This mod caused objects near the Lonely Chapel to flicker and disappear. I was looking for the culprit for an hour, and I never expected this mod to be guilty. Disabled all mods that change locations, and this one was already the most recent. The bug disappeared after disabling this mod. Reappeared when turned on.
You could do as I did, look through it in FO4Edit, and for every cell it overrides, right click the empty area and make sure "Hide no conflict and empty rows", and you should see a bunch of "error" under the colum that has lootableskeletons above it.
Apparently it's somehow has all the physics references in every cell it touches pointing to the wrong things.
You can fix it by right clicking the originator of the cell (the leftmost header with an actual name, like "[00] Fallout4.esm"), right click it, then click "Copy as override (with overwriting) to..." then a list of all the modlist you have after the originator of the cell is shown, you can either search the list yourself or use the search bar at top to narrow the search for lootableskeletons. double click the file. The program would open another dialog window asking if you wanna make the change, click yes.
repeat the above for every cell that has errors, and it should fix the problem.
EDIT: if you pick "deep copy" instead of just copy, it will also replace all the references and change the lootable skeletons to the vanilla unlootable ones.
Great mod but lore-wise the SS is gonna be haunted by lots of dead wastelanders/pre-war folks. Better call the exorcists ASAP (if the Commonwealth even has any)
This should have been in the game from the start. Only thing I would like to see different is the skeleton disappear after it's been looted. But that's a trivial thing.
While otherwise great, I have a major problem with this mod. After a few hours of checking, I have found this mod (DLC option) as being responsible for changing my vault 111 suits to vault 118 suits. Both clean and dirty variants both end up as clean with the 118 decal on the back instead of 111.
Lol, I have the same issue. Lookin in FO4edit I can see some material swaps were made, instead of saying VaultSuit111, it says Vaultsuit118. Changing those three mis-named swaps resolved the issue. (Don't just change the name, edit the line and use the drop-down box to select the correct material.)
aww that is lame, like so so lame, i was hoping it would allow for at least taking the army helmet that some of the skeletens have on them that the game dont let you loot normally :,<
this mod does let you take the army helmet that some skeletons have and also the military fatigues that they also happen to have (loot), the only thing it does not include is the clothes that most skeletons have.
Military fatigues (clean and dirty) and army helmets (Clean and dirty) are both potential pieces of loot from the military skeletons. The percentage chance to loot the fatigues (one or the other) and a helmet (if applicable) is there to simulate the idea that not all 200-year-old gear will be usable. The chance is intended to be high enough to where you're bound to come across one sooner or later, but not low enough to be considered a rare find.
@twistedfatal you mean the torn rags they wear, yea it would be cool to get rags from them, so you can use them on settlers and make them look more like slaves, after all settlers more or less work as your slaves, unless you make them traders, but even then they still kinda are doing as you order them to
All the skeletons that show items should have a possibility of producing said item...and a fail should still give you some 200 year old scrap...rags, cloth, metal, likely rusted metal...something, even if it is trash. Army helmet. dirty helmet...scrap metal...clothing items...dish rags or cloth...occasionally subway tokens, caps, prewar cash, watches, etc. the kind of stuff one might expect to find in pockets and purses.
Love the mod. Was wondering if you could remove additions of bones in container and add the cloths or armor and random extras (Junk, Food, Drugs), then replace model with plain skeleton. And if you recycle it you get the bones and it disappears.
42 comments
Apparently it's somehow has all the physics references in every cell it touches pointing to the wrong things.
You can fix it by right clicking the originator of the cell (the leftmost header with an actual name, like "[00] Fallout4.esm"), right click it, then click "Copy as override (with overwriting) to..." then a list of all the modlist you have after the originator of the cell is shown, you can either search the list yourself or use the search bar at top to narrow the search for lootableskeletons. double click the file. The program would open another dialog window asking if you wanna make the change, click yes.
repeat the above for every cell that has errors, and it should fix the problem.
EDIT: if you pick "deep copy" instead of just copy, it will also replace all the references and change the lootable skeletons to the vanilla unlootable ones.
Lock Cows... and skeletons!
Rattle Me Bones!