Automatically mark nearby magazines and weapons (updated)
When the player approaches a magazine or mod gun, a mission marker will appear.
Screenshots 4 screenshots
About this mod Machine translation
When the player approaches a magazine or mod gun, a mission marker will appear.
Original address:
Updated on August 3, 2025:
Version 2.1.6
Added an option to turn off marked items to get them immediately in debug settings to install midway mods or hide unwanted markers.
Some MCM menu languages are machine translated.
Prefix:
Fallout 4 Script Extender (F4SE):
Quest markers appear when the player is near a magazine, bobblehead, or modded gun. There is no need to modify any ESP files to enable marking for weapons added by the mod - just use the mod as-is.
This includes not only the original magazines, but also those added by mods.
The marker appears when the player enters compass range 4.5 from the magazine or weapon, this distance can be adjusted via the MCM. Simply being close to items triggers markers, allowing you to collect them naturally without interrupting the flow of the game.
If a player fails to collect an item with an activation mark, the mark will automatically disappear once they leave the cell. Additionally, items that have already been collected won't re-mark, so you don't need to worry about unnecessary interruptions.
This mod also includes an additional feature. Many weapon mods place their custom weapons in specific locations in the game world. When the player enters the laundry room of the protagonist's pre-war home, a message box appears. By selecting "Shuffle", all mod-added weapons placed in the world will swap positions with each other. This adds variety to each playthrough, allowing players to discover different weapons in the same locations.
You can customize the mod settings via the "Auto-mark near magazines and weapons" menu in the MCM. Each option includes a clear name and help message, so you should find them easy to understand without requiring additional guidance. At the bottom of the menu, there is an option called "Get Marked Mod Items Now." If you are unable to view items with active tags due to an error or other reason, try enabling this feature.
Notice:
- Some weapons may not show markings.
- The distance adjustment option in MCM will only take effect after entering a new map.
- If you install this mod and then add other weapon or magazine mods, the newly added items will not have quest markers unless you start a new game.
- If you plan to edit ESP files, do not use the CK tool under any circumstances. You must use Fo4Edit.
- If you are installing this mod during an existing game, please store all previously obtained weapons and magazines from the map in your inventory or warehouse before installing.
This is just to prevent the marker from appearing on the displayed item. After installation, you can freely present your projects again without any problems.
I (the original author dnfrealtec, the same below) do not speak English well, so all these texts are translated by ChatGPT. If any terms sound awkward, feel free to modify them as needed.
Required prerequisites:
Fallout 4 Script Extender (F4SE) - Any version
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.