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    •  Downloads: 142

    •  File Size: 7356

    •  Version: 2012-Apr-17
    •  Author: Grail Quest

Fallout 3 Mod - GQ Conveniences
ver: 2012-Apr-17
http://gq-game-mods.blogspot.com/2012/03/fallout-3-mod-gq-conveniences.html

Use the console command "player.additem 1" to add one or more "Armor" items from the following list. When you equip one of these items, a script will run.

xx000800 Grab Items
xx000801 Repair
xx000802 Sell
xx000803 Storage (including Keys)
xx000804 Bullet Time
xx00081a Move Keys to Storage

"xx" is the hexadecimal number that denotes this mod's position in your load order.

Known Issues:
* None of the items have any inventory icons (will show as an error) or world models. If you drop one of them, it will not be visible in the game world, and you cannot interact with it. If you drop one, you should load a previous save to prevent savegame bloating.
* The reason they do not have any inventory icons or world presence is because this .ESP was designed to have no dependency on any .ESM -- not even Fallout3.ESM -- nor does it add its own meshes or textures. You can therefore put it anywhere in your load order and install it without fear of overwriting anything.

==GRAB ITEMS==
Equipping this item will cause a script to grab:
* All inventory items lying free, except holotapes and other "Note" items.
* All items in containers that do not have a "Key Only" lock.
* All inventory items from dead creatures.
* It will not take items from the ground or from containers if it will cause karma loss unless you are Sneaking.
It affects the current cell. Typically, for interiors, this will be the entire interior.

Known Issues:
* It can grab things from locked containers and behind locked doors even if you cannot pick the lock or the lock is impossible to pick. This could possibly break quests.
* It does not reliably detect when taking an owned item will not result in karma loss (e.g., when stealing from evil NPCs). Crouch into Sneak mode to force-steal.
* Everything that is owned that you pick up will register as stealing. However, when the script grabs owned things from inside a container, it will not register as stealing and there is no karma loss.
* Sometimes the game will not register that you have taken an item or emptied a container, even if the item is gone from the game world. If you equip the Grab Item to run the script again, you will get a duplicate of everything and get another set of items from the containers.
* To properly update the game, make a clean save (not overwriting an old save), and reload that save game from the main menu, then reload it again in-game.
* Sometimes causes crash-to-desktop, especially when new items are added to the ground, or some items are taken
* Workaround seems to be to make a clean save (not overwriting an old save) and reload.

==REPAIR==
Equipping this item opens the Repair Menu that you normally get when you ask a merchant if they can repair your items. The proxy character who is handling the repair will have a repair skill equal to your current Repair skill.
This is meant to be an alternative to using items for repair. Instead of accumulating items to repair your gear, and trying to remember what repairs what, you can use this to repair your gear at any time. In general, it will cost more than repairing with items because of the repair formula, which always gives you (5% + (60% of your repair skill)), no matter what the condition of the item being repaired and the item being used to effect the repair. However, you can repair in small increments instead of sacrificing an entire item to do so.

==SELL==
Equipping this item opens a special Barter Menu. The merchant has no bottle caps, only no-weight "cash" items. You buy and sell at a 1:1 ratio.
This is meant to be a sort of clutter-clearing option. Instead of dragging loot to the store, you can now convert them to an equivalent value in no-weight items, which you can use to barter with regular merchants.
To simply use this item as a garbage bin, sell the merchant various objects, but don't take anything in exchange. The script clears the merchant's inventory every time you start the Barter Menu, so whatever you sell is pretty much gone for good.

Known Issues:
* If you equip this from your Pip-Boy inventory menu instead of a hotkey, it will still work. However, after you have sold items, they will still be listed in the Pip-Boy, but in reality they have been removed. It is recommended that you DO NOT click on anything, and instead close the Pip-Boy and allow the game to refresh its information properly.

==STORAGE==
Equipping this item opens a remote container where you can store stuff.

Known Issue:
* This does not work if you equip the item from your Pip-Boy inventory menu. You must hotkey the Storage item and use it that way.

==BULLET TIME==
Equipping this item toggles 25% Bullet Time -- the game moves at 1/4 speed for everyone, including you.
The AI can calculate combat moves much more quickly and accurately than you in regular x1.0 time. By slowing the game to 1/4 time, it puts you approximately at the same level as the AI.

Known Issue:
* If you are in Bullet Time and enter VATS, after a VATS sequence time will be reset to 1.0 by the VATS system. But the Bullet Time script does not know that. When you next toggle Bullet Time, it will just reset Bullet Time to 1.0. You need to toggle it a second time to restart Bullet Time.

==MOVE KEYS TO STORAGE==
Equipping this item destroys all the keys you have (even quest-item keys), and reproduces them inside the container accessed by the Storage Item.
This is meant as a way to drop keys since you cannot normally do that. When you pick up a key, you no longer have the option of lockpicking the associated lock, and therefore you cannot gain any XP from opening the lock.

GQ Conveniences

Item Image

 Downloads offline


Fallout 3 Mod - GQ Conveniences
ver: 2012-Apr-17
http://gq-game-mods.blogspot.com/2012/03/fallout-3-mod-gq-conveniences.html

Use the console command "player.additem 1" to add one or more "Armor" items from the following list. When you equip one of these items, a script will run.

xx000800 Grab Items
xx000801 Repair
xx000802 Sell
xx000803 Storage (including Keys)
xx000804 Bullet Time
xx00081a Move Keys to Storage

"xx" is the hexadecimal number that denotes this mod's position in your load order.

Known Issues:
* None of the items have any inventory icons (will show as an error) or world models. If you drop one of them, it will not be visible in the game world, and you cannot interact with it. If you drop one, you should load a previous save to prevent savegame bloating.
* The reason they do not have any inventory icons or world presence is because this .ESP was designed to have no dependency on any .ESM -- not even Fallout3.ESM -- nor does it add its own meshes or textures. You can therefore put it anywhere in your load order and install it without fear of overwriting anything.

==GRAB ITEMS==
Equipping this item will cause a script to grab:
* All inventory items lying free, except holotapes and other "Note" items.
* All items in containers that do not have a "Key Only" lock.
* All inventory items from dead creatures.
* It will not take items from the ground or from containers if it will cause karma loss unless you are Sneaking.
It affects the current cell. Typically, for interiors, this will be the entire interior.

Known Issues:
* It can grab things from locked containers and behind locked doors even if you cannot pick the lock or the lock is impossible to pick. This could possibly break quests.
* It does not reliably detect when taking an owned item will not result in karma loss (e.g., when stealing from evil NPCs). Crouch into Sneak mode to force-steal.
* Everything that is owned that you pick up will register as stealing. However, when the script grabs owned things from inside a container, it will not register as stealing and there is no karma loss.
* Sometimes the game will not register that you have taken an item or emptied a container, even if the item is gone from the game world. If you equip the Grab Item to run the script again, you will get a duplicate of everything and get another set of items from the containers.
* To properly update the game, make a clean save (not overwriting an old save), and reload that save game from the main menu, then reload it again in-game.
* Sometimes causes crash-to-desktop, especially when new items are added to the ground, or some items are taken
* Workaround seems to be to make a clean save (not overwriting an old save) and reload.

==REPAIR==
Equipping this item opens the Repair Menu that you normally get when you ask a merchant if they can repair your items. The proxy character who is handling the repair will have a repair skill equal to your current Repair skill.
This is meant to be an alternative to using items for repair. Instead of accumulating items to repair your gear, and trying to remember what repairs what, you can use this to repair your gear at any time. In general, it will cost more than repairing with items because of the repair formula, which always gives you (5% + (60% of your repair skill)), no matter what the condition of the item being repaired and the item being used to effect the repair. However, you can repair in small increments instead of sacrificing an entire item to do so.

==SELL==
Equipping this item opens a special Barter Menu. The merchant has no bottle caps, only no-weight "cash" items. You buy and sell at a 1:1 ratio.
This is meant to be a sort of clutter-clearing option. Instead of dragging loot to the store, you can now convert them to an equivalent value in no-weight items, which you can use to barter with regular merchants.
To simply use this item as a garbage bin, sell the merchant various objects, but don't take anything in exchange. The script clears the merchant's inventory every time you start the Barter Menu, so whatever you sell is pretty much gone for good.

Known Issues:
* If you equip this from your Pip-Boy inventory menu instead of a hotkey, it will still work. However, after you have sold items, they will still be listed in the Pip-Boy, but in reality they have been removed. It is recommended that you DO NOT click on anything, and instead close the Pip-Boy and allow the game to refresh its information properly.

==STORAGE==
Equipping this item opens a remote container where you can store stuff.

Known Issue:
* This does not work if you equip the item from your Pip-Boy inventory menu. You must hotkey the Storage item and use it that way.

==BULLET TIME==
Equipping this item toggles 25% Bullet Time -- the game moves at 1/4 speed for everyone, including you.
The AI can calculate combat moves much more quickly and accurately than you in regular x1.0 time. By slowing the game to 1/4 time, it puts you approximately at the same level as the AI.

Known Issue:
* If you are in Bullet Time and enter VATS, after a VATS sequence time will be reset to 1.0 by the VATS system. But the Bullet Time script does not know that. When you next toggle Bullet Time, it will just reset Bullet Time to 1.0. You need to toggle it a second time to restart Bullet Time.

==MOVE KEYS TO STORAGE==
Equipping this item destroys all the keys you have (even quest-item keys), and reproduces them inside the container accessed by the Storage Item.
This is meant as a way to drop keys since you cannot normally do that. When you pick up a key, you no longer have the option of lockpicking the associated lock, and therefore you cannot gain any XP from opening the lock.


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