Transfer Inventory - F4SE (Updated)

by LarannKiar·v3.1·Updated 2026-08-28

F4SE plugin that can export and import inventories (i.e. transfer them between archives).

Screenshots 1 screenshots

About this mod Machine translation

F4SE plugin that can export and import inventories (i.e. transfer them between archives).

Original address:

Prefix:

Fallout 4 Script Extender (F4SE):

Address Library for F4SE Plugins:

Updated on August 20, 2026:

Version 3.1

Added support for game version 1.11.240.

Version 3.0

Added support for game version 1.11.221.

Version 2.0

This mod has been re-implemented in a new multi-version F4SE plug-in environment.

Garden of Eden SE is no longer required to import items with custom names (a custom version of SetDisplayName has been implemented in the plugin as a workaround).

Version 1.3

Custom names for weapons and armor can now be imported from blueprints (names are always exported) as long as you have Garden of Eden SE v18.4 or higher (SetDisplayName function).

~~### The old era version (1.10.163) and the next generation version (1.10.984, the file is marked Next-Gen) have been packaged and uploaded together. Make sure to install the corresponding pre-configuration in advance before using it. ~~

About this mod:

F4SE plug-in, can export and import inventory.

Comes with two console commands: ExportInventory and ImportInventory.

About commands:

  • Select a reference with inventory:
  • Click on the NPC or container in the console, or type: Prid {RefID} (by the way, this is Piper's RefID "Prid 2F1F")
  • Type: ExportInventory {OptionalBlueprintName}
  • ExportInventory without a blueprint name sets the file name to the export time; the format is as follows: 2024-06-04_18-39-30.json
  • Example: ExportInventory “My Inventory”; Export Inventory PiperInventory; ExportInventory SanctuaryWorkshop
  • NOTE: If OptionalBlueprintName is multi-word, it must be placed between double quotes, otherwise they are not needed
  • All the above also applies to ImportInventory
  • For ImportInventory without blueprint name: it will import the latest version based on the date in the file name

About the blueprint:

  • Human-readable, editable JSON file (see mod image for preview)
  • Contents: Inventory owner's name, export time, item name, count, modifications, baseID and form type

-Location:. . \Fallout 4\Data\F4SE\Plugins\TransferInventories\{BlueprintName}.json

limit:

  • Unique item names are not set during the import process (usually given by the player, but there are also some originals), all items receive default names
  • For example, "Liberator" would be "VATS Enhanced Advanced Deliverer Pistol"

Notes: Non-playable items are typically biological weapons (such as Mire Hunter's saliva) and companions' invisible default guns (and ammo). Importing of certain item types can be disabled in TransferInventories.ini (for example, "bIncludeNOTE=0" to skip Notes).

Prerequisites:

Fallout 4 Script Extender (F4SE) (select the corresponding file to install according to your game version):

Address Library for F4SE Plugins (select the corresponding file to install according to your game version):

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
Transfer Inventories 84087 3.1 2026-08-20T09-42Z vogSNYYJU.zip
File size
367.7 KiB
SHA-256
ffa6cd3d42f560e0a6dcf4d19380e84bd46aa8074d207a55c87c76cad925e40c
Stored at
2026-10-10 18:13