Companion Shared Carry Capacity
By korodic
Community Rating
Companion Shared Carry Capacity is a quality-of-life mod designed to save you time. Instead of managing every companion's inventory individually, their available carry weight is automatically shared with the player, making it much more convenient to move items to cargo and sell to vendors.
Pairs nicely with the paid creation Fleet Commander, whose Shared Cargo feature inspired this mod, though it is not required.
How It Works
Your companions' available inventory space is totaled and added to your own max carry weight whenever any of the following occur:
- A companion is added or removed from your active companions
- An item is added, removed, equipped, or unequipped from a companion
- A companion is activated
Additional Notes
Changes to your companions/followers carry weight via Game Options may not be immediately reflected in your carry weight, but it will update eventually either by entering/exiting the data menu or any of the events mentioned above where your carry weight bonus is recalculated.
Compatibility & Extensibility
The active companions list referenced by this mod is maintained by the base game. Some companion mods may not use this list and would require a patch to be compatible.
Tested and confirmed working with The Gang's All Here - Multiple Companions and Crew.
As of v1.2, this mod edits the vanilla PERK form "PEO_CarryCapacity_Perk" from the vanilla update file "SFBGS007.esm" (Gameplay Menu Options), to change the behavior from using a perk entry point to modify "Set Max Carry Weight" to use an Ability to fortify/reduce CarryWeight ActorValue, which would make it compliant with Companion Shared Carry Capacity (CSCC). This means any other mod which edits this same PERK object must either create a patch file (not required) or align with CSCC's changes to make PEO_CarryCapacity_Perk utilize the CarryWeight ActorValue instead of the vanilla "Set Max Carry Weight" Perk Entry to manipulate the inventory bonus/reduction.
Release notes
Playstation
-
1.2* Script optimization
* Edited the vanilla PERK form "PEO_CarryCapacity_Perk", to change the behavior from using a perk entry point to modify "Set Max Carry Weight" to use an Ability to fortify/reduce CarryWeight ActorValue, which would make it compliant with Companion Shared Carry Capacity.
PC
-
1.2* Script optimization
* Edited the vanilla PERK form "PEO_CarryCapacity_Perk", to change the behavior from using a perk entry point to modify "Set Max Carry Weight" to use an Ability to fortify/reduce CarryWeight ActorValue, which would make it compliant with Companion Shared Carry Capacity. -
1.1* Added additional event to detect changes to carry weight. Now, when you activate a follower, a check is performed to evaluate the carry weight, because something like adding a perk (Leadership rank 2) would not be immediately reflected until the next dismissal/recruitment or add/removal of an item. This event registration will not happen on your current save, so if you have v1.0 and want this feature you will need to use console to stop/start the quest ("help CSCC_Q" to get ID), or remove the mod -> start game -> save -> re-add mod.
-
1.00Initial release.
Xbox
-
1.2* Script optimization
* Edited the vanilla PERK form "PEO_CarryCapacity_Perk", to change the behavior from using a perk entry point to modify "Set Max Carry Weight" to use an Ability to fortify/reduce CarryWeight ActorValue, which would make it compliant with Companion Shared Carry Capacity. -
1.1* Added additional event to detect changes to carry weight. Now, when you activate a follower, a check is performed to evaluate the carry weight, because something like adding a perk (Leadership rank 2) would not be immediately reflected until the next dismissal/recruitment or add/removal of an item. This event registration will not happen on your current save, so if you have v1.0 and want this feature you will need to use console to stop/start the quest ("help CSCC_Q" to get ID), or remove the mod -> start game -> save -> re-add mod.
-
1.00Initial release.
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