Smart Inventory
By StaticMeth0d
Community Rating
Smart Inventory is a lightweight and immersive inventory management system that eliminates tedious micromanagement.
The mod is accessed and configured via a small container that you can build inside your ship (costs 1 credit).
You can set carry limits for any Ammo, Aid, Chem, and Throwable items you want to manage.
It can track the weapons you’re carrying and fetch/store required ammo from/to your ship’s cargo hold in real time.
It can sync your inventory automatically, or be triggered manually.
It can be configured to store all resources and contraband every time you board your ship.
It’s super useful, and once set up, simply does its job without getting in the way.
You can precisely adjust your carry limits to make the game slightly harder or easier, depending on your personal taste.
However, this is not a cheat mod - Your ship must be in range for transfer features to work (depends on your Cargo Access Distance setting).
Items from DLCs and other mods can be patched in to Smart Inventory's item lists.
Patches are currently available for: Terran Armada Trackers Alliance: The Complete Bounty Series Shattered Space Ammo Framework
For a more detailed description and further info on patching, please go to the Smart Inventory page on NexusMods: https://www.nexusmods.com/starfield/mods/13677
Release notes
Playstation
-
1.3.1Adds the Power Cell item to the "Additional Items" list
-
1.3.0Updated for Free Lanes:
Added X-Tech and Weapon Upgrade modules to resources lists
Added Unique weapons from the free portion of Tracker's Alliance DLC
Added missing Orion and Auto Rivet to weapons list
Added new Overflow option as per player feedback - You can now choose between NONE (default), 1.5x or UNLIMITED.
Added Zero Carry Weight Behaviour toggles to allow consistent behaviour for all item types (throwables now have this set to UNLIMITED by default). This means that by default, Smart Inventory does nothing.
Tidied up and improved menu and tutorial copy.
Removed main menu on/off states to allow space for the new options in (max 10 item limit was reached)
Removed Tutorial from menu - it now shows once when first opening the menu - tutorial will reset when mod is disabled/enabled.
Removed redundant heading text from Gameplay options.
Debounce / queue processing of items picked up from containers - prevents a returned item from forcing the player to manually scroll past the item in order to pick up other items in the same container. Instead now all items are processed after 0.5 seconds of inactivity, giving a smoother experience.
Player no longer drops items inside the ship when a sync is interrupted by the cargo hold becoming full. Instead the items will remain on the player and they are notified the cargo is full
Fixed regression - Patched Pacifier with missing WeaponTypeRanged keyword.
Fixed bug - When starting a new character, Smart Inventory should now work as soon as you acquire the Frontier without having to disable/enable mod in gameplay options.
Fixed bug - Smart Inventory container was not accessible when the cargo was full - removed unnecessary CanSync() check
PC
-
1.3.1Adds the Power Cell item to the "Additional Items" list
-
1.3.0Updated for Free Lanes:
Added X-Tech and Weapon Upgrade modules to resources lists
Added Unique weapons from the free portion of Tracker's Alliance DLC
Added missing Orion and Auto Rivet to weapons list
Added new Overflow option as per player feedback - You can now choose between NONE (default), 1.5x or UNLIMITED.
Added Zero Carry Weight Behaviour toggles to allow consistent behaviour for all item types (throwables now have this set to UNLIMITED by default). This means that by default, Smart Inventory does nothing.
Tidied up and improved menu and tutorial copy.
Removed main menu on/off states to allow space for the new options in (max 10 item limit was reached)
Removed Tutorial from menu - it now shows once when first opening the menu - tutorial will reset when mod is disabled/enabled.
Removed redundant heading text from Gameplay options.
Debounce / queue processing of items picked up from containers - prevents a returned item from forcing the player to manually scroll past the item in order to pick up other items in the same container. Instead now all items are processed after 0.5 seconds of inactivity, giving a smoother experience.
Player no longer drops items inside the ship when a sync is interrupted by the cargo hold becoming full. Instead the items will remain on the player and they are notified the cargo is full
Fixed regression - Patched Pacifier with missing WeaponTypeRanged keyword.
Fixed bug - When starting a new character, Smart Inventory should now work as soon as you acquire the Frontier without having to disable/enable mod in gameplay options.
Fixed bug - Smart Inventory container was not accessible when the cargo was full - removed unnecessary CanSync() check -
1.2.2Fix to ensure the mod can start when start passing through the unity or starting a new game.
-
1.2.1Fixed a bug causing the HomeShip to appear "Out of range" when inside the ship after editing it in the ship builder.
-
1.2Added a patching system to allow patching of items from other mods into Smart Inventory's item lists.
-
1.1== Describe this release ==
Xbox
-
1.3.1Adds the Power Cell item to the "Additional Items" list
-
1.3.0Updated for Free Lanes:
Added X-Tech and Weapon Upgrade modules to resources lists
Added Unique weapons from the free portion of Tracker's Alliance DLC
Added missing Orion and Auto Rivet to weapons list
Added new Overflow option as per player feedback - You can now choose between NONE (default), 1.5x or UNLIMITED.
Added Zero Carry Weight Behaviour toggles to allow consistent behaviour for all item types (throwables now have this set to UNLIMITED by default). This means that by default, Smart Inventory does nothing.
Tidied up and improved menu and tutorial copy.
Removed main menu on/off states to allow space for the new options in (max 10 item limit was reached)
Removed Tutorial from menu - it now shows once when first opening the menu - tutorial will reset when mod is disabled/enabled.
Removed redundant heading text from Gameplay options.
Debounce / queue processing of items picked up from containers - prevents a returned item from forcing the player to manually scroll past the item in order to pick up other items in the same container. Instead now all items are processed after 0.5 seconds of inactivity, giving a smoother experience.
Player no longer drops items inside the ship when a sync is interrupted by the cargo hold becoming full. Instead the items will remain on the player and they are notified the cargo is full
Fixed regression - Patched Pacifier with missing WeaponTypeRanged keyword.
Fixed bug - When starting a new character, Smart Inventory should now work as soon as you acquire the Frontier without having to disable/enable mod in gameplay options.
Fixed bug - Smart Inventory container was not accessible when the cargo was full - removed unnecessary CanSync() check -
1.2.2Fix to ensure the mod can start when start passing through the unity or starting a new game.
-
1.2.1Fixed a bug causing the HomeShip to appear "Out of range" when inside the ship after editing it in the ship builder.
-
1.2Added a patching system to allow patching of items from other mods into Smart Inventory's item lists.
-
1.1== Describe this release ==
Additional Screenshots Available
This mod has 8 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Jun 04, 2025
- Last Updated
- Apr 12, 2026
- Platforms
- Playstation, PC, Xbox