This would be great if it could work with knockout framework, so if Karla gets down for the first raiders when you meet her you could loot her without killing her, so you can still trade with everyone after
Just a thought. I think it's strange that so much items can be found on a corpse. How can someone carry so much in their pockets? It would be more immersive if their storage chests would be visible and placed next to their stores (instead of using the invisible marker chests). And they're locked with a key that only the store owner has so the player must kill them to unlock their storage chests and obtain the loot. But that would be much work and would likely be incompatible with other mods which edit the same cells.
I'm not saying your idea isn't good, quite contrary, I like it, but immersion goes only so far. I mean, do you play your character with only enough items he/she can carry in real world? Just asking. :)
Well you could make it so they drop a backpack instead next to body. That' be somewhat immersive even if they happen to be carrying 5million tonnes of loot :)
I'm gonna DL, play and kill Carla and Wolfgang or Trudy. I'll let you know if I have any bugs. But this is great. A huge oversight fixed, hopefully. Thank you.
Edit:
Overwrites important data in these two mods (according to FO4Edit); "Boston FPS Fix - aka BostonDT PreVis-PreCombine" https://www.nexusmods.com/fallout4/mods/26286 "Interiors Enhanced - Darker Ambient Light and Fog" https://www.nexusmods.com/fallout4/mods/8768 Solution is to edit the load order in LOOT meta data under "Load After" to make sure these load after "Vendor Item Transfer" (VendorItemSteal.esp).
Agriphal: regarding the overwritten "important data": Mostly the Boston FPS Fix mod edits cells/worldspace records. If any mod is going to add something to any cell, in example, the ESP will obviously include this cell record which is usually overtaken from the vanilla master files (Fallout4.esm). So that's actually not a big problem, but will keep out changes from other mods to those cells, if loaded after it. Loading the Boston FPS Fix after a mod that adds something to this cell might result in missing data from that related mod. So the best solution is (pretty simple) Using FO4Edit make an override of these records into a new patch ESP and make sure to merge the proper entries from both mods (or whatever mod edits the same records).
Edit: had a look. The mod just adds stuff (NPCs, etc) to related cells. Boston FPS Fix doesn't edit these cells at all. And these as well as the included worldspace records can be safely overwritten by other mods, because the base cell/worldpsace records aren't touched in any way. Also the Boston FPS Fix should be placed at the bottom of your load order anyways. The only mod I can currently think of that edits the base cell records, is ELFX. But just forwarding them is fine (or load ELFX later). The actual things that are being added to these cells are moslty unique and won't suffer from other mods overwriting the same cell records.
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Lootable Vendors - Redux
Just a thought. I think it's strange that so much items can be found on a corpse. How can someone carry so much in their pockets? It would be more immersive if their storage chests would be visible and placed next to their stores (instead of using the invisible marker chests). And they're locked with a key that only the store owner has so the player must kill them to unlock their storage chests and obtain the loot. But that would be much work and would likely be incompatible with other mods which edit the same cells.
Ah yes, tracking also!
Edit:
Overwrites important data in these two mods (according to FO4Edit);
"Boston FPS Fix - aka BostonDT PreVis-PreCombine" https://www.nexusmods.com/fallout4/mods/26286
"Interiors Enhanced - Darker Ambient Light and Fog" https://www.nexusmods.com/fallout4/mods/8768
Solution is to edit the load order in LOOT meta data under "Load After" to make sure these load after "Vendor Item Transfer" (VendorItemSteal.esp).
Loading the Boston FPS Fix after a mod that adds something to this cell might result in missing data from that related mod. So the best solution is (pretty simple) Using FO4Edit make an override of these records into a new patch ESP and make sure to merge the proper entries from both mods (or whatever mod edits the same records).
Edit: had a look. The mod just adds stuff (NPCs, etc) to related cells. Boston FPS Fix doesn't edit these cells at all. And these as well as the included worldspace records can be safely overwritten by other mods, because the base cell/worldpsace records aren't touched in any way. Also the Boston FPS Fix should be placed at the bottom of your load order anyways. The only mod I can currently think of that edits the base cell records, is ELFX. But just forwarding them is fine (or load ELFX later). The actual things that are being added to these cells are moslty unique and won't suffer from other mods overwriting the same cell records.