File information
Last updated
Original upload
Created by
DarthSithUploaded by
DarthsithVirus scan
Tags for this mod
- Companions/Followers
- Performance Optimization
- Gameplay
- Lore-Friendly
- English
- Polish
- Terrain
- Leveled Lists
- Clothing - Female Only
- Clothing - Male Only
- Clothing
- Creatures
- Items - Apparatus
- Items - Furniture
- Locations - Player-Owned
- Locations - World Map
- NPC Vendors
- NPCs
- Foliage (Plants)
- Items - Clutter
- Weapons - Energy
- Weapons - Conventional
- Weapons - Melee
- Weapons - Components
- Weapons - Explosive
- Power Armor
- Overhaul
- Settlement
Activity logs
This page was last updated on 31 March 2017, 7:01PM
- Changelogs
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Version 3.07
- Removed guns from farmer type settlers.
- Reduce level of guns of guard type settlers.
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Version 3.05
- Revamped, non boss Gunner, Raider and Supermutant weapon lists to now feature a low level, mid level and high level list where the higher the level means the higher chance of a pre-war gun.
- You can now buy Tales of a Junktown Jerky Vendor #9/Wasteland Survival Guide #9 from general vendors.
- Added 10 MM to Raider Boss weapon list.
- Increased pipe revolver and bolt action level requirements on a few weapon drops.
- Fixed 1 specific raider spawning without any weapons 75% of the time.
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Version 3.0
- Re-enabled 6 power armor frames in the worldspace that were secured behind locks or locked terminals.
- Increased the terminal and lock level guarding 7 different locations of power armor.
- Raiders now spawn almost solely with Pipe weapons on non bosses/legendaries.
- Synths and BoS now have greater weapon diversity and have more types of pre-war weapons.
- Revamped animal meat drops, only Radstag, Brahmin, Yao Gui and Death Claws have a chance to drop anything without the appropriate wasteland survival magazine.
- Reduced pre-war gun drops in raider containers.
- Removed pipe weapons from trunks classified as 'pre-war', increased chance of none as a balance.
- Fixed certain types of sinks and fountains giving you clean water instead of dirty.
- Fixed a vanilla gunner leveled list that was spawning boss weapons on non bosses.
- Fixed a vanilla raider weapon list that was giving better weapons to non boss raiders than boss raiders.
- Added ownership and locked some containers in Cambridge.
- Reduced .50 Cal ammo drop rates.
- Reduced Herbal drop rates and chance.
- Increased cap drops on locked non pre-war safes and trunks.
- Locked explosive crates now drop explosives instead of generic extra lock loot.
- Non Boss/Legendary Raiders, Supermutants, Scavengers and Minutemen now spawn as melee at roughly a 1 to 1 ratio. This cuts into one's ability to easily replenish ammo and makes a bit of sense, realistically.
- Triggermen now spawn with a greater variety of weapons, pipe revolvers, pipe submachine guns, double barrel shotgun, short barrel hunting rifle etc.
- Low level Gunners now mostly use pipe weapons.
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Version 2.96
- Updating from version 2.4 or later to this version or later requires a special update procedure on existing saves. See main page update instructions.
- Fixed an issue that was causing novice locked containers to not spawn extra loot.
- Reduced radstag meat drop chance.
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Version 2.95
- Reduced ammo drops by about 50%.
- Reduced meat drops from animals.
- Removed 44 magnum pistol and ammo near Sanctuary.
- Returned cap rewards for quests to their vanilla/default value.
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Version 2.9
- Reduced large stocks of chems and alcohol in interiors, 450 items were disabled or set to not respawn.
- Made a number of hand placed Nuka Cola's that survived the purges of their brothers set to not respawn.
- Fountains and other sources of drinking water now only give dirty water.
- Removed a number of rarer chems from exteriors and reduced their presense in interiors.
- Made duffel bags with pre-war cash have a chance to have silver or gold instead.
- Removed silver objects, caps and ammo from feral ghouls death lists.
- Added caps to Gunner, Raider and Triggerman Death lists.
- Fixed Gunner Death list from not being 'use all'.
- Reduced high value vault junk drops in vault desks etc.
- Replaced several instances of purified water with dirty water in exteriors.
- The recipe for purified water now requires antiseptic and cloth to make. This was done to prevent merely adding an annoying extra step to get clean water via clean water removal from pumps and fountains without actually reducing the amount you get.
- Reduced tabacco drops and 10mm pistol from Concord Speakeasy.
- Reduced Mirror medical drops.
- Made ammo drops much more level dependant, this is because gameplay at lower levels has a smaller TTK (time to kill).
- Reduce prewar money drops.
- Reduced loot drops from raider safes and boss trunks by a small margin.
- Added 25% chance of none for basic medical junk in medkits to reduce drop consistency.
- Reduced grenade drop amounts.
- Reverted changes to the level at which pipe revolvers and bolt action pipe guns appear to their vanilla value.
- Reduced cap drops on raider safes and trunks.
- Reduced psycho placements in exteriors.
- Re-enabled a few vanilla placed power armor frames to the wasteland in appropriate places.
- Stopped large items from spawning in cash registers.
- Added greater chance for armor and weapon drops inside military themed boss containers.
- Reduced normal clothing on raiders.
- Re-ordered a few facial morphs back to default that an old version of xEdit re-ordered but with no actual change on some NPC's records FLO edits.
- Reduced bobby pin drop amounts.
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Version 2.7
- Revamped follower gifts to be less giving.
- Removed 200 plus handplaced alcohol references from the worldspace.
- Adjusted the price for curing addiction, rads, wounds and rent room cost to match the barter price adjustments in the mod.
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Version 2.6
- Removed dirty water spawning on non raider medkits.
- Made fortune finder add a few caps to cap stashes.
- Lowered stimpak, rad meds, purified water and blood pack drop rates in medkits.
- Staggered some stimpack appearences/references on medkits until level 9.
- Prevented a few minor quests with chem rewards from not paying out due to an added chance of none to the list used.
- Removed 241 Chems total from the worldspace, including RadAway, RadX, Buffout, Jet and MedX.
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Version 2.5
- Reduced Fortune Finder drops on dufflebags and trash cans.
- Lowered Fortune Finder largest cap dump back to vanilla values.
- Tweaked Cap stash amount on the high end of it's variation down to a level closer to the vanilla value.
- Scrounger now only drops ammo in places where ammo may spawn naturally. That is safes, trunks, ammo boxes, people, some suitcases/toolboxes, etc.
- Increased ammo drops in ammo boxes and boss containers and safes.
- Scrounger now will only give the same ammo as the weapon that each individual enemy is carrying.
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Version 2.4
- Further reduced pre-war food occurence in interiors.
- Added more variety to safe and boss container loot.
- Added more variety to regular trunk containers, gone are the days of the endless silver spoons.
- Added more variety to locked containers.
- Novice locked containers now for the first time benefit from the lock extra loot script, which was left out of the vanilla game for whatever reason.
- Reduced ammo drop rates. Version 2.3's variety changes increased them too much, variety is still kept in 2.4 but amount is not, mostly.
- Reduced basic med kit junk.
- Added the extra loot script for locked container to many more types of containers.
- Fixed bobby pins spawning too much.
- Reduced meat drops from animals, both initial and after a certain magazine perk.
- Reduced Rad Meds and Stimpack drops in locked containers.
- Locked containers now have individualized drop lists based on the type of container it is, in the default game you got the same extra loot no matter if it was a cooler or a suitcase.
- Bobby Pin Boxes will now always spawn with at least one bobby pin.
- Ammo drop amounts are now somewhat tied to level, at levels 5, 9 and beyond the max amount will be available.
- Reduced chance of food drop in coolers.
- Removed cap drops from most generic Synths/Super Mutants.
- The mod now contains a small script to allow for the locked container changes to work on novice locks so the uninstall procedure is different, see main page.
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Version 2.3
- Added more loot diversity to locked containers.
- Replaced several instances of purified water with dirty water.
- Removed more pre-war food from interiors and the worldspace.
- Removed several mini nukes from interiors and the worldspace, made others non-respawnable.
- Delayed the appearence of non-pipe weapons in the early game, same for their ammo.
- Increased clothing variety for raiders, gunners, settlers, etc.
- Increased crop out from 0.2 to 0.25 to prevent the extra zeros issue.
- Reduced stealth boy occurence in the worldspace and interiors, made others not respawnable.
- Removed the max item count limitation on safes, boss containers and medkits that were decreasing loot variety.
- Increased ammo drop variation.
- Revamped meat drop rates, added chance of none on initial drops based on size.
- Radroaches in Vault 111 at game start no longer drop meat.
- Added the vanilla extra loot script to all safes and trunks, most of which were missing it.
- Removed a lot of cigarettes from the worldspace and interiors.
- Made most hand placed missiles, grenades and mines non respawnable. (They still show up in containers, at a reduced rate).
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Version 2.2
- Fixed stash caps giving too many caps.
- Reduced loot from start game dead characters (AKA free loot sacks).
- Increased Blood Pack drop rates in Medical themed containers from 1% to 10%.
- Stash caps now give less (than default) but more varied amount of caps.
- Workshop water production chance of none was decreased from 95% to 85%.
- Various minor tweaks.
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Version 2.1
- Added back the Concord PA that was removed for debug purposes and accidentally left in.
- Added container changes to Scrounger and Fortune Finder to make it less automatic, predictable and all engrossing for every container.
- Modified Chem and Med containers to have more diversity.
- Added more diversity to droppable robot loot.
- Doubled room rental cost, doctor heal price, rad heal price.
- Increased quest cap rewards, along with cap drops in boss containers.
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Version 2.0
- Integrated base game updates into mod, survival mode changes and so on.
- UFO4P fixes integrated.
- Loot diversity was increased for several containers.
- Meat drops are now restored to default values to be in line with their increased usefulness due to the new survival mode.
- Massive cell and worldspace reductions to Power Armor, Pre-Packaged Foods, Beverages and Stimpack placements.
- Locked containers now give better, harder to find loot than other containers.
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Version 1.59
- Reverted gamesetting change for death drop weapon chance as after further testing and community feedback it did not perform the same way as in Skyrim and caused graphical glitches.
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Version 1.58
- Added a gamesetting change to prevent a vanilla issue with dropped weapons from dead NPC's accruing after battles and cell resets, which can cause save game bloat and a lot of loot just lying around.
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Version 1.56
- Fixed the wrong version of Antiseptic spawning in Medkits.
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Version 1.55
- Removed rarer ammo from generic ammo boxes lists to boss containers.
- Removed the chance of none from Trash containers, but reduced the amount and value of items that can spawn.
- Added and increased the chance of none to robot death lists for valuable but generic technological parts.
- Added a chance for antiseptic and glowing fungus to be in Medkits to reduce the frequency of them spawning empty.
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Version 1.50
- Fixed an issue where food was not being transported to the workshop.
- Fixed an issue where settlement clinic vendors would have very little merchandise due to the game using non vendor lists for them.
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Version 1.48
- Wild crops now give normal crops that you can use in settlements.
- Fixed a minor issue with Institute corn that an older version of FO4Edit carried a value over incorrectly.
- Reduced water drop chance on members of a certain brotherhood and Triggermen.
- Re-added fragmentation grenades to high level super mutants taking the place of a molotov.
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Version 1.46
- Small hotfix to remove excessive water drops on enemies.
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Version 1.45
- Removed weapons, grenades and stimpacks from placed corpses in the worldspace.
- Removed fusion cores from general lists, there are plenty of direct placements.
- Removed mini nukes and nuke mines from general loot lists.
- Increased vendor caps by x3.5 (from vanilla values) to match the increase x3.5 in vendor respawn time.
- Reduced penalties on legendary item drop chance. From 80-95% to 60-75% chance of none.
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Version 1.35
- Greatly reduced chance of empty containers (without defeating the spirit of the project). Largely re-wrote the the whole mod.
- Decreased how much vendors will pay for your goods and increased how much they will charge for theirs.
- Reduced the amount of stealth boys on high level gunners.
- Reduced the amount of loot on corpses of npcs found out in the worldspace.
- Removed cell edits to Vault 111 due to an FO4Edit issue that caused the elevator to not appear correctly.
- Reduced penalties on crops being placed in the workshop by settlers.
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Version 1.15
- Added a shipment of crops to farm vendors to allow players to more easily build their own farms.
- Reduced dirty water drops somewhat, still more than vanilla.
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Version 1.12
- Removed leveled character list changes that were never meant to be released in version 1.11.
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Version 1.11
- Fixed containers continuously spawning random junk in Sanctuary, RR Station, Concord etc.
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Version 1.4
- Crop output was reverted to the original mod value of 0.2 after further testing made it clear that the AI can handle large crops.
- Reduced legendary item drops by 80 to 95% - overpowerd and simply out of control.
- Mod was cleaned and the leveled list framework from the old system was removed as it is no longer used.
- Added very basic melee weapons to certain containers guns were removed from to make them not spawn empty.
- Fixed rare occurence of the sound of a stimpack playing when loading a new cell.
- Vendor respawn time was increased to 7 days up from 2.
- Decreased the value limit of the player to take items from friends and allies without stealing (no more making friends destitute).
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Version 1.1
- Made Wild Crops harvestable again.
- Made enemy grenade users (grenadiers) start with a molotov instead of a frag grenade.
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Version 1.0
- Reduced Scounger perk again, was 1 to 3/2 to 6 now it is 1 to 2 flat.
- Crops are now not harvestable by the player, only by settlers.
- Water given by pumps and purifiers was cut in half.
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Version 0.95
- Radstag and Brahmin now drop meat prior to learning about Wasteland Survival.
- Fewer containers will spawn empty.
- Reduced Dirty Water drop chance.
- A certain institute now has more clean water.
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Version 0.75
- Removed changes to Lock Difficulty Text, no more empty brackets.
- Increase the chance of pre-war containers to spawn items.
- Toned down the Fortune Finder perk a little more.
- Reduced Fusion core drops slightly.
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Version 0.65
- Removed Difficulty Text on locks that would inadvertently reveal that a container was empty.
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Version 0.9
- Made all animal parts require the wasteland survival magazine #9 perk.
- Reduced chance of containers spawning empty.
- Further reduced settlement food and water production to a 95% chance of none.
- Increased presence of dirty water in leveled lists.
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Version 0.8
- Added higher drop chance on safes and boss containers.
- Reduced penalties on pre-war safes.
- Reduced the amount of food and water made by settlements, was 25% and is now 75% chance of none.
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Version 0.7
- Fixed turrets not firing.
- Fixed excessive caps spawning in cash registers.
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Version 0.6
- Remade mod from scratch with new tool.
- Reduced useable resources like Oil/Turpentine, but kept more common resources less effected.
- Fuses/Circuit Boards and the ilk are reduced, but not hammers, wrenches and so on like prior.
- Removed the player's ability to tell if a container is empty without opening it.
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Version 0.3
- Scrounger Perk ammo reduced by 60%, to fall in line with the other changes.
- Added chance of none to a few explosive leveled lists that I missed.
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Version 0.2
- Now reduces ammo, guns, grenades and mines by about 60%.
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- Author's activity
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March 2017
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31 Mar 2017, 7:01PM | Action by: Darthsith
Attribute change
long description changed
December 2016
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05 Dec 2016, 8:24PM | Action by: Darthsith
Attribute change
long description changed
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03 Dec 2016, 5:53PM | Action by: Darthsith
Attribute change
long description changed
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03 Dec 2016, 5:52PM | Action by: Darthsith
Attribute change
long description changed
November 2016
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24 Nov 2016, 1:40AM | Action by: Darthsith
Changelog added
Change log added for version 3.07
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24 Nov 2016, 1:39AM | Action by: Darthsith
File added
Fallout Loot Overhaul 3.07
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24 Nov 2016, 1:00AM | Action by: Darthsith
Attribute change
long description changed
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16 Nov 2016, 2:40AM | Action by: Darthsith
File added
Fallout Loot Overhaul 3.05
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16 Nov 2016, 2:39AM | Action by: Darthsith
Changelog added
Change log added for version 3.05
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04 Nov 2016, 3:35AM | Action by: Darthsith
Changelog added
Change log added for version 3.0
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02 Nov 2016, 10:43PM | Action by: Darthsith
Attribute change
long description changed
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02 Nov 2016, 9:51PM | Action by: Darthsith
Attribute change
Fallout Loot Overhaul 3.0 small description changed
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02 Nov 2016, 9:32PM | Action by: Darthsith
Attribute change
file name changed to 'Fallout 4 Loot Overhaul 2016 Edition'
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02 Nov 2016, 9:23PM | Action by: Darthsith
File added
Fallout Loot Overhaul 3.0
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02 Nov 2016, 9:21PM | Action by: Darthsith
Changelog added
Change log added for version 3.0
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02 Nov 2016, 9:19PM | Action by: Darthsith
Changelog added
Change log added for version 3.0
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02 Nov 2016, 8:27PM | Action by: Darthsith
Changelog added
Change log added for version 3.0
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02 Nov 2016, 7:39PM | Action by: Darthsith
Changelog added
Change log added for version 3.0
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02 Nov 2016, 7:38PM | Action by: Darthsith
Changelog added
Change log added for version 3.0
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02 Nov 2016, 7:38PM | Action by: Darthsith
Changelog added
Change log added for version 3.0
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- Mod page activity
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May 2025
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18 May 2025, 1:02AM | Action by: brugalted
Untracked
'Fallout 4 Loot Overhaul 2016 Edition'
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Tracked
'Fallout 4 Loot Overhaul 2016 Edition'
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13 May 2025, 6:59AM | Action by: Rayeth13
Endorsed
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10 May 2025, 2:34AM | Action by: KnuckleDraggerFragger
Tracked
'Fallout 4 Loot Overhaul 2016 Edition'
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05 May 2025, 10:22PM | Action by: nemysos
Endorsed
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05 May 2025, 4:09PM | Action by: sokl1313
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03 May 2025, 8:54PM | Action by: markODST118
Untracked
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01 May 2025, 7:11PM | Action by: albatross91
Endorsed
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April 2025
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26 Apr 2025, 8:07PM | Action by: FeralBagel
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25 Apr 2025, 6:56PM | Action by: Yamignon
Endorsed
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23 Apr 2025, 1:02AM | Action by: KillForGood
Endorsed
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22 Apr 2025, 11:49PM | Action by: lalos
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22 Apr 2025, 10:46PM | Action by: Takeoshi
Endorsed
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21 Apr 2025, 8:05PM | Action by: mv815081
Endorsed
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21 Apr 2025, 6:35PM | Action by: jacek200115
Endorsed
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21 Apr 2025, 5:16PM | Action by: RottenBeefJerky
Endorsed
'Fallout 4 Loot Overhaul 2016 Edition'
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21 Apr 2025, 11:12AM | Action by: TweetyPls
Endorsed
'Fallout 4 Loot Overhaul 2016 Edition'
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20 Apr 2025, 8:52PM | Action by: StrangerInAStrangeLand17
Tracked
'Fallout 4 Loot Overhaul 2016 Edition'
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19 Apr 2025, 6:23PM | Action by: lscharst
Endorsed
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19 Apr 2025, 2:30PM | Action by: elis123123
Untracked
'Fallout 4 Loot Overhaul 2016 Edition'
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