New Version 1.0.01.0.1 1.0.3 includes all the vehicles that are accessable or reasonably accesable in the Commonwealth, Far Harbor and Nuka world. The file has been cleaned and ITMs removed in xedit 4.0.4.
Recommend a new game however, a clean interior save (Sanctuary Cellar) may work (untested).
Bug Fixes: Please report the formID of the object that has issues and I will add them to the list of Bugs to fix, this mod makes a little under 3000 edits to the worldspaces and can be a bear to track down issues.
Yes, it does not actually edit any vehicles in the game only adds a Reference to a container that activates when you get to the vehicle so it should be 100% compatible whit most mods as it only add items. Mods that add new settlements will conflict.
Heads up that this plugin will cause problems in Concord in front of the Museum of Freedom if placed below PRP in the load order. It doesn't need to be at the bottom, so it's not a big problem, but a conflict can be triggered with PRP.
Good News, My mod doesn't edit the Movable Static meshes for Cars so it should be fully compatible without a patch. Technically my mod doesn't edit any of the cars, just adds an invisible container around static cars/trucks.
Load order should not matter as well but to be safe load alarms after mine and see if there are any issues. I don't expect there will be.
Good mod! I noticed some of the Corvega cars are incorrectly labelled as "Corvage" when highlighting over them, but they show the correct name when you open the inventory.
The loot tables will scale with you as you gain levels and perks will also add to the types of loot you get. I will look at them again after the next-gen update to see if they need tweaking.
Hey fam, on xbox and love the idea of your mod - I merge plugins privately for myself to save slots as we are very tight on space, wanted to ask do I need the UFO4P to utilise this in game, or it is just your recommendation for users to use it on PC?
No there is no physical link to the vehicle and the box. Since I only put a box around [Static cars] if you disable them then you will break the performance optimization system (Previsibines) and will/may cause low FPS, stuttering and other issues. I did not put a box around any vehicles inside of settlements however, custom settlement mods may need patching.
No, patches will have to be made when other mods have conflicting edits.
REASON FOR EDIT: Clarification ADDITIONAL COMMENTS: I removed additional responses and locked thread to reduce confusion and for clarification.
Question. Is your intended method supposed to place dozens of visible container boxes under the world space that have the loot in for the vehicles? In the Cambridge and urban areas with a lot of vehicles, I believe they are all displaying under the world with full LOD.
Most I saw was probably about 50 or so in a small ish area as I went to investigate after falling below. I mean...I suppose the loot has to "live" somewhere lol, it does cause a minor performance impact for me though, not quite sure on numbers but maybe 5-10fps depending on "direction faced".
Only reason I saw these was because I fell through the world space when I was testing something out, I just had to explore and find out what they were from then on heh. It's a neat way of doing things though for sure, I was just wondering if them being visible all the time.
Unfortunately, I think you have other more significant concerns, as you fell through the world space prior to the "FPS dip" you experienced. This is an indication that another mod you installed has broken the vanilla optimization and performance system which can cause, depending on where you are in the world space, FPS drops.
If you would like assistance on narrowing down the culprit post your load order (Please use the SPOILER tag)
and I can probably point you in the right direction.
Long delay update. I did actually fix this issue, nothing to do with your mod. It was of all things the Wasteland Illumination mod the "shadow casting" one that I forgot that I had used, yikes...so I yoinked that out and used the normal version. Among a whole host of other things fixed, all good, mainly previs stuff and removing just janky old world edit mods. In short, all good :).
I'm a big loot goblin, but sorry to say this mod fell a bit short for me. My issues are:
1. Looting 200-year-old burnt out rusty wrecks feels not so immersive. 2. Loot opening your own inventory screen instead of it just being automatically transferred to your inventory like all other loot. 3. No FallUI complex sorter support.
If you comment on every mod you don't like, that would make you one busy person. You say looting an old vehicle does not feel immersive but you got the mod anyway. That's on you. Also, everything I loot in game has icons from Complex Sorter. That's beacause those are vanilla FO4 items which are looted. How is that not supported?
62 comments
1.0.01.0.11.0.3 includes all the vehicles that are accessable or reasonably accesable in the Commonwealth, Far Harbor and Nuka world. The file has been cleaned and ITMs removed in xedit 4.0.4.Recommend a new game however, a clean interior save (Sanctuary Cellar) may work (untested).
Bug Fixes: Please report the formID of the object that has issues and I will add them to the list of Bugs to fix, this mod makes a little under 3000 edits to the worldspaces and can be a bear to track down issues.
2. It carries forward Vanilla VC1 (Previsibine date code)
3. When Loaded after PRP (further down the load order) it will break PRP causing the issue you described.
4. Load order matters and this mod can be placed near the middle/top of the load order as it only adds items to the worldspace.
5. I may release this as an esm to resolve some conflicts that have appeared in the last few days - might need testers
Load order should not matter as well but to be safe load alarms after mine and see if there are any issues. I don't expect there will be.
UPDATE: Patched both version for the spelling error. Thanks for the Input!
Merging this mod is not recommended or supported as it may break scripts and linked resources.
The Bethnet version is not updated to the latest version and is delayed until mid September.
No there is no physical link to the vehicle and the box. Since I only put a box around [Static cars] if you disable them then you will break the performance optimization system (Previsibines) and will/may cause low FPS, stuttering and other issues. I did not put a box around any vehicles inside of settlements however, custom settlement mods may need patching.No, patches will have to be made when other mods have conflicting edits.
REASON FOR EDIT: Clarification
ADDITIONAL COMMENTS: I removed additional responses and locked thread to reduce confusion and for clarification.
Most I saw was probably about 50 or so in a small ish area as I went to investigate after falling below. I mean...I suppose the loot has to "live" somewhere lol, it does cause a minor performance impact for me though, not quite sure on numbers but maybe 5-10fps depending on "direction faced".
Only reason I saw these was because I fell through the world space when I was testing something out, I just had to explore and find out what they were from then on heh. It's a neat way of doing things though for sure, I was just wondering if them being visible all the time.
If you would like assistance on narrowing down the culprit post your load order (Please use the SPOILER tag)
and I can probably point you in the right direction.
1. Looting 200-year-old burnt out rusty wrecks feels not so immersive.
2. Loot opening your own inventory screen instead of it just being automatically transferred to your inventory like all other loot.
3. No FallUI complex sorter support.
You say looting an old vehicle does not feel immersive but you got the mod anyway. That's on you.
Also, everything I loot in game has icons from Complex Sorter. That's beacause those are vanilla FO4 items which are looted. How is that not supported?