******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8 ********************************************************************************************
Can I still set the Global variable if I want a value of less than 25% after using the mod? Will it overwrite the in game setting? Or can I reset the in game setting to 100 and then set the variable?
So I'm already using the mod and have the in game configuration set at 25%. I want to try less such as 10%. On the description page it mentions setting the SKK_DLRLootChance to something other than 0 but only before the mod loads the first time. My question is can I still use that Global to override the in-game config that I set?
i dont know if anyone else is having this problem, but when i updated and loaded the game all the loot was back and wouldnt change in the settings. but i have gone back to an old version of the mod and its fix the loot spawning, i play with it on 25% so it was a massive difference in my game.
Is there any compreensive list of creation club items to set for ignore for this mod? it's a great idea but it eats up the items to unlock the drip for the cr74l, it's not and important item but better safe than sorry with these games.
Hey, is this also able to put loot into containers that are not flagged as respawn? probably not (?). would make this a very very worthy additon (for me). thank you :)
OK, so i tried your mod and something weird happened. 1: i made a quicksave before exiting a building and i crashed. i loaded up my quicksave and the script for the loot options ran on its own and removed some of my items like a nuka cola quantum, some food and bobbypins. i reloaded the same save and again the script ran again removing those said items. why is that?
When your free would you consider some kinda dynamic building cost changes 2x, 5x, 10x. Like while it's harder to find things its also more expensive to build.
That is simply a massivley tedious volume of crafting recipies which could be made in xEdit with a condition that looks at the value of GlobalVariable SKK_DLRLootChance to switch between them. Why dont you make that ?
Just a heads up to anyone who reads this that if they haven't already added the BOS Distress Pulsers to the excluded items list or added a notjunkjetammo or featured item keywords (so this mod won't disappear them) you will definitely want to. If the pulsers get disappeared by this mod the distress signal they emit remains at those locations. Usually they're deactivated by picking up the distress pulser next to the corpse of the BOS member, but if they're gone there is no way to shut them off.
BoS301DistressPulser which has FeaturedItem and NotJunkJetAmmo.
BoSM01_DistressPulser which do not have FeaturedItem or NotJunkJetAmmo.
Whilst this is mostly used by folks who are wayyyy beyond base game quests, I may include the base game LootItemsUnique formlist which they are on as an exclusion condition.
Do you have any other items which should be on the Excluded-List?
Until now I have: BoS301DistressPulser [MISC:0014198E] BoSM01_DistressPulser [MISC:000BA073] PlayerHouse_Ruin_BabyBook01 "You are S.P.E.C.I.A.L.!" [MISC:001A62D4] SanctACT_BabyBook01 "You are S.P.E.C.I.A.L.!" [ACTI:001A62D6] PerkMagUSCovert "U.S. Covert Operations Manuals" AmmoFusion Core "Fusion Core"
I made a small patch for my collection: https://www.nexusmods.com/fallout4/mods/72144/
It works as advertised but I had a problem because of caps stashes.
The mod makes it possible for caps stashes to roll empty. What that means is you pick up the container but no sound plays. Imo this is severely immersion breaking. Caps stashes are unique to every other container in the game in that we physically take the container, it's a pickup. I think it stands to reason that if the stash is there it has caps in it, and they shouldn't be included in this mod. (The caps stashes are activators but they inherit their sound from the caps being picked up, so if no caps are picked up, no sound is played even if the container is picked up.)
I spend the better part of my morning trying to pick apart my sound mods to figure out what was wrong and it was actually this mod just rolling blanks. I get it for literally almost every other chest... but not these since they are physically being taken by the player. One wouldn't think we would have a "sound issue" as a result of using a loot reduction mod, but alas, it has happened :(
Your mods are easily among my "must have" mods so I say this with constructive intent. I fixed these things by removing 4 recipes in xEdit but I think your mod is better that way.
I am pleased you have a solution for your problem.
If I picked up an empty caps container which made "I contain caps" noise it would drive me insane as that aural singposting would trigger a dopamene hit expectation that is not met.
Which demonstrates why I avoid engaging on subjective 'murshun.
I LOVE this mod. BUT for any users, be warned there is a chance that the mod will remove important items. For example, in the RobCo factory, there's that part where you're supposed to go through the Ms. Nanny "training" program. The first part of the program requires that you take away the "child's" toy by picking it up. The mod removed the toy from the game, making it impossible to do. Since the toy wasn't an actual quest item, the mod didn't know not to avoid removing it. I don't know of any other parts of the game where this might happen, but there could be some. I doubt this will be "fixed," because SKK probably has better things to do than find and mark such items, if that's even possible.
The baby botle is safe as it is marked NotJunkJetAmmo.
The Abraxo cleaner and adjustable wrench are problems as they are standard MISC items with no common keywords to ignore. They do have DN050ContrabandScript attached, but testing for individual scripts on each and every one of thousands of items in realtime would make the solution unusable.
50 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
********************************************************************************************
Global Variables are persistent, retaining the last set value (console or UI/script) until it is changed (console or UI/script).
Static xEdit hacks on Global Variable values are ignored once the mod is loaded.
BoS301DistressPulser which has FeaturedItem and NotJunkJetAmmo.
BoSM01_DistressPulser which do not have FeaturedItem or NotJunkJetAmmo.
Whilst this is mostly used by folks who are wayyyy beyond base game quests, I may include the base game LootItemsUnique formlist which they are on as an exclusion condition.
Until now I have:
BoS301DistressPulser [MISC:0014198E]
BoSM01_DistressPulser [MISC:000BA073]
PlayerHouse_Ruin_BabyBook01 "You are S.P.E.C.I.A.L.!" [MISC:001A62D4]
SanctACT_BabyBook01 "You are S.P.E.C.I.A.L.!" [ACTI:001A62D6]
PerkMagUSCovert "U.S. Covert Operations Manuals"
AmmoFusion Core "Fusion Core"
I made a small patch for my collection: https://www.nexusmods.com/fallout4/mods/72144/
The mod makes it possible for caps stashes to roll empty. What that means is you pick up the container but no sound plays. Imo this is severely immersion breaking. Caps stashes are unique to every other container in the game in that we physically take the container, it's a pickup. I think it stands to reason that if the stash is there it has caps in it, and they shouldn't be included in this mod. (The caps stashes are activators but they inherit their sound from the caps being picked up, so if no caps are picked up, no sound is played even if the container is picked up.)
I spend the better part of my morning trying to pick apart my sound mods to figure out what was wrong and it was actually this mod just rolling blanks. I get it for literally almost every other chest... but not these since they are physically being taken by the player. One wouldn't think we would have a "sound issue" as a result of using a loot reduction mod, but alas, it has happened :(
Your mods are easily among my "must have" mods so I say this with constructive intent. I fixed these things by removing 4 recipes in xEdit but I think your mod is better that way.
If I picked up an empty caps container which made "I contain caps" noise it would drive me insane as that aural singposting would trigger a dopamene hit expectation that is not met.
Which demonstrates why I avoid engaging on subjective 'murshun.
BUT for any users, be warned there is a chance that the mod will remove important items. For example, in the RobCo factory, there's that part where you're supposed to go through the Ms. Nanny "training" program. The first part of the program requires that you take away the "child's" toy by picking it up. The mod removed the toy from the game, making it impossible to do. Since the toy wasn't an actual quest item, the mod didn't know not to avoid removing it. I don't know of any other parts of the game where this might happen, but there could be some.
I doubt this will be "fixed," because SKK probably has better things to do than find and mark such items, if that's even possible.
The Abraxo cleaner and adjustable wrench are problems as they are standard MISC items with no common keywords to ignore. They do have DN050ContrabandScript attached, but testing for individual scripts on each and every one of thousands of items in realtime would make the solution unusable.
Added to KNOWN ISSUES