwable = 1000
Healing = 1 000
Plants = 1 000
Components = 1 000
Ears = 20 000
Animal Meat = 20 000
Optionnal:
Ammo x20

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Tweaked version of Better Inventory Capacity Mod from thunderlasso.
So, same recommendations about launching a New Game (for throwables and traps, maybe ammunition to work properly) & about Up The Ante skill that absolutely have to be avoid (for ammunition tweaks to work). If not, so, ammunition will stay as normal, but if New Game (even +) is checked, throwables and trap could be ok (as well as the rest of the tweaks, of course).


Requirements:
- New Game
- Up The Ante skill had to be avoid for the ammunition capacity x20 mod (ee optionnal file to maybe find a workaround in New Game +)

Installation:
Put "002_Another_Super_Inventory_Capacity_Mod_MAmmo_P.pak" (for modded ammunition version)
OR
Put "002_Another_Super_Inventory_Capacity_Mod_VAmmo_P.pak" (for vanilla ammunition version)
in "%localappdata%\BendGame\Saved\Paks".
Rename "Days Gone\BendGame\Content\sfpakss" folder into "Days Gone\BendGame\Content\sfpakss".



That mod put Throwables, Healing stuff, Plants, Crafting Components to 1 000, Ears and Animals Meat to 20 000, and multiply the transported ammunition capacity by 20. If you don't want that last tweak, so, choose the vanilla ammunition version of the mod file.


Bugs and Conflicts
:
I put an edited tiny mod from ptrra's "Inventory And Store Tweaks". This mod only disables "Up The Ante" skill in the skill tree.
You could make some tests with it. Maybe using it in your last save after finished game in Normal New Game before saving it again in order to go to New game + with it (didn't worked for me). His mod was disabling "Carry That Weight" skill too. Not that actual mod since that skill doesn't do more troubles.

It has been reported that there are conflicts with other inventory mods. Try not to mix mods that modify the same variables. If these mods add something or modify things that this mod doesn't add or modify, and you want to integrate them into your game anyway, then make sure you push the game to load this mod AFTER the ones you care about.
The Hunter Gatherer mod is a good example. Load it before Another Super Inventory Capacity Mod. To do so, rename Another Super Inventory Capacity Mod so that it comes last or after the other inventory mods in the list.
From TanGenT5612 user:
Spoiler:  
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First, I set Hunter Gatherer to 002 and yours to 001—there was a conflict with med supplies. Then I flipped the order: yours at 002, Hunter Gatherer at 001—and everything in your mod worked perfectly.So, it looks like both mods can be used together, but Hunter Gatherer modifies how much meat, and med supplies you can carry, as well as the
vendor prices for meat and ears. If your mod loads after Hunter Gatherer, your features override the carry limit changes, while the vendor price tweaks from Hunter Gatherer still apply. That seems to be the best of both worlds.



Thanks to kaiheilos for his edit pak tool : https://github.com/kaiheilos/Utilities