I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page (and relevant articles) first. I will not answer questions that arise from ignoring those resources. Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
I wish you a good time and thank you for your support.
Great mod for OCD players like me - this and the base. I try to keep balance though, and hotkey in and out, just to check if I missed something AFTER I investigated an area ;)
It works like a charm out of the box, for 99% of the time. Not sure if you’re still reading this, but I’ve encountered a strange behaviour. I have applied a rule for glow to disappear after activation, and it works for most of things. However, when it comes to weapons it doesn’t. All it takes is to look at them, and the glow is gone.
it makes me think that some other mod doing something to weapon is causing your mod to think I have activated it. I have ruled out alternate activation prompts, which was my first idea. My second idea is that it’s the cash for weapons option. Sadly upon disabling it also disables the glow completely.
After further investigation, it seems that weapons for some reason are still unhighlighted based on proximity criteria, and don’t take the activation condition into account. Hammer solution - decrease proximity and still play in “activation” mode. Elegant solution if you point me towards the right place in the mod so I can change it!
No, I moved it there myself as it was causing issues with load order. The original Loot Detector ESL plugin is missing the ESM flag which I didn't notice when I applied the ESM flag to this mod's plugin. So, I moved v1.1.2 to the archive and made v1.1.1 the latest one again.
The load order problem was caused by a detection issue in WryeBash. The latest update does better with it. (This was also true of the Unofficial Patch, among other mods, so trust me when I say it wasn't you!)
So, you're saying that some mod managers no longer try to load all ESM-flagged ESLs before non-ESM-flagged ESLs even if the latter are masters for the former?
Wrye Bash is dealing with the file details in both OG (Older and greater) and the NeG (Newer but Grody) Fallout 4 among several other games. They're still tweaking values, is all. You can get details on it all from their channels for the WryeBash Discord.
(A bit more detail... Your files were full ESL files, just like the Unofficial Patch is an ESM-flagged ESP file, and so forth. Wrye has been feeling out the handling of .98* plugins and read a few files incorrectly as ESL-flagged ESPs. This has been corrected.)
You can get details on it all from their channels for the WryeBash Discord.
I don't use Discord. Thanks for explaining that to me. No idea why that person in the bug reports had a problem with v1.1.2's masters then. I'll make it available again.
As far as I can tell, the ESL filetype is considered a masterfile by the game automatically.
Yeah, the engine automatically sets the ESM flag for ESL plugins in memory if it isn't present by default. But IIRC some mod managers had issues sorting those plugins in the past even though the engine doesn't care. That lead to me being confused by contradictory (bug) reports on several of my mod pages the last couple of weeks.
Can't turn off workshop objects. I've got mine set to build mode only but it's on all the time. If I set it to off it stays on. The only way to get rid of it is to change the color to disabled.
Additionally it's not working on light boxes, they are on interval switches so they are highlighting purple intermittently (whether on or off it's not tracking it properly at all).
This is crashing me haaaaaaard. I have a dance floor of those light boxes on interval switches, it's over 100 pieces and it's running on all of them tripping out when the interval switch switches off. My papyrus logs are full of these: [01/09/2025 - 09:14:09PM] Dumping stack 609533: [01/09/2025 - 09:14:09PM] Frame count: 0 (Page count: 0) [01/09/2025 - 09:14:09PM] State: Waiting on other stack for call (Freeze state: Freezing) [01/09/2025 - 09:14:09PM] Type: Normal [01/09/2025 - 09:14:09PM] Return register: None [01/09/2025 - 09:14:09PM] Has stack callback: No [01/09/2025 - 09:14:09PM] Has unbind object: No [01/09/2025 - 09:14:09PM] Stack trace: [01/09/2025 - 09:14:09PM] [alias Unpowered on quest xatmosScrapperQuestHighlights (FE016830)].xatmos:xatmosScrapperBuildObjectsUnpowered.OnPowerOn() - (requested call) [01/09/2025 - 09:14:09PM] [param 0]: [ObjectReference < (FF003C09)>] [01/09/2025 - 09:14:09PM] [param 1]: None
i've started a new game, but it won't work. worked perfectly on previous games. can't think of anything in particular i've done differently. any ideas please, anyone.
just realised, one difference, i'm using Valdacil's Item Sorting for the first time, and the latest version, and not using Armor and Weapon Keywords Community Resource (AWKCR) or Armorsmith Extended for the first time. any reason that might be the cause?
i eventually noticed an option to "force startup" in mcm, under loot detector, "terminal" section, which has got it working
I started to install this mod on the next gen patch and began working down the pre-requirements. The very first one, Brawl Bug Fix, wanted to deinstall my F4SE which is the latest version for the Next Gen patch problems. I can't continue of course.
I'd like to use your mod, I feel in love with it back in 2016. Is there a possibility you'd be able to minimize if not eliminate past mod dependencies? Thanks!
98 comments
Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.
I wish you a good time and thank you for your support.
It works like a charm out of the box, for 99% of the time. Not sure if you’re still reading this, but I’ve encountered a strange behaviour. I have applied a rule for glow to disappear after activation, and it works for most of things. However, when it comes to weapons it doesn’t. All it takes is to look at them, and the glow is gone.
it makes me think that some other mod doing something to weapon is causing your mod to think I have activated it. I have ruled out alternate activation prompts, which was my first idea.
My second idea is that it’s the cash for weapons option. Sadly upon disabling it also disables the glow completely.
After further investigation, it seems that weapons for some reason are still unhighlighted based on proximity criteria, and don’t take the activation condition into account. Hammer solution - decrease proximity and still play in “activation” mode. Elegant solution if you point me towards the right place in the mod so I can change it!
Thanks
(A bit more detail... Your files were full ESL files, just like the Unofficial Patch is an ESM-flagged ESP file, and so forth. Wrye has been feeling out the handling of .98* plugins and read a few files incorrectly as ESL-flagged ESPs. This has been corrected.)
Loot Detector.esl - FE:044
.
.
.
LootDetectorExpansion.esl - FE:04B
xEdit reports this same load order.
As far as I can tell, the ESL file extension is considered a masterfile by the game automatically.
-IAreBob
Additionally it's not working on light boxes, they are on interval switches so they are highlighting purple intermittently (whether on or off it's not tracking it properly at all).
This is crashing me haaaaaaard. I have a dance floor of those light boxes on interval switches, it's over 100 pieces and it's running on all of them tripping out when the interval switch switches off. My papyrus logs are full of these:
[01/09/2025 - 09:14:09PM] Dumping stack 609533:
[01/09/2025 - 09:14:09PM] Frame count: 0 (Page count: 0)
[01/09/2025 - 09:14:09PM] State: Waiting on other stack for call (Freeze state: Freezing)
[01/09/2025 - 09:14:09PM] Type: Normal
[01/09/2025 - 09:14:09PM] Return register: None
[01/09/2025 - 09:14:09PM] Has stack callback: No
[01/09/2025 - 09:14:09PM] Has unbind object: No
[01/09/2025 - 09:14:09PM] Stack trace:
[01/09/2025 - 09:14:09PM] [alias Unpowered on quest xatmosScrapperQuestHighlights (FE016830)].xatmos:xatmosScrapperBuildObjectsUnpowered.OnPowerOn() - (requested call)
[01/09/2025 - 09:14:09PM] [param 0]: [ObjectReference < (FF003C09)>]
[01/09/2025 - 09:14:09PM] [param 1]: None
[01/09/2025 - 09:14:11PM] Dumping stack 468856:
[01/09/2025 - 09:14:11PM] Frame count: 5 (Page count: 3)
[01/09/2025 - 09:14:11PM] State: Waiting on other stack for return (Freeze state: Freezing)
[01/09/2025 - 09:14:11PM] Type: Normal
[01/09/2025 - 09:14:11PM] Return register: None
[01/09/2025 - 09:14:11PM] Has stack callback: No
[01/09/2025 - 09:14:11PM] Has unbind object: No
[01/09/2025 - 09:14:11PM] Stack trace:
[01/09/2025 - 09:14:11PM] [xatmosScrapperShaderDisabled (FE02A001)].EffectShader.play() - "<native>" Line ?
[01/09/2025 - 09:14:11PM] IP: 0
[01/09/2025 - 09:14:11PM] [param1]: [ObjectReference < (FF003D01)>]
[01/09/2025 - 09:14:11PM] [param2]: 30.000000
[01/09/2025 - 09:14:11PM] [alias Unpowered on quest xatmosScrapperQuestHighlights (FE016830)].xatmos:xatmosScrapperBuildObjectsUnpowered.Refresh() - "F:\STEAM\steamapps\common\Fallout 4\Data\Scripts\Source\User\xatmos\xatmosScrapperCollectionEffect.psc" Line 149
[01/09/2025 - 09:14:11PM] IP: 121Instruction: 2Line: 149
[01/09/2025 - 09:14:11PM] [O]: [ObjectReference < (FF003D01)>]
[01/09/2025 - 09:14:11PM] [::nonevar]: None
[01/09/2025 - 09:14:11PM] [alias Unpowered on quest xatmosScrapperQuestHighlights (FE016830)].xatmos:xatmosScrapperBuildObjectsUnpowered.AddTo() - "F:\STEAM\steamapps\common\Fallout 4\Data\Scripts\Source\User\xatmos\xatmosScrapperCollectionEffect.psc" Line 91
[01/09/2025 - 09:14:11PM] IP: 404Instruction: 8Line: 91
[01/09/2025 - 09:14:11PM] [O]: [ObjectReference < (FF003D01)>]
[01/09/2025 - 09:14:11PM] [::temp23]: True
[01/09/2025 - 09:14:11PM] [::temp24]: True
[01/09/2025 - 09:14:11PM] [::temp25]: True
[01/09/2025 - 09:14:11PM] [::nonevar]: None
[01/09/2025 - 09:14:11PM] [alias WorkshopObjects on quest xatmosScrapperQuestScanWorkshop (FE016839)].xatmos:xatmosscrapperbuildobjects.PassTo() - "F:\STEAM\steamapps\common\Fallout 4\Data\Scripts\Source\User\xatmos\xatmosCollection.psc" Line 51
[01/09/2025 - 09:14:11PM] IP: 116Instruction: 2Line: 51
[01/09/2025 - 09:14:11PM] [O]: [ObjectReference < (FF003D01)>]
[01/09/2025 - 09:14:11PM] [A]: [xatmos:xatmosScrapperBuildObjectsUnpowered <alias Unpowered on quest xatmosScrapperQuestHighlights (FE016830)>]
[01/09/2025 - 09:14:11PM] [::nonevar]: None
[01/09/2025 - 09:14:11PM] [::temp2]: [xatmos:xatmosScrapperBuildObjectsUnpowered <alias Unpowered on quest xatmosScrapperQuestHighlights (FE016830)>]
[01/09/2025 - 09:14:11PM] [alias WorkshopObjects on quest xatmosScrapperQuestScanWorkshop (FE016839)].xatmos:xatmosscrapperbuildobjects.OnPowerOff() - "F:\STEAM\steamapps\common\Fallout 4\Data\Scripts\Source\User\xatmos\xatmosScrapperBuildObjects.psc" Line 16
[01/09/2025 - 09:14:11PM] IP: 0Instruction: 0Line: 16
[01/09/2025 - 09:14:11PM] [akSenderRef]: [ObjectReference < (FF003D01)>]
[01/09/2025 - 09:14:11PM] [::nonevar]: None
just realised, one difference, i'm using Valdacil's Item Sorting for the first time, and the latest version, and not using Armor and Weapon Keywords Community Resource (AWKCR) or Armorsmith Extended for the first time. any reason that might be the cause?
i eventually noticed an option to "force startup" in mcm, under loot detector, "terminal" section, which has got it working
I'd like to use your mod, I feel in love with it back in 2016. Is there a possibility you'd be able to minimize if not eliminate past mod dependencies? Thanks!