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LarannKiar

Uploaded by

LarannKiar

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About this mod

Allows you to save, remove and reattach weapon and armor mods just like in Fallout.

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Translations
  • Russian
About this mod:

Restores and fixes the partially broken and cut code to save, remove and reattach item mods at any Weapons and Armor Workbench just like in Fallout. (I.e., no more resource wasting while "crafting" the same mod...).


Switching between two previously crafted mods
(points of interests: installing mods you made earlier is possible without having or consuming the necessary resources for it again, UI notification) 


About Fallout's item mods:

1) When you attach an item modthe previously attached mod (from the same Mod Slot) gets saved (stored) in your inventory

    (Example: you attach a Muzzle Break while your gun already had a Compensator in the Muzzle slot --> you'll receive a Compenator).


2) In your inventory, the saved mod is represented by a droppable, sellable Misc. Item (usually referred as "Loose Mod").

    (Note: Loose Mods are named after their mods so that you can identify them; they're in the 'Misc' category)

3) If your have a Loose Mod in your inventory:

     You can reattach the Loose Mod to an item without consuming resources

     (Reattaching the Loose Mod doesn't add 1 XP for lore-friendliness as you're not crafting something new to gain "experience point")

     (A mod can be attached only to items of the same type, i.e. a Muzzle Break of an Eon to any Eon pistol)

     (Small UI notification (see .gif above) shows which mod was saved in your inventory (may be redundant but part of the legacy design)



Notes:

- all Loose Mods I made (1056 in total; for all vanilla items) weight 0.5 kilograms and has a value of 100 Credits

- Loose Mod names are like "Mod - AA-99 - Recon Laser Sight" so they can be easily identified in inventory
  (the .gif and mod pictures seen above were made for v1.0 in which they were only named like "Recon Laser Sight")



Requirements:

Starfield Script Extender (SFSE)

Address Library for SFSE Plugins


For Mod Authors:

If you're making an ObjectMod ("OMOD") for a Weapon or Armor form, you can make a Loose Mod for it just like before:
xEdit (SF1Edit) >> [Your OMOD] >> [LNAM - Loose Mod] >> [Misc. Item (of the Loose Mod)].



Install/Uninstall:

Use a mod manager or extract the .zip manually to --> ..\Starfield\Data\.

While uninstalling mods mid-playthrough has technically never been offically supported by the developers, you can uninstall it but if you do so, rather drop the Loose Mods on the ground than keep them in your inventory. (Just a note: normally this should apply to all inventory items that are about to be removed from the game by uninstalling a mod).