Fallout 3
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DaveLessnau

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38 comments

  1. Glormac
    Glormac
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    Does anyone know of an equivalent of this for Fallout 4?
    1. CyberDanz
      CyberDanz
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      Sorry, much time has passed since you ask this.  However, for FO4, I highly recommend Lootman for your auto-loot needs!
  2. lizertech
    lizertech
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    hmm mod doesnt seem to work, i have the latest fose installed though
    1. CthulhusExecration
      CthulhusExecration
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      Were you on a new game? I thought my DALCO Junk-O-Matic wasn't working but the mod doesn't activate until you receive a player house, either Tenpenny Tower or the Megaton House (or there are some additional mods that let you use player made houses).

      Once I got my Megaton House everything fell into place.

      If that's not the case I'd check your mod load order, I use LOOT some people use other programs. Also I don't know if this program uses Archive Invalidation but if you have it try turning it off and back on.

      Good luck! I love this game but it drive me nuts with how finicky it can be.

      P.S. Sorry about the necro-post.
  3. poppajq
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    Hello

    Looking forward to trying this mod. Have you considered combining this with Scavenger World -- Updated by Gigantibyte? I like how you can go back to the same pile in a few days and the wind and rain could have exposed new items. I am a hoarder by nature so a combo with both of these mods really appeals to me.

    I also would like it combined with Metal Salvage by Nidokoenig.

    I'll let you know what I think of is as is.

    Thanx for you efforts.
  4. Veya
    Veya
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    Does it really have to look like a Slave collar though? wearing one of those is... unnerving to me, is there a way to make it invisible on character model?
    1. DaveLessnau
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      Good question. I never even thought about that since I always play in first person view and never see the collar. After a bit of experimentation, it looks like you can turn the thing "invisible" by deleting the Model Names in the mod via FO3Edit:

      http://www.nexusmods.com/fallout3/mods/637/?

      Assuming you have that installed, first make a copy of DALCO Junk-O-Matic.esp and store it someplace. Then:

      - Start up FO3Edit, right click on the list of mods you have installed and select None.
      - Then find and select DALCO Junk-O-Matic.esp and accept that.
      - Once FO3Edit finishes loading, expand the Armor category under DALCO Junk-O-Matic.esp. There should be two devices there (one collar for the Megaton box and one for the Tenpenny box -- DALCOJunkOMaticDevice and DALCOJunkOMaticDevice2). For each of those devices, you'll need to edit both the Male biped model (MODL-Model Filename) and Male world model (MOD2-Model Filename) by right-clicking on the .NIF filenames, selecting Edit, and then deleting the .NIF filename from the field. In total, that will be four edits and leave all four fields blank.
      - When you're done, do a CTRL-S to save, make sure the checkbox is selected for DALCO Junk-O-Matic.esp (and only that .esp), check the "Backup plugins" box at the bottom if you want to make double-sure you've got a backup, and accept the save.
      - Quit FO3Edit, make sure your load order is still good (it should be), and start up the game. The collar should be invisible.

      I only did some very cursory testing, so I can't guarantee that's the solution. But, I've got the Invisible Ghoul Mask mod loaded and it looks like that's how he achieved invisibility there.
    2. Veya
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      Over an year latter and I finally play Fallout 3 again.

      Anyway, I really appreciate it, I play in 1st person as well, but I also tend to really care how my character looks, I am the kind that carries a suit of Leather Armor with the Power Armor because I don't like wearing Power Armor outside of heavy combat situations, and the slave collar just... creeps me out.
  5. SageRayleigh
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    This looks amazing, I would love to see other versions where other items like this would collect other items just laying around or even to collect from npc taged as "dead". I cant tell you how much of a pain it is to have bloody mess then having to shift through all the bodies then "zap" them away to find the next one that wasnt looted.
  6. lolmanteh3rd
    lolmanteh3rd
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    Could you make the mod grab all misc items including crafting parts like in the new vegas version? I tried editing in FO3Edit but i dont know all the form ID's for all the items. Awesome mod too btw.
  7. gazzer
    gazzer
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    I was just wondering if you could change the Crate into a Junk Incinerator then all the junk will all be gone forever. So you won't have to use the console command all the time (disable).

    Thanks
  8. DaveLessnau
    DaveLessnau
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    New version is up. From Veya's and phoenix777's comments, below, I made the following changes:

    - 1.2, 27 April 2014: Made the slave collar used as the DALCO Junk-O-Matic Device invisible by deleting its Model Names. Removed the items used to let various Protectron's know you're friendly (OfficeID, PassCardBlue, and PassCardRed) from the list of junk items.
    1. BenWah
      BenWah
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      This works well, I like it a lot
  9. phoenix777
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    Discovered at least 1 item that shouldn't be in the list.
    There's an officeID in the list which is scanned for by the protectron in Super Duper mart.
    I would suggest leaving out key cards as well.


    1. DaveLessnau
      DaveLessnau
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      Good catch. Thanks. I'm fixing it now. By "key cards," I'm assuming you mean the blue and red Pass Cards that can be used like tickets on the blue and red metro lines. The only other "key cards" I can find are encryption keys (which I don't touch).
  10. DaveLessnau
    DaveLessnau
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    DALCO Junk-O-Matic 1.1 is up:

    - 1.1, 21 December 2013: The mod did not display its warning message if FOSE was not found. Corrected.

    No functional changes.

    I did add a note in the Description area here and the Readme talking about regular tin cans.

    Also, as gazzer asked, I tried doing something to allow the collected junk to go directly to the Underground Hideout's Incinerator (since I do some fixes for that in DALCO Fixes for Underground Hideout -- http://www.nexusmods.com/fallout3/mods/16945/? ). Unfortunately, I can't figure out how to do that. Oh, mod-wise, it's easy. Change one line in DALCOJunkOMaticScript and DALCOJunkOMaticScript2 from DALCOMiscItemsBox.AddItem... to EHJunkBinREF.AddItem.... Alas, after wrestling with the GECK and FO3Edit, I can't figure out a way. The references to the different mods get lost somewhere.