A global stash connecting all Workshops and Workbenches to share all inventory for building and crafting. Access from any workshop, workbench, player hotkey, constructable containers. Never have to transfer inventory around again. Optional scrapping of misc junk to components and consolidation of Fusion Cores.
[ Global Stash and Junk Scrapping somewhat* like Fallout 76 ]
(*) with UNLIMITED free storage and no dupers, griefers, or trade-steal paedos.
Install the mod at any time in any game to receive a [ .SKK Global Stash Holotape ] in your MISC inventory (after you exit Vault 111) with which you can configure settings;
Stash Settings
(1) Automatically connect owned workshops and their workbenches to the Global Stash when they are used, to access central inventory for building and crafting. This moves local inventory to the Global Stash on use.
(2) Automatically consolidate all owned workshops inventory to the Global Stash to hoover up any daily production.
(3) Automatically connect owned workshop settlement locations so they share food/water resource over production with needy workshops without using provisioner connections or vassals.
(4) Automatically connect standalone workbenches to the Global Stash so you can craft at them with all your stuff.
(5) Create an AID item to favorite for hotkey access to the Global Stash inventory anywhere.
(6) Add a Global Stash activation menu to owned workshops.
(7) Add a Global Stash activation menu to any workbench.
(8) Force 1st person camera when exiting workshop build mode when option (1) auto transfer is enabled.
Scrap Settings
(1) Automatically scrap junk items to components as they are added to player inventory.
(2) Automatically consolidate fusion cores in the source inventory during junk scrapping (not auto).
(3) Switch junk scrapping between all items, or exclude quest and crafting specific items.
(4) Add [ Fill all water bottles at once ] activation to any water source.
Holotape Commands & Activation Menus
If you don’t like automatic stuff happening to your inventory and want to retain manual control, the holotape and container activation menus provide command options;
(1) Move everything from Global Stash TO a local workshop.
(2) Move everything FROM a local workshop to Global Stash.
(3) Move everything FROM all owned workshops to Global Stash.
(4) Scrap junk in the player inventory to components.
(5) Scrap junk in the local workshop to components.
(6) Scrap junk in the global stash to components.
Operator Notes, please RTFM
This is a consolidation of the SKK Global Workshop Storage (Nov 2017) and SKK Junk Scrapper (Sept 2017) which were released before Fallout 76, when the benefits of centrally connected storage and automated junk scrapping were not well understood. If you have been inconvenienced by older storage mods loosing your stuff, take comfort from the fact that this tech has been running for over 3 years with over 50,000 unique PC and Xbox users and ZERO reported losses. Unless they uninstall the mod whout transferring stuff out first, which some of course actually do.
If the holotape is misplaced, another can be crafted at a Chemistry workbench.
Global Stash Operations
When option (1) auto transfer is enabled, for the global stash to auto detect a workSHOP it must be registered with WorkshopParentScript e.g. it appears in the move settler list. For standalone workshops like Homeplate, player homes, CAMP, Conquest or MobileWorkshop the workSHOP is detected when you build a local stash container or when the workSHOP [Space] activator menu is used on it. Standalone workSHOPS can then automatically use the global stash inventory for building.
If you have some reason for keeping specific items in a workSHOP, like Caps for Sim Settlements you can xEdit FormList SKK_GSSNoRemoveItemsFromWorkshops to add base times to ignore/return, like Caps001.
When the player exits workshop build mode with auto transfer enabled the game always kicks the player out in 3rd person camera. If you are a first person player set the [ Exit workshop build mode in 1st Person ] holotape setting.
WorkSHOPS still have their local storage to collect local settlement production. The auto consolidation option (2) automatically collects and consolidates that production in between visits, which help uncap daily production. If you inadvertently put stuff into the local workSHOP storage (R) it will not be visible in the Global Stash until an automatic consolidation triggers (if enabled) or you open the build menu. A source of confusion, but the workSHOP local storage can’t be disabled, it just is.
Auto consolidation when enabled runs twice per game day. Any excess local production will be hoovered up to the global stash before the WorkshopDailyUpdate process calculates that connected workshops with resource shortfalls need to be supplied. Either ensure each workshop can meet its local population needs, use the Connect Owned Workshop Locations option, or ignore the whole happiness thing with the “Do not lose a workshop” and/or “Enforced Happiness” functions of Workshop Ownership Utilities.
Connect owned workshop settlment locations option (3) creates the same food/water resource production sharing of provisioner connections and raider vassals, without the faff. This only connects workshops that are registered with WorkshopParentScript for resource production, not standalone/isloated/playerhomes as they dont produce or consume resources. Be aware that auto consolidation (2) may hoover overproduction from your feeder workshop just before WorkshopDailyUpdate triggers on your eater workshop, there is no way to know. Probably best to not use option (2) auto consolidate if your feeding workshops with option (3) connections. Feeding comes from the workshop, not from the global stash (to avoid hacking base game scripts). Connection lines are not shown on the map as the workshops all connect to the hidden global stash hub. Hub/spoke networks are massivley faster at finding stuff than point-to-point ring networks. Provisioners and raider vassal networks can still be used, they just dont do anything.
When workBENCH connections are enabled, they are connected to the stash the first time activated for [E] crafting or when the workBENCH [Space] activator menu is used on it. The stash connection is permanent, replacing workBENCH local storage.
Before a workSHOP or workBENCH is connected to the global stash, any local inventory is moved to global stash so it is not orphaned.
The Global Stash inventory is only accessible by the player. Even with stash activation containers in a settlement, no settlers, companions or other actors can get at the contents. Your stuff is safe.
The actual central global stash container which holds the inventory is in a hidden persistent no reset cell. The things you can build are just activators, and they are not even necessary as the Workshops and Workbenches connect direct to the global stash. They have been provided for something familiar to build and interact with.
Junk Scrapping Operations
The scrapping function runs against a specific inventory: Player, workSHOP, workBENCH or Global Stash. Player inventory automatic scrapping as as junk items are picked up helps with carry weight. Imagine you can actually use a screwdriver to remove components from looted typewriters and desk fans rather than lugging them into ninja combat.
Global Stash scrapping helps speed up inventory display and crafting by reducing junk list items from 530 to 30 and inventory locations from 30 to 1. In a normal game the component count has to be calculated from every piece of junk in the provisioner connected supply network. With global stash its an instant 30 item lookup (plus unscrapped items on the safe list if used) in one place.
You can choose to scrap all ~530 known base game misc junk items plus NukaWorld plus Harbor items (if DLCs are installed) to the 30 basic components. This excludes all unique quest items like the Abernathy locket, but includes common quest items like antifreeze and power relays. If you are sent on a treasure hunt quest for general junk, like paint or antifreeze, DISABLE AUTO SCRAPPING.
The safe item list keeps 80 crafting and common quest junk items whole, like Abraxo for Mentats, power relays, biometric scanners and empty bottles for Survival water filling. Does not scrap shipments to avoid encumbering the player. You can remove stuff from the scrapping lists for safe crafting and add new junk to be scrapped with xEdit. The article Global Stash – editing scrap item lists provides guidance.
With empty bottles on the safe list for Survival, an option enables a menu to fill all empty bottles in connected inventories (Player, Workshop, Global stash) at once from a clean or dirty water source. Saves spamming the buttons to speed fills when you don’t build purifiers. Another option creates refillable purified water bottles, where ~80% of empties are replaced in inventory after use for refilling. This also unlocks cooking recipes to convert (refillable water <> normal purified) for cooking (2:1 ratio to help avoid cheesing).
When Fusion Core consolidation is enabled, those in the target storage consolidate to whole numbers. Any partial charge is held in reserve and added to the next consolidation which can top up a single core to 100%. If a full core can not be made from all the partials and reserve none will be scrapped to ensure your power armor is not left stranded.
CONSOLE COMMANDS AND CONFIGURATION
For console or MCM configuration read article SKK Global Stash – Console commands and configuration
Known Issues
(1) STASH The workshop auto transfer mechanism sometimes confuses the Workshop Framework / Plus mod which does not like the player kick-out-kick-in method this mod uses to register building inventory with the Workshop. @resevillefl reports “I had to disable Workshop Plus’ flight, speed increase, and freeze time modes. Using MCM hotkeys I can turn those modes on and off in workshop mode and I’m not having any more issues.”
(2) STASH If workSHOP auto transfer is enabled and then disabled, any settlement workBENCHES that have been connected to the global stash must either be stored and built or scrapped and rebuilt to connect to their local workSHOP storage again.
(3) STASH If you have multiple mods adding activation menu items to workshops or workbenches (the third [Space] option when you hover over it), their display will be disrupted. Only one item can be added, you must choose what to enable wisely.
(4) STASH If you replace provisioners with stash it will not share resource over production with workshops that have under production. If you still do the happiness thing, check your local food and water productions.
(5) STASH + SCRAPPING The game scripting system is limited to 65,536 for each inventory item transaction (transfer or scrapping). If you have built up a lot of junk items, scrap them in workshops before consolidating or split them between non stash connected containers/inventories. If you have more than 65,536 of any one inventory item, split them between non stash connected containers/inventories. I’m not judging as I pick up everything that’s pickupable.
(6) SCRAPPING Disable player auto junk scrapping when you are sent on treasure hunt quests for junk, like Painting the Town or you will not be able to make the green paint because the paint tins will be scrapped before you can use them.
(7) WATER Do not enable the fill all bottles function if you use a mod that enables water bottle filling outside of survival mode (like Anyone Can Fill), the enabling perks will conflict.
Compatibility
This solution has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. It is 100% pure new Creation Kit forms and scripts which means that it works on PC , Xbox and GamePass. As it does not touch any other stuff in your save-game, there should be no load order issues or mod conflicts excepting the known issues.
Migrating from SKK Quantum Global Workshop Storage, SKK Junk Scrapper
If you are already running either of the original SKK mods, do not disable or remove them from your save game ! This mod will detect and shut them down gracefully unregistering all events and scripts and moving any inventory to the Global Stash. When it has finished, confirmation messages will let you know its OK to disable (and possibly remove) those mods.
If using HOTKEYS.INI to open Quantum Storage, update the keybind to [ F1 = cqf SKK_GSS “SKK_GSSStashScript.OpenGlobalStash” ]
PC manual installation & disable
Copy SKKGlobalStashScrapping.esp and SKKGlobalStashScrapping – Main.BA2 to your…\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise.
Once this mod is enabled you should not plan on trying to remove it. With all the stuff transferred out of the stash and options disabled it is completely transparent with no scripts or stuff running, BUT, removal has not been tested. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game and are familiar with tools like the excellent FallRimReSaver. If that is unclear, best to be safe and don’t ever remove mods from a savegame.
FAQ
(1) Why is there no ESL version ? Because life already contains sufficient hassle.
(2) Why a holotape menu rather than MCM ? Because 90% of SKK mod users are on Xbox.
Change Log
Version 008
UPDATE NOTE: Transparent update, can be installed at any time. Requires Fallout4.exe 1.10.162.0 (or later)
Change: DLC03FogCondensorCanister01 removed from scrap lists in new and existing games.
New: [ Workshop resource production LINKED ] holotape option to connect all owned workshop locations (settler and raider) to share their daily resource over/under production without needing provisioner connections or vassals.
Version 007
UPDATE NOTE: Transparent update, can be installed at any time. Requires Fallout4.exe 1.10.162.0 (or later)
New: add user xEdit Formlist SKK_GSSNoRemoveItemsFromWorkshops for items to leave in a workshop (like Caps)
Fix: Workshop/Stash activator menu transfer TO/FROM function consistency
Change: Fill all bottles offers a menu to fill bottles in connected inventory (Player, Workshop, Stash)
Version 006
UPDATE NOTE: Transparent update, can be installed at any time. Requires Fallout4.exe 1.10.162.0 (or later)
New: OpenGlobalStash quick/hotkey function will run a consolidate if SKK_GSSWorkshopAutoConsolidate is enabled before each open.
New: Scrapper user xEditable list to add new items to SKK_GSSUserItemList read https://www.nexusmods.com/fallout4/articles/2079
New: Holotape option to exit workshop build mode after auto transfer force 1st person view [set SKK_GSSWorkshopExit1stPerson to 1]
Version 005
UPDATE NOTE: Transparent update, can be installed at any time. This update onward requires Fallout4.exe 1.10.162.0 (or later)
Fix: When workbenches are stored in a workshop and rebuilt, they loose their connection to the global stash.
Change: Reduce workshop auto transfer sounds and volume.
New: Fill all bottles option to produce refillable purified water that returns an empty bottle when consumed [set SKK_GSSRefillableWaterEnabled to 1]
Version 004
Change: Updated texture for constructed stash boxes
Change: stash open item warns it can not run from the pipboy inventory.
Update: startup checks for player OnLocationChange because ALT start mods are still not setting vault exit quest stages.
Version 003
Fix: apply FillAllWaterbottles perk if enabled at every OnPlayerLoadGame to over ride HC_Manager base perk
Version 002
Disable debug output on some scripts
Version 001
Public release