This mod doesn't modify the containers' contents, if you have a mod that it does, you may want to create a bashed patch or carry over the changes.
I'm using it as it is with Morrowloot Ultimate (it changes just 3 containers, but even then, you won't find any item you are not suppose to, since this mod doesn't touch any leveled list).
Until I find a way to attach scripts to forms dinamically (which I don't think it's possible), this is the only way to do it (in fact, this is exactly how it is implemented in FO4).
For those who never touched TESVEdit, Fadingsignal made some nice tutorials for you to make your own patches.
If this mod edits the chests themselves with a script, will it also apply the script to any custom chests (non-respawning chests) that use the vanilla chests as a base? I'm thinking not but just checking.
I had neither seen the feature in FO4 (haven't played it) nor thought of it, but this is a great idea. I'm glad to see you took the time to implement it.
Literally says in the description that it is compatible with those mods. All it does is add a script to locked chests and strong boxes that injects additional loot into the locked containers. Since it does edit a couple of level list you still need to make a Bashed Patch.
The only issue I see is that it has a metric ton of Nav Mesh info in the esp as well. Not sure if it's necessary or not.
As Coreypikes said, it is designed to be compatible with any mod, you just have to carry over the container script with TESVEdit. (I'm using it with morrowloot ultimate)
There shouldn't be any navmesh edits, just containers AND leveled lists, I'll check it later, probably a CK issue when saving the esp
Just fyi, it blows up for me as well. I am running quite a few mods, but none listed here. I disabled any mods I thought might have even a tiny chance of conflicting, but no success.
Also, I see references to "Bashed Patch" and "carrying over the container script with TESVEdit". What do those mean?
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I'm using it as it is with Morrowloot Ultimate (it changes just 3 containers, but even then, you won't find any item you are not suppose to, since this mod doesn't touch any leveled list).
Until I find a way to attach scripts to forms dinamically (which I don't think it's possible), this is the only way to do it (in fact, this is exactly how it is implemented in FO4).
For those who never touched TESVEdit, Fadingsignal made some nice tutorials for you to make your own patches.
https://youtu.be/CQi7vnqXySc
Feel free to share them!
Will create Bashed Patch, thanks for this. Any incompatibilities?
The only issue I see is that it has a metric ton of Nav Mesh info in the esp as well. Not sure if it's necessary or not.
And, of course, did rebuild the Bashed Patch.
There shouldn't be any navmesh edits, just containers AND leveled lists, I'll check it later, probably a CK issue when saving the esp
I hope it doesn't conflict with any perks from Ordinator to find more gold/loot stuff.
Also, I see references to "Bashed Patch" and "carrying over the container script with TESVEdit". What do those mean?
Thanks.