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  1. SKKmods
    SKKmods
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    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. SMaInKaIfS
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    haha, I deleted the book special in the children's room
  3. Karsadin
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     I want to clarify again, does the reduce place items feature also work on mod added items, or only the base game? I want to use it to make the world feels scavenged but also afraid of potentially breaking quests from other mods.
     It'll be a compatibility hell to go through all of those mods in xEdit to add items to ignore list, some I haven't finished before to know for certain which item should be added. Is the holding container in xEdit is where all removed items are stored so I can go there and grab them in case something went wrong?
    1. SKKmods
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      Finding works on form types (AMMO, POTION< MISC) which are a database property, nothing to do with mods which can not add a new database form type. Exclusions work on forms, mods can add new forms (MISC:Hammer). 

      The holding container is not actually used.

      If you cant identify and secure unique quest dependent placed object forms then best not use this.
    2. Karsadin
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       Yeah I was concerned about MISC items added by other mods that wasn't protected by keywords get removed by this. Thanks for the clarification. I guess better safe than sorry.

       Is it possible to make the script to recognize only a specific range of ID prefix or mod names, for example from 00 to 06 (Fallout.esm and/or DLCs), since that is pretty much fixed in most people load order, and a way to add/ remove them if people don't own all DLCs? Probably better for compatibility, but I have no idea how that affect performance or even doable at all lol.
    3. SKKmods
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      Converting ObjectReference or their base form to hex ids and filtering on the value is technically possible (I do that in this Starfield screenshot) , but would be so slow to be totally impractical on an individual item evaluation level.
  4. SlaughterPlays
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    wait so im confused. is 0% like 0% reduction or is 100% like 100% loot? which is more loot, 0% or 100%? Im so confused.
    1. SKKmods
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      0 (no loot)
      100 (all loot so the solution does nothing)
  5. Vault20
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    In description it says that for placed items it won't remove "player owned" items, yet when i went to one of my settlements i noticed that plenty of stuff that i've placed there is gone, you know like some food and junk for decoration/storage purposes. So i'm wondering how exactly this player ownership is determined? I read somewhere that anything dropped at a settlement is player owned, but it doesn't look like it's working this way with your mod. Should i run command "setownership" on each item i might want to place in the world or something? Or is it just incompatibe with placing stuff in settlements this way? Also, using this chance i want to say that i love a lot of your other mods, thanks for sharing them! 
    1. SKKmods
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      I have not seen that issue before and don't have time to test it out again.

      I'll add an "include workshop location" menu switch so you can exclude owned workshops in an update.

      It wont be 100% effective as it can (a) only find registered settlements not standalone player homes and (b)  the player may be right on the edge of a workshop location.
    2. Vault20
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      Thank you for your response! That would be great! I was also thinking if something like that type of exclusion could be made, i have a mod for auto loot that has an option to exclude looting from settlements, i think it's doing so by location type keyword and that seems to work reliably, but whatever way you see it being done works for me :)

      Case (a) shouldn't be a problem for me, i think, though i would also suggest adding Diamond City and Goodneighbor locations and their interiors to exclusion, if they aren't already and if possible, since they are supposed to be inhabited areas where people keep their stuff.

      As for case (b) you mean that it might still remove things if mod runs a check while i'm not exactly at a settlement, but close enough that it's radius will reach it? That would be unfortunate... maybe you could add options to change radius of removal of things around the player? Just a suggestion, i don't know how hard it is, if even possible, or what performance impact might be of doing this. Or another suggestion to separate world placed things from containers, for a switch option, so one could turn off one or another type of item removal, i assume the script separates them somehow already, since it acts differently from what i read in description.
    3. SKKmods
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      Including those suggestions would grind the solution to a halt.

      The art of publishing high performance conflict free solutions is MINIMUM FUNCTIONS, not long laundry lists of bloat.
    4. Vault20
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      I understand, as i said i'm not an expert in this, so whatever you think is best to do about it works for me, i hope that excluding workshops should help a lot as it is, i'll probably just set a chance to flat 0% so i could notice if case (b) happened and reload a save.
  6. Sorxo91
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    Hello, if I pick "random" option, does it mean, that the whole cell 58.5 x 58.5, might be empty of items ( 0% chance of items)

    Containers are calculated separately?

    How large of an area is affected by this formula at once? 

    If it was applied to every single item separately, the random option would be probably very similar to 50% option. 

    I tried Looted world, but it basically delete almost all items which makes the crafting almost too hard.

    If I switch from 50% to 25% does it means I need to go to the next loading part that I havent been in, to see any change? 

    Cells I have visited remains the same ?

    Thank you. Very cool mode.
    1. SKKmods
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      It doesn't work on cells it works on uGridsToLoad 10,240 game unit active radius around the player.

      The random value is updated whenever the player moves more than 50% of the uGridsToLoad.

      The random value range is between SKK_DLRRandomLootMin default 10 and SKK_DLRRandomLootMax default 90.

      This is described in the description with how to change the values to whatever you want.
  7. Lagruej
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    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.  
    1. SKKmods
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      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.
  8. gvelas
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    Will it work in the Folon worldspace?its already pretty scarce but i want to bring it down even more 
    1. SKKmods
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      Worldspaces dont affect it in any way.

      Any new container level lists will not be included tho.
  9. MrZombieBrain
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    does anyone know if SKK has mod like this but for NPC loot? like what spawn on NPCs from AMMO to AID items when u kill them? 
  10. rover440
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    I'd like to use this but I'm concerned I won't set things up properly and end up removing something important mid-playthrough. Would a version of this mod work where you pick the items it can remove, not the other way around?
    1. SKKmods
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      Its is not practical to (a) list the many thousands of possible objects that may or may not be found and (b) if they were listed indvidually your game would grind to a halt iterating through them every 30 seconds or so. Total madness.
  11. RickyBoughen4
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    this is a must have mod ;)