I found some errors in FO3Edit, though. Maybe you want to correct them:
I've come across that error too. Not exactly sure why it does that, unless it's related to me using the book object. It doesn't happen all the time (for me). The best I can say is just ignore it. It doesn't edit anything vanilla, and therefore shouldn't need to be merged. I say this, I use FO3Edit for merged patches and don't have a problem. I'll look into it and see what's going on. If I can repeat the errors in FO3Edit then I can maybe figure out what it is.
In looking at your report there, I figured out what some of the errors are. I created some ingestible objects to allow me to easily apply effects to the player. I created them new, instead of copying an old one, and didn't apply anysounds to them, so that's what the first set of errors seems to be. Not sure about that YNAM and ZNAM stuff, as I've no clue what those actually are. I'll look into this, but it shouldn't effect the actual behavoir of the mod, you just can't merge it. But like I said, it makes no edits to anything vanilla, and so shouldn't need merging.
That doesn't work for meds, only weapons and armour. I'm already using it.
Well, the best I can think, is I can make a mod that will allow you to assign any key to the chems. Should be a relatively easy thing to work up, though I'll admit also relatively low on my list of things that need doing. If you'd like though, I
can tell you how to do it and what parts of my code you'll need (not trying to be rude in anyway, but I'm just saying that I would suggest you do it this way (with my help I mean) as then you will start to understand how these things are made and perhaps you can then make your own later).
If that's the case, then you should make it optional as to whether the case reduces weight or not, with the default being no.
I would
LOVE to make it work this way. And in fact, to the best of my knowledge, the code is in fact set up to behave in this manner, it just doesn't. I can post that code here later and let others take a stab at what's wrong with it.
For reference, I basically took the code for the FWE ammo supply thing and reworked it to use chems instead of ammo lists. What might have messed it up is that I have it set to get the weight of the chem, and then perform the math on that. But I'm not sure if I even
can get the weight of a chem using that function. The setWeight function works fine though, it's just my get weight that doesn't. I was trying to make it so that if a mod adds weight, it will use that weight, instead of a proprietary built in weight (like how FWE does ammo), but I might not be able to do it this way (in which case chem weight would globally use FWE weight).
Glad to see you got the stimpak thing resolved. That is an issue that I will point out, any mod that changes the way chems behave will obviously have an effect on how this mod works (or doesn't in your case).
Note of interest, I didn't actually make the chem application code, DrStrangePork on the nexus did. I just used it (with permission) in this, with minimal edits to his code. I could (and will), look into making Buffout a bit smarter in the way it is handled. First though, I need to clean up all that (what I now consider garbage) with the application of chems for status boosting and whatever.
As for the limits you mention on buffout, they actually exist for most drugs. In order to prevent addiction, the PIMP will not administer any drug while you're still under the influence of it. It also prevents the thing from spamming a single drug until you run out. The specific there would be, the automatic check is run every second, so for every second that it took a stimpak to heal you, another would be applied. For a drug like buffout, if I removed the strength check and the melee combat check, it would get applied whenever your health drops below a set percentage or when you're overencumbered. The second would happen again even if you have buffout but it didn't give you enough to carry all that you have (basically spamming buffout till you run out).
Unfortunately, the effects of drugs don't stack (a side effect of the way they are handled). I tried to circumvent this by making an override option on them, but the implementation is just a bit awkward, and didn't work the way I intended (it also bypasses the actual drug and applies a second status effect that works instantly and does't track itself). I plan on removing the override feature as well, but I will add several more options to buffout now.
I do wish we had better functions for handling when the player is taking damage. Specifically, if there was a way to determine how much damage per second was being done to the player, or better yet, how mugh dps the player was
causing, I could make psycho work in a smarter manner. And yes, I could do a big check block to see how much damage the player has recieved between this second and the last and apply morphine then.....actually, I think I'm going to do that. It'll be a bit of work, but I think I can pull that off. That way morphine will only apply when you take over x amount of damage a second.
Now I wish I had my code folder with me so I could work on it.
Ok, did, you actually put the container inside itself, or are you just saying it could be a problem. The way I did the container is, upon closing it takes count of all the chems in it, and then does a removeallitems on the container, placing everything back in the player's inventory. It then removes just the chems and adds them back to itself, therefore making it impossible to place anything but chems into the container.
As for the activator object. I really dislike mods that add non-removable items to my inventory. They bug me. Therefore, unless it is proven to be absolutely necessary to keep people from being stupid, I will not, ever, make the items from this mod into quest items.