This is probably a long shot, but: do you think this mod will work with Begin Again: The Tale of Two Wastelands (The FO3 + NV mod pack), or is there something about that modlist that probably isn't compatible (messing with locations built for one engine to make them work in another or any of the overhaul mods included)?
UPD: nevermind, found this guide https://taleoftwowastelands.com/viewtopic.php@t=6019, FO3 mods need to be converted before being used in TTW
The mod is only a single ESP file that should be placing new containers in specific locations. The only thing I can think of that would make it fail would be if a separate mod was heavily changing the locations that the containers were placed in.
Could you describe what exactly isn't working? Are the containers not spawning? Is the script not giving you the key?
The script should run as soon as you try to interact with the safe. The first time you interact with it, it should give you a Key and simultaneously use the key to open the safe. Every time after the first, it shouldn't give you a Key unless you don't have it in your inventory.
I'm really sorry this took me so long to get working properly. You'd never believe how small the issue was, but it still managed to brick the entire mod by effectively rendering the script inept.
It should be all fixed now. Please give the updated mod a try and let me know if there's anything else I need to address. I double-checked each of the plugins and the containers they spawn, but I still might have missed something.
Thanks for saying as much. The mod really is pretty superfluous for players that either get a player home early, even if it's just the Megaton or Tenpenny ones, or for players that feel comfortable with storing their things in vanilla containers, but I still felt the mod could find some use.
I figured there would be other players like me that don't trust vanilla containers to keep our stuff safe when doing DLC content (like the Pitt and Point Lookout). I made this mod initially for myself to have specific containers that I knew I could trust, but I figured other players that thought the same way I did might like to have something like this as well.
10 comments
UPD: nevermind, found this guide https://taleoftwowastelands.com/viewtopic.php@t=6019, FO3 mods need to be converted before being used in TTW
Could you describe what exactly isn't working? Are the containers not spawning? Is the script not giving you the key?
Which version of the mod are you using?
It should be all fixed now. Please give the updated mod a try and let me know if there's anything else I need to address. I double-checked each of the plugins and the containers they spawn, but I still might have missed something.
I figured there would be other players like me that don't trust vanilla containers to keep our stuff safe when doing DLC content (like the Pitt and Point Lookout). I made this mod initially for myself to have specific containers that I knew I could trust, but I figured other players that thought the same way I did might like to have something like this as well.