About this mod
F4SE plugin that can export and import inventories (i.e. transfer them between save games).
- Requirements
- Permissions and credits
F4SE plugin that can export and import inventories.
Comes with two console commands: ExportInventory and ImportInventory.
About the commands:
1) Select a reference that has inventory:
- Click on an NPC or Container in the console or alternatively, type: Prid {RefID} (like "Prid 2F1F" which is Piper's RefID by the way)
2) Type: ExportInventory {OptionalBlueprintName}
- ExportInventory without blueprint name sets the filename to the export time; format is like: 2024-06-04_18-39-30.json
- Examples: ExportInventory "My Inventory" ; ExportInventory PiperInventory ; ExportInventory SanctuaryWorkshop
- Notes:
- OptionalBlueprintName must be placed between double quotes if it's multi-word, otherwise they are not needed
- all above apply to ImportInventory too
- as for ImportInventory without blueprint name: it would import the latest, based on the date in the filename
About the Blueprints:
- human readable, editable JSON files (see mod image for a preview)
- content: inventory owner's name, export time, items' names, counts, modifications, baseIDs and form types
- location: ..\Fallout 4\Data\F4SE\Plugins\TransferInventories\{BlueprintName}.json
About Custom Names:
Custom item names one can give to Weapons and Armors at any Workbench can be imported from Blueprints but it requires Garden of Eden SE v18.4 or higher (SetDisplayName function).
Notes: Non-Playable items are typically creature weapons (e.g. Mirelurk Hunter's spit) and companions' invisible default guns (and ammo). One can disable the import of certain item types in TransferInventories.ini (e.g. "bIncludeNOTE=0" to skip Notes).
Requirements:
Fallout 4 Script Extender (F4SE)
Address Library for F4SE Plugins