So I've once again made quite a few changes in this latest version. I'll paste the changelog here:
Version 1.0 -All containers have been adjusted to spawn less loot. I was fucking swimming in loot with the previous versions lol. -Safes now generate loot differently based on their lock level. Check the description for details.
Version 0.9 - Lots of changes to lists to maintain variety - Energy Weapons and Big Guns added to lists - Legendary Chance script attached to boss trunks (20% base chance) - Pipe Weapon probability reduced even further in pre-war safes (keep in mind at low levels you will still find pipe weapons)
The contents of safes have changed considerably in this version. It's really weird generating the contents over and over in the CK and checking in-game by using an entire room filled with containers. You get like, desensitized to the loot after a while! If you guys could give me any sort of feedback on the contents of containers as you actually play through the game, that would be awesome!
I'm happy enough with the mod at this point to go with the 1.0 release. As usual, let me know of any adjustments you think I should make, and I'll likely make it happen!
"- Pipe Weapon probability reduced even further in pre-war safes (keep in mind at low levels you will still find pipe weapons)"
Technically you should be able to replace them altogether, as the very first wep you find is a 10mm, but I know there are some people who do like the pipe weapons...couldn't say why lol but yeah.
I'm not sure if this is a problem at all, but I downloaded the FOMOD version and it is still saying 0.9, at least in NMM. The optional file for Wasteland Imports, though, does say 1.0.
Is there any plan to make pre-war safes drop pre-war guns and not pipe weapons? It doesn't make sense for pre-war safes to have pipe weapons in them...
I know there's another mod that does this but I bet it doesn't work with your mod...thus why I ask.
Sorry to reply so late to this, but my mod actually already does that to an extent. Expert and Master level locks should only contain pre-war type items in them, which means they shouldn't have any pipe weapons. I'm pretty sure this doesn't apply to raider safes though, I don't remember. Raider safes are basically just any safes located in raider controlled areas. They're literally a different type of safe object defined by the game.
I was looking for a mod like this, sounds really good.
However, i'm using the raider overhaul and was wondering if there are any "bad" conflicts? I think it changes some containers so i'm not sure how they work together. Any input would be much appreciated.
Raider Overhaul actually doesn't touch the safe/trunk lists. I also use 400+ other mods and nothing else touches those lists or containers. You should be good to go!
Erm, I unlocked a master level safe...but all that was in there was a blowtorch. Not sure what caused this, but I was looking through my load order for things to delete, saw this, and thought "huh, so that time I found a blowtorch and nothing else was probably because of this."
From the description: "Pre-War Safes no longer spawn with the same predictable items. Prepare to find all sorts of goodies in safes, or maybe nothing at all! (very rare :))" In other words, occasionally you will find very little or nothing at all, even in Master safes. It's happened to me a number of times since I installed this mod a few months ago. I promise that despite the rare empty or near-empty safe, this mod is definitely better than the vanilla setting, especially with the legendaries that show up every now and then in the chests.
The way it works is it rolls for a certain number of items regardless of safe level (0-4/5/6 items dependent on your character level), then it rolls depending on safe level (0-5 items as a master safe). You may just get very unlucky and roll two 0's. I tuned the mod for my own playstyle, which is very strict on how much loot you get, as I've always found myself with too much even on survival.
Sorry to not be able to bring more edits to you at the moment. I'm spastic when it comes to gaming and hobbies, and I bounce between things constantly.
Yo Swamp! I am sorry if you have already answered this question, but I can't seem to find the answer! where do I put the files for the manual installation? I do know where the .ESM goes, but not the scripts
I was wondering if you could make a mod that removed Boss Trunks altogether? Having prizes at the end of a dungeon is nice, but the trunks feel unnaturally generous.
Something like that would be super simple to do. You could replace the trunk leveled list with like, the safe leveled list or something in FO4Edit really easily.
I'll upload something like that sometime later. You could seriously accomplish this in like 5 minutes yourself though if you wanted
Im experiencing every single explosives crate, ammo box, and duffel bag ending up empty the first time I discover them everywhere on the map. Just wondering if you had any suggestions?
Well, just as little FYI, there is probably a similar and conflicting mod for pre-war safes only: http://www.nexusmods.com/fallout4/mods/3306/? but I shall replace it with this one (and I think there is no need for making a patch )
Did you also replaced homemade weapons with pre-war types? Or maybe removed bottlecaps, because I think people before the war had no reason to collect them, even less to lock them up in safes.
There are two types of safes just as that other mod points out. The pre-war safes shouldn't generate caps at all, only the raider safes. I'll see about removing pipe-weapons from pre-war safes altogether (not raider safes), or possibly tweaking their chances of appearing to be even more scarce.
Ok, it was just an idea, I wasn't paying that much attention whether I'm looting a raider or pre-war safes, if they aren't spawning at all, it is already "fixed". I think removing pipe weapons completely is the only advisable solution, people had no reason to craft them.
No worries. There isn't any physical difference between the two safes except where you find them spawn. I'd imagine raider safes are typically placed in raider establishments! Yea it seems a lot of people want them pipe weapons gone altogether. This will likely come in the next version!
Are these pre-war safes ones that are guaranteed to never have had anyone break into them and use them for their own storage at any point in 200 years? I strongly doubt that you're the only person running around breaking into places, and since a lot of people don't have dedicated settlements or homes to go back to, they'd likely store stuff wherever they thought was secure and they could get back to. I find it more likely that most safes and such would have contemporary items, rather than having been untouched for 200 years despite there being scavengers and raiders everywhere. I don't mean to upset; just my outlook on what sort of loot you'd be likely to find, at this point.
You make some good points. Are all pre-war safes typically locked? You could interpret this as wastelanders being unable to pick the locks to get in since the original owners locked em up, OR that wastelanders have adopted the safes for their own use and relocked em.
The only real way to solve this problem would be to go around and handpick safes to use different leveled lists according to the area. Some locations really do seem to look like nobody's touched the area since before the war, while some areas have very clearly been picked through by scavengers and raiders like you said.
Another possible solution would this: Have the basic contents of safes not spawn weapons. Edit the basic and advanced lock leveled lists and have those contain a chance to spawn pipe weapons (to perhaps simulate a shoddy type of lock implemented by a wastelander). Edit the expert and master lock leveled lists to have those spawn pre-war weapons and similar pre-war valuables (to simulate a hardened lock that hasn't been broken into by wastelanders).
There is quite a simple reason why many PreWar saves are untouched:
Few, close to none, can actually pick locks/safes (and most of those who can learn it are Pipboy bearer) s, also it's not like the loot in there is that important considering that old world valuables pretty much lost their value and weapons are not scarce at all still ('Murica, duck yeah!) so specialist who can are not that valuable either.
@ Swampfox92 That second solution sounds good, actually. Would add some flavor to the more advanced locks. A chance to find some of the better, untouched junk items, as well, could be cool.
@ SakuraKoi Where did you determine that few to none can pick locks? It seems like a common thing. Cait can pick locks, for instance, and she's about as representative of the typical raider / settler as you can get, so I got the impression that lockpicking was a common skill. I may be wrong.
Ok, I decided to overhaul this even more. I'm altering the lock lists heavily to basically reflect what I said above, among other things like your idea for preserved prewar items. Almost done with it at the moment. Need to do a bunch of testing...
I'm also looking to merge my loot mods together and include a settings holotape that will allow you to tweak all of the loot settings! That'll be a few days out at least though.
75 comments
Version 1.0
-All containers have been adjusted to spawn less loot. I was fucking swimming in loot with the previous versions lol.
-Safes now generate loot differently based on their lock level. Check the description for details.
Version 0.9
- Lots of changes to lists to maintain variety
- Energy Weapons and Big Guns added to lists
- Legendary Chance script attached to boss trunks (20% base chance)
- Pipe Weapon probability reduced even further in pre-war safes (keep in mind at low levels you will still find pipe weapons)
The contents of safes have changed considerably in this version. It's really weird generating the contents over and over in the CK and checking in-game by using an entire room filled with containers. You get like, desensitized to the loot after a while! If you guys could give me any sort of feedback on the contents of containers as you actually play through the game, that would be awesome!
I'm happy enough with the mod at this point to go with the 1.0 release. As usual, let me know of any adjustments you think I should make, and I'll likely make it happen!
Technically you should be able to replace them altogether, as the very first wep you find is a 10mm, but I know there are some people who do like the pipe weapons...couldn't say why lol but yeah.
I know there's another mod that does this but I bet it doesn't work with your mod...thus why I ask.
However, i'm using the raider overhaul and was wondering if there are any "bad" conflicts?
I think it changes some containers so i'm not sure how they work together.
Any input would be much appreciated.
Thanks!
Not sure what caused this, but I was looking through my load order for things to delete, saw this, and thought "huh, so that time I found a blowtorch and nothing else was probably because of this."
"Pre-War Safes no longer spawn with the same predictable items. Prepare to find all sorts of goodies in safes, or maybe nothing at all! (very rare :))"
In other words, occasionally you will find very little or nothing at all, even in Master safes. It's happened to me a number of times since I installed this mod a few months ago. I promise that despite the rare empty or near-empty safe, this mod is definitely better than the vanilla setting, especially with the legendaries that show up every now and then in the chests.
Sorry to not be able to bring more edits to you at the moment. I'm spastic when it comes to gaming and hobbies, and I bounce between things constantly.
nope.
I am sorry if you have already answered this question, but I can't seem to find the answer!
where do I put the files for the manual installation?
I do know where the .ESM goes, but not the scripts
Thanks for your help, and awesome mods!
Your folder structure should look like this:
> Fallout 4
--> Data
---- SafeTrunkContentsReworked.esp
----> scripts
------ lockSafeExtraLootSCRIPT.pex
------ TrunkLegendary.pex
I'll upload something like that sometime later. You could seriously accomplish this in like 5 minutes yourself though if you wanted
but I shall replace it with this one (and I think there is no need for making a patch )
I find it more likely that most safes and such would have contemporary items, rather than having been untouched for 200 years despite there being scavengers and raiders everywhere. I don't mean to upset; just my outlook on what sort of loot you'd be likely to find, at this point.
The only real way to solve this problem would be to go around and handpick safes to use different leveled lists according to the area. Some locations really do seem to look like nobody's touched the area since before the war, while some areas have very clearly been picked through by scavengers and raiders like you said.
Another possible solution would this: Have the basic contents of safes not spawn weapons. Edit the basic and advanced lock leveled lists and have those contain a chance to spawn pipe weapons (to perhaps simulate a shoddy type of lock implemented by a wastelander). Edit the expert and master lock leveled lists to have those spawn pre-war weapons and similar pre-war valuables (to simulate a hardened lock that hasn't been broken into by wastelanders).
Huh how bout that second option?
Few, close to none, can actually pick locks/safes (and most of those who can learn it are Pipboy bearer) s, also it's not like the loot in there is that important considering that old world valuables pretty much lost their value and weapons are not scarce at all still ('Murica, duck yeah!) so specialist who can are not that valuable either.
@ SakuraKoi Where did you determine that few to none can pick locks? It seems like a common thing. Cait can pick locks, for instance, and she's about as representative of the typical raider / settler as you can get, so I got the impression that lockpicking was a common skill. I may be wrong.
I'm also looking to merge my loot mods together and include a settings holotape that will allow you to tweak all of the loot settings! That'll be a few days out at least though.
I lost motivation to further develop an all encompassing loot overhaul though. I get bored easily...
You need all three of his mods for that to work. Try not to lose your mind reading the description.