Fallout 4
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Ulithium_Dragon

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29 comments

  1. UlithiumDragon
    UlithiumDragon
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    Please read the description, FAQ, and stickied posts before posting. Thank you!
  2. UlithiumDragon
    UlithiumDragon
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    Optional ESL version added.
  3. boxerbeast1
    boxerbeast1
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    do you mind if I or someone else merges this with a free to download larger modpack?
    1. UlithiumDragon
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      Sure.
  4. hukumkarama
    hukumkarama
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    LSD huh? okay then.
    download it right away...

    xP
  5. HULKHOD3N
    HULKHOD3N
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    I would love to use this mod, but sadly xedit is reporting me that every single entry breaking precombines ([Placed Object]). I wonder, why is that? I mean, you just added containers to the desks, right?

    I have another mod similar to this called "Dumpster diving", where this isn't the case but pretty much doing the same thing.

    I would appreciate if anybody with more knowledge about the whole system would take a look at this and clear things up. (To me it looks like static objects have been replaced which breaks it)

    Thanks.
    1. UlithiumDragon
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      I don't know anything about that error message. I have not used the most recent version of XEdit very much (the Patreon money groveling popup really annoys me), so if it was something they added I can't speak for what it means.

      I suppose any edit to a cell can break the precombined meshes IF another plugin has different data for them than mine. My mod's plugin would be forwarding the vanilla precombined mesh data for any cell this mod edits. If you placed my mod near the very top of your load order, it would let any other plugins that you have which edit the precombined mesh data of those cells to do that safely. Other than trying that, I don't know what else to say.
  6. ScorpioMaurus
    ScorpioMaurus
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    I'm really glad I found this, I was trying so desperately to find chalk in my last playthrough so I could brew up some "sealed" pain killers, I searched so many schools and finally just gave up and upgraded my stats so I could make more advanced armor weaves lol.
    1. UlithiumDragon
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      Ha, yeah that must be a pain. I really hate inconsistency, which is the main reason why I did this. I.e. some desks were lootable, some were not, and it's completely arbitrary which was which.
  7. 69yffudyepod
    69yffudyepod
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    Will I find psycho/jet/med-x/mentats??
    1. UlithiumDragon
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      Why would you expect to find drugs inside children's school desks?

      Whatever could have made you think that? :D
    2. MTFK0407
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      It COULD be there, tho.
    3. Salensis
      Salensis
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      Maybe in Shaw?
    4. stevohall
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      I'm in the U.K and can safely say that drug use in schools is a major problem, then again how many chems would still be around 200 years after the bombs fell if production didn't carry on and i don't think raiders care if the desks in a school they now occupy belonged to kids or not they would still tsire them so from a lore perspective its possible AND likely
  8. GerhardReinke1
    GerhardReinke1
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    Cool mod! Could we get a .esl version?
    edit: Thank you!
    1. UlithiumDragon
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      Lemme see if I can get the buggy CK to load without blowing up and I'll try.

      EDIT: Added.
    2. Salensis
      Salensis
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      Thank you!
  9. 333Aleksey
    333Aleksey
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    LSD ? :)
  10. MTFK0407
    MTFK0407
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    Clicked in 'cuz of LSD,
    found something else instead.

    Great mod anyway.
    1. UlithiumDragon
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      Catchy mod names really work, huh? XD
  11. jaybud4
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    I believe you could attach a script to the base static to replace them with the container variant at load time, which would eliminate the need for cell edits.
    That's how GKX did the replacements for Commonwealth Cleanup and Backbreaker. Not sure if it would be able to generate a container -with items inside- though.
    1. UlithiumDragon
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      Well yeah, statics are one thing, they're extremely basic objects with almost no additional data attached to them. Containers are much different - they have a lot of variables that need to be set manually, i.e. if they respawn/don't respawn and if they respawn/don't respawn based on the cell's settings, whether or not NPCs can "see" them (i.e. like for Dogmeat's "find an item for me" ability), etc.

      I'm not sure there are functions in papyrus to set internal data flags. I mean there are lots of things papyrus cannot do (even some console commands have no function that can be called to simulate their effects).

      But even beyond that, I'm no great hand at coding, and even if I wanted to put all the hours of work it would take into figuring out how to set all of this up, scripts (if done badly or just depending on what they do and how they do it) can be just as bad for compatibility as load orders.

      The only reason I mentioned the cell editing issue at all is because in Fallout 4 at least there are a lot of additional data flags that can be assigned to cells, more importantly the "Pre Vis" data, and any mod that edits a cell HAS to edit this data, even if it's just taking a cloned unmodified data set from the master plugin.

      However, if you just stick little mods like this one very high up in your load order, you shouldn't even have any problem with this sort of thing (so long as another mod isn't trying to edit the same objects). Like say a mod needs to move one of these desks out of the way for a new area it adds. So long as it's being loaded after this mod, it's edits will take priority and it won't matter if the object was moved, edited, deleted (don't delete objects lol), etc.
  12. BBorn1122
    BBorn1122
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    the little things matter to me.
    endorsed.