No idea if this mod is why, I'm also using Night Runner mod, but since downloading this mod and opening a few things with locks and the mod working, I now open every medical van and police van and have absolutely 0 loot. Nothing is spawning in anything I've looted since like an hour after downloading the mod.
No medkits, no booze bottles, no weapons, no ammo, nothing.
EDIT: Police vehicles have loot again after a game reset, however all medical vans are empty still.
I just checked the files, and tried out a new game checking multiple containers including police and medical vans. No issues.
Since this makes the same change to every container with a lock, it's unlikely this mod would only affect those two. All it does is change the difficulty of the lock. Doesn't affect what's inside.
I think your issue is elsewhere, with an outdated mod or something.
Is it just me or this mod makes the items inside previous hard and very hard chests worse? I've opened a lot of chests and no orange, basically no purples as well. Almost everything is now blue. Does the lock difficulty mess with the item rarity inside, or I'm just crazy?
can you help? what do i do if i have another mod prior to this one? i think if i overwrite my current data3.pak it would take my current mod off, what should i do?
It's in install instructions, buddy. You simply open Data3.pak in WinRAR (7Zip works too i think), and then drag over the data folder into your already existing Data3.pak (Ignoring my included pak).
That is very unfortunate. I'm gonna download the game again, update this mod if any chests have been added since last time, and add the "Always Succeed" feature to this mod.
Containers with no locks are called "". Which is pretty much what this mod does, replaces all locks and their various difficulties with that.
With slightly outdated versions, it's possible very few new lockboxes are added in, and as such won't have their values changed by the mod. But you can do it yourself, you just take the file, replace the locks difficulty value with nothing. But i think it's still up2date? Just active community events that supercede this file, while they're going on, unless u got it deactivated in options.
This mod just covers containers, and not doors. Which i why i recommend the other mod which does, to be used alongside this.
It's not magic or complicated stuff, just takes a little time to do. But your end fact pretty much sums up this mod.
45 comments
No medkits, no booze bottles, no weapons, no ammo, nothing.
EDIT: Police vehicles have loot again after a game reset, however all medical vans are empty still.
Since this makes the same change to every container with a lock, it's unlikely this mod would only affect those two.
All it does is change the difficulty of the lock. Doesn't affect what's inside.
I think your issue is elsewhere, with an outdated mod or something.
Mod didn't need updating, but added the same feature from that mod in this one.
What does it changes ?
containers.loot :
MeshLootType("steel_locker_single_door_a_loot.msh", "workshop_electric", "Cont_Lockpick", "open_wooden_wardrobe", Trigger_Open, "steel_locker_opening", "hard", false, Color_Violet);
IS
MeshLootType("steel_locker_single_door_a_loot.msh", "workshop_electric", "Cont_Lockpick", "open_wooden_wardrobe", Trigger_Open, "steel_locker_opening", "", false, Color_Violet);
MeshLootType("dlc_chest_loot_big.msh", "dlc_wl_hunting_tower", "WeaponChestHard", "open_cashdesk", Trigger_Open, "military_box", "hard", false, Color_Violet)
IS
MeshLootType("dlc_chest_loot_big.msh", "dlc_wl_hunting_tower", "WeaponChestHard", "open_cashdesk", Trigger_Open, "military_box", "", false, Color_Violet)
In fact, "hard" becomes "" and that's all.
lockpickminigame.scr :
LockpickDifficulty("easy", "&Lockpicking_Easy&",1.9, 180.0, 240.00,90.0,0.0);LockpickDifficulty("medium", "&Lockpicking_Medium&",1.9, 180.0, 240.00,90.0,0.0);LockpickDifficulty("hard", "&Lockpicking_Hard&",1.9, 180.0, 240.00,90.0,0.0);LockpickDifficulty("imposible", "&Lockpicking_Imposible&",1.9, 180.0, 240.00,90.0,0.0);ISLockpickDifficulty("easy", "&Lockpicking_Easy&",5.0, 180.0, 240.00,90.0,0.0);LockpickDifficulty("medium", "&Lockpicking_Medium&",5.0, 180.0, 240.00,90.0,0.0);LockpickDifficulty("hard", "&Lockpicking_Hard&",5.0, 180.0, 240.00,90.0,0.0);LockpickDifficulty("imposible", "&Lockpicking_Imposible&",5.0, 180.0, 240.00,90.0,0.0);
In fact 1.9 becomes 5.0......... this lines are present only in Anti Lock :
//ORIGINAL//sub main()//{//LockpickDifficulty("easy",
"&Lockpicking_Easy&",1.9, 25.0, 12.00,90.0,0.0);//LockpickDifficulty("medium", "&Lockpicking_Medium&",1.9, 15.0, 7.25,90.0,0.0);//LockpickDifficulty("hard", "&Lockpicking_Hard&",1.9, 8.0, 3.75,90.0,0.0);//LockpickDifficulty("imposible", "&Lockpicking_Imposible&",1.9, 5.0, 1.25,90.0,0.0);//}
//CZT Edit
With slightly outdated versions, it's possible very few new lockboxes are added in, and as such won't have their values changed by the mod. But you can do it yourself, you just take the file, replace the locks difficulty value with nothing. But i think it's still up2date?
Just active community events that supercede this file, while they're going on, unless u got it deactivated in options.
This mod just covers containers, and not doors. Which i why i recommend the other mod which does, to be used alongside this.
It's not magic or complicated stuff, just takes a little time to do. But your end fact pretty much sums up this mod.