File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

About this mod

Adds a glow effect to lootable corpses, collectibles, etc. when you have the Scrapper perk. Updated for 100% more enjoyment!

Permissions and credits
  • Spanish
  • German

Version 3300 - 3/9/2018
 - Prevent tracking hidden vendor containers.
 - Learn about mod-added weapons and ammo upon first equip.
 - Add automatic support for more DLC items.
 - [3333] Make holotape optional.

Version 3200 - 2/20/2018
 - Fix Prydwen interior not highlighting.
 - Fix grenades not using autoloot visual effect.
 - Trigger autoloot on container open/unlock even if out of normal range.
 - Featured/Legendary item tracking (quest node).
 - Ditch elevator flag, and check cell against elevator list instead.
 - Improved bootup/reboot process, maybe.

Version 3100 - 2/15/2018
 - Detect interior player homes even when they have no workshop.
 - Try to detect when elevator flag can't be trusted...
 - Add pipboy light on/off sound effects to hotkey function.
 - Make more highlights obey unhighlight behavior setting.
 - Allow auto-loot on drag (pickup body part to trigger looting).
 - Added optional perk requirements for auto-looting.
 - No longer highlight open doors.

Version 3000 - 2/13/2018
 - Suspend processing while riding vertibird or elevator.
 - Change auto-loot to give items to player when pipboy opened.
 - Change Nexus version number scheme.
 - Correct MCM config file in ESP download.

Version 30 - 2/13/2018
 - Take perks and charisma into account when converting items to caps.
 - Fix oversight that allows locked containers inside settlements to be auto-looted.
 - Add visual effect to auto-loot.

Version 29 - 2/10/2018
 - Caps4Guns, auto pickup and sell normal weapons.
 - Fix RadAway not counted as Common Sundry.
 - Fix holotape not being given on fresh install.
 - Changed auto-loot to transfer items immediately.
 - [29b] HotFix regression that could cause valuable items to be lost.
 - [29c] Fix grenade handling for real.
 - [29c] Add highlighting to loose mods, and auto loot them to workshop.

Version 28 - 2/6/2018
 - Auto looting.
 - Prevent highlighting items owned by others.

Version 27 - 2/3/2018
 - Bidirectional syncing of tagged components with vanilla system (w/ F4SE).
 - Improved ambush and caged detection (prevent IFF/sleep highlighting).
 - Correct (not) highlighting on death when no valuable loot present, I think.
 - Configuration holotape making console version possible...

Version 25 - 1/29/2018
 - Implemented component radar (Scrapper 2) replacement.
 - Separate option to just disable vanilla component radar.
 - Added mappable manual override.
 - Turned extra perk requirements off by default.
 - Added Awareness as (optional) requirement for IFF.
 - [26] Correct script error.

Version 24 - 1/22/2018
 - Options for highlights in VATS mode added.
 - Added settler quest highlight.
 - Highlight doors and separate color for locked doors and containers.
 - Added more perk requirements (see below), can be turned off.
 - Changed implementation of IFF highlight to avoid weird bug.
 - Reorganized scripts into own namespace.
 - Object scanning is now buffered and more responsive.
 - Reduced memory usage and script time.
 - Actors could take 5 mins to update unless you make a clean save.
 - [24b] Fix default colors getting mixed up.
 - [24c] Fix IFF getting actor script stuck.
 - [24c] Compile scripts with optimizations on.


This mod will highlight corpses, ash/goo piles, unassigned settlers and objects, broken or unpowered objects, friendlies when scoped, creatures sleeping or unconscious, containers, terminals, collectibles, keys, holos, books, plants, doors, weapons, ammo, caps, chems, legendary items.. and even synth infiltrators.  This mod is highly configurable including settings for when and what to highlight, when to unhighlight, and the color of each highlight.

The mod activates once you take the Scrapper perk, or you grant yourself the "Scrapper Vision" perk via MCM or holotape.


In the vanilla game Scrapper rank 2 highlights objects (like junk) that contain components you tag.  You can tag components in the crafting interface and in the pipboy inventory.  This mod provides an alternative to this feature, so you can customize how junk is highlighted.  It also allows you to tag components from the MCM.  If you are not using F4SE customization of this feature is limited.

This feature will highlight objects in the world containing the components you select, and will also include those objects in inventory searches (highlighting corpses and containers).  The mod remembers encountered items and becomes more accurate and responsive over time.


Normally when you aim at a friendly they will be highlighted in cyan, but if you have synth highlighting active (and the requisites) synth infiltrators will highlight in gray instead.  When you detect a synth in your settlement, keep your gun trained on them and approach, they will panic and attack (or surrender).  Thus they can be eliminated without turning your settlement against you.


Common sundries such as ammo, chems, caps, bobbypins, as well as tracked junk can be auto-looted.  Junk will be sent to your last visited workshop, while ammo etc. is given to the player when the pipboy is opened.  This feature will not take an item if it would count as stealing.  Non-legendary weapons can also be auto-looted and converted immediately to caps.

(these are disabled by default)

Some features can be gated behind perks as follows:
- Sleeping highlight requires Mister Sandman.
- Highlighting unassigned settlers and work objects requires Local Leader.
- Highlighting scrappable junk requires Scrapper rank 2.
- Highlighting doors requires VANS.
- Detecting friendlies requires Awareness.
- Detecting synth infiltrators requires Awareness AND Robotics Expert.
- Autolooting items requires Science! AND Scrounger OR Fortune Finder.


This console command will toggle active highlights off and on:
cqf xatmosScrapperQuest ToggleManualOverride


Usually uninstalling or upgrading will not cause any problems.  However currently running code IS written into save files.  This can cause infinite loops or crashes when the underlying scripts or required data is changed or removed.  To be extra safe turn off all features of the mod and travel somewhere isolated.  Its a good idea to make multiple saves before changing your load order as well.

This tool can fix a save in the event that it crashes on load.  Use it to delete Active Scripts but only if necessary.


A clean save could help remove bad or old data from your game.  To make a clean save first uninstall the mod completely (all files must be removed).  Load up your game, make a new save, and finally reinstall the mod.


Delete everything related to this mod from before 2018.  Do not install any "patches" for this mod they are all obsolete.  This mod has no requirements.

If you are an NMM user download the ESP version.  NMM does not properly support ESL files.

If you are new to modding and run into trouble give this page a read through!


Check your inventory for the Loot Detector holotape.  Below is a description of each option:

Corpse Vision:  Highlight corpses and ashpiles with loot.
KO Vision:  Highlight unconscious (e.g drugged, knocked out, or powered down) actors.
Sandman Vision:  Highlight sleeping friends and foes.
Loot Vision:  Highlight keys, collectibles, and legendary items in the world (optionally more).
Dumpster Vision:  Highlight containers with loot.
Nerd Vision:  Highlight books, holotapes, and terminals.
Aiming IFF:  Highlight friendlies in ironsights or scoped.
Explorer Vision:  Highlight doors and door-like objects.
Taskmaster Vision:  Highlight unassigned settlers and objects, also settlers with quests.
Mechanist Vision:  Highlight broken and unpowered workshop objects.

Common Sundries:  Include ammo, chems, etc in world and inventory scans.
Survival Mode:  Include food and drink, as well as non-legendary weapons.
Component Highlighting:  Include scrappable junk.
Disable Vanilla Component Radar:  Prevent vanilla Scrapper2 highlighting.
Extra Perk Requirements:  Require additional perks for some features.
Unhighlighting:  Set requirement to stop highlighting an object.
VATS Override:  Set how VATS interacts with highlight conditions..
Auto Collect:  Toggle auto-looting common sundries and junk.
Caps4Guns:  Set how normal weapons are handled.
Voigt-Kampff Protocol:  Determine how to handle synth infiltrators.
Corpse Context:  Condition for highlighting remains.
Sandman Context:  Condition for highlighting unconscious actors.
Loot Context:  Condition for highlighting items and containers.
Explorer Context:  Condition for highlighting doors and nerd stuff.
Workshop Context:  Condition for workshop highlights.

Currently there are more options that are only available in the MCM.


- This mod will generally not conflict with other mods unless they try to do the same stuff.
- Load order does not matter at all (no vanilla forms are modified).
- No DLC required, all supported, but some DLC collectibles will not be highlighted for now.
- The Unofficial Patch is highly recommended, it expands the list of collectibles this mod highlights.
- This mod supports but does not require Knockout (unconscious highlighting).
- The Brawl Bug Fix by ErshinPL is included.
- The config menu requires F4SE and the MCM, but the mod will still work without them.


- Doors placed as static objects like rubble or fake walls may be highlighted.
- Flora that is not harvestable may be highlighted anyway.
- Shaders do not work on some transparent objects like glass beakers.
- Magnifying glass icon on tagged objects doesn't update until reload.
- Some tagged junk may not be detected inside containers or on corpses.
- A stack of items you drop will count as only 1 if auto-looted.
- The friendly highlight can get stuck if toggled rapidly (could last up to 5 mins-ish).
- Occassionally items won't get autolooted from corpses/containers when they should.
- Legendary tracker may get stuck (should disappear when area is unloaded).