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xatmos

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985 comments

  1. Aeradom
    Aeradom
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    I so desperately need this mod but I can't seem to get it to work! Like nothing is highlighting in my game. At first I thought it was a conflict issue but when I pulled it up in xEdit, there wasn't a single conflict with the mod. Any idea where to go from here to resolve the issue?
    1. Aeradom
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      Ah! Just needed to force it to start since I didn't have the scrapper perk. Disregard.
  2. Shkyflush
    Shkyflush
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    why is this mod so confusing now, the old one was simple, it highlighted dead un-looted bodies, now, i have to go through a MCM menu, that doesn't work, doesn't do anything, even when i say to highlight a certain thing, it doesn't, i did a clean install, started a fresh game, and it still doesn't work.
    and yes i downloaded the correct one
  3. johnsaucier
    johnsaucier
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    I wonder is there a way to add items to the list of loot this thing can highlight and auto loot?

    I have new calibers installed, and it adds tons of new ammo, and this mod doesn't pick any of it up. Just wondering how easy it would be to modify and add them so it does pick them all up?
    1. xatmos
      xatmos
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      Throw the ammo on the ground and wait, seriously.
    2. johnsaucier
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      Would this fix the fact that in containers, when I open them, it will literally auto loot everything except the new ammo?
    3. xatmos
      xatmos
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      Yes.
  4. warriorpoetex
    warriorpoetex
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    Ever consider a version compatible with Valdacils given its massive popularity?
    1. xatmos
      xatmos
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      How is it not compatible?
    2. ChaoticLogic
      ChaoticLogic
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      I use it with Valdacils and it works just fine.
  5. Ilsigi
    Ilsigi
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    I wonder is there a way to add items to the list of loot this thing can highlight and auto loot?

    I have new calibers installed, and it adds tons of new ammo, and this mod doesn't pick any of it up. Just wondering how easy it would be to modify and add them so it does pick them all up?


     
    It should add detection of any new ammo types the first time you use a weapon loaded with said ammo.  You should see a quick message pop up indicating a new ammo type has been discovered.  From that point on it should detect (highlight/loot) that given ammo type.  Just make sure to use weapons loaded with each type of new non-vanilla ammo you want it to detect.  Hope that makes sense.
  6. lasse1001
    lasse1001
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    Hi Xatmos
    I've had a problem in the MCM where the Bloatflies and the MoleRats where always reverted back to -1 when I reloaded my game, but I found a naming inconsistency between your MCM\Config\MoreEnemies\Settings.ini and the created MCM\Settings\MoreEnemies.ini. When I edited the first one as down here, it all was working well again. I hope I explained/spelled that correctly :P Cheers.

    "id": "iMinBloatflies:Main", <= "id": "iMinBloatFlies:Main",
    "id": "iMaxBloatflies:Main", <= "id": "iMaxBloatFlies:Main",

    "id": "iMinMolerats:Main", <= "id": "iMinMoleRats:Main",
    "id": "iMaxMolerats:Main", <= "id": "iMaxMoleRats:Main",
    1. xatmos
      xatmos
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      Wrong mod?
    2. lasse1001
      lasse1001
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      Aah F***!! I'll past it where it belongs (More enemies), I'm soo sorry and thanks for your reply
  7. Snowvaan
    Snowvaan
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    I have been playing with this mod for some time now and so far with no problem whatsoever, the mod was prefect, exactly what i was needing but today it just stop working for some reason, the corpses don`t highlight and the loot don`t highlight too the entire mod is disable, and every time i enter in the mod configuration is almost all the option are disable and i can`t turn back on. Is that something that i can do to fix that?
    1. Snowvaan
      Snowvaan
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      Scrap that now is working, i have to delete the mod and reinstall it, now is good 10/10
  8. therealkerberos
    therealkerberos
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    Has the brawl bug fix dependency always been there?
    I've been using this mod for quite a while without it. Did I just miss the dependency when I first installed?
    1. xatmos
      xatmos
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      It used to be included. But I decided to make it a dependency instead.
    2. therealkerberos
      therealkerberos
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      How does this affect upgrades? If I upgrade will it mess up my save?
    3. xatmos
      xatmos
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      The change does not affect saves.
  9. pugles
    pugles
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    Hello, the most annoying guy on Nexus here....again. Note, when collecting fusion cores via loot detector, I have noticed that the generators they are taken from do not "shut down", but when they are actually clicked on and taken (old school) they blink and shut down normally.

    Jesus and I love you.

    Cheers!
    1. xatmos
      xatmos
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      Ah, that's a good find, thanks for reporting.
      Edit: This should be fixed in 3800.
    2. pugles
      pugles
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      I love you mod dude, I can't play without it, It is an absolute necessity. I'll keep trying to find stuff for you.
  10. EazyCheeze
    EazyCheeze
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    I LOVE THIS MOD! Makes FO4 a much more streamlined and less micro-manage-y experience.

    I have a suggestion for what may be an interesting feature :) Relates to the Caps-4-Gun$ feature, actually. It can happen that the auto-weapon-seller, which is in itself very awesome, may well sell a weapon which contains many mods which can be broken down (along with the weapon) for many more components depending on the player's Scrapper perk level.

    Why can't we have a feature that could do one of the following when a weapon with more than a set number of mods is detected within range:

    * The weapon is moved to your current loot destination workshop instead of being sold, with a message to that effect (and the name of the location stated) instead of the Bottle Caps added. (Most likely to be able to happen?)
    * The weapon is automatically stripped of mods, those are placed in the current loot destination workshop, and the weapon sold.
    * The weapon is automatically scrapped, mods and all with the full amount being placed in the current loot destination workshop. (Maybe a bit more complicated?)

    In addition, it'd be awesome if we could select an option to generate a Loot Report, beginning from the last time a workshop was visited, and having the ability to retrieve the last two or so reports? This would include how many components were automatically moved to a workshop and which types, as well as how many weapons were sold or scrapped and how much ammo and other sundries were moved to your inventory. (Pieces of trivia such as how many bodies/containers were looted?) This could also be exported to a JSON file similar to what Transfer Settlements does (requires F4SE naturally)?

    Just some thoughts. (The fourth panel of that brain expansion meme comes to mind :) )

    Great mod; I will continue to use it quite religiously! :)
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