Notes: - Preview model is generic, and maybe out of bound while in inventory (Pip-Boy), since most moveable statics are scaled much larger than common misc items. I will add proper preview models later for now its low priority. - Some MSTT don't have havoc physics attached to their NIF, thus levitate when removed from the inventory. Sooner or later some will be have proper physics attached to their NIF. Others might use the BobbyPinBox script (bobbyPinBoxSCRIPT) and yield components based on leveled lists. - Weight is generic suggestions welcome. My goal is to make certain items much heavier to limit looting sprees. - Article for all the misc items can be found here. It might not be up-to-date but should give you a quick overview. - Any former MSTT object may have the references attached. In rare cases object references may play a bigger role. Its important to keep an eye on this and please report any issues in your playthrough.
Some larger objects such as vehicles of all kind will be replaced with other object signatures, not MISC. When everything is ready i will throw a very complex item logic on top of it.
My only goal is to make it perfect suitable for the game. If you have any suggestion fire into the comment section. Endorse if you like. Have fun!
Great mod! For items that are too large to lift without power armor (i.e. vehicles), and ones that are bolted down (i.e. seesaws), would be sweet to see them require the Disassembly Wrench and Scrapper 1 perk, such as used in IHO - Immersive Hunting Overhaul by lKocMoHaBTl. Integrating the two mods could even make it use the same game mechanic for scrapping robots and vehicles, where a load screen briefly appears and time passes while the item is disassembled. For flammable items or those with power sources (i.e. robots) there is always a small chance of detonation...
+1 i like it. It would be godsent to have a framework for something like this. Such as vanilla default scripts just for perks and or skills and or abilities.
It does make the infamous Scavver an actual career/lifestyle. (For that matter, why don't the mods which add Disassembly Wrenches actually give them to scavvers? They're the most likely to have them!
Love your mods! Currently I'm revisiting Frost, and I'm curious if you'd recommend this mod for Frost knowing all the changes Frost makes, or if I'm better off using an older mod like Junkier Junk... or both with yours loaded after. Being able to be more creative with looting in Frost would be incredible. Thoughts?
I figure I'll eventually get tired of Frost again and instead use a combination of your mods with SKK's mods (like Commonwealth of Decay), MAIM, Gas Masks of the Wasteland, and Nuclear Winter for an immersive survival run. Great work :)
Thanks. I recommend to test since adding mods and merging and combining mods is a very individual thing.
As for harsher environment. What if almost all the misc and mstt items from the game world disappear? Its 200 years after. Player char must go underground ...
The piece that has always annoyed me a bit about FO4 survival mechanics is the presence of a plethora of non-misc, non-harvestable items. Like shards of glass from broken windows for a knife, wood from trees/walls, rocks/sticks/bricks for primitive weaponry, etc. Like, if I need wood, why would I try to find a pencil instead of just tearing a branch off a tree?
Crackle has a "harvest firewood" mechanic that kinda gets at this problem, and I wonder if there is a way to implement a similar solution for other plentiful resources.
It would be interesting to find a way to harvest resources from the ambient environment, decrease misc items, and make guns, armor, pre-war items, and ammo EXTREMELY rare.
I've been playing a lot of Cataclysm: Dark Days Ahead lately, and I LOVE the crafting/scrap dynamics in that game.
Can you make a base object swapper version? so it can be used on mod areas and you don't need to edit cells? and add your misc item version to the leveled list too.
Although this mod is more complete, there is another similar mod called "Junkier Junk", I mention it since it seems to work with items even, for example, present in interior areas of other mods, while Lootable World seems to only affect vanilla. Is there any possibility of making Lootable World also affect the spaces added in mods?
Wow Glitchfinder's mod is amazing. I have to see for myself how he did it. I assume via keywords or scripts. Which is nothing im experienced with. Maybe he used vanilla scripts and added a VMAD entry for all the MSTT.
Im very curious how he did it to use radioactive barrel since almost all of them are precombinded. maybe texture replacement.
Is there any possibility of making Lootable World also affect the spaces added in mods?
no, at least not as long as those mods arent patched. the reason for this is my technique, im swapping the moveable static objects but dont not erase their base record reference i simply circumvent the games happit to use them in the core and dlc files. as long as the mod author uses vanilla techniques all those added moveable statics by that mod will obviously remain vanilla.
All the moveable statics were swapped by hand via CK and FO4Edit and components were added by my own logic, and so was weight and value. I never played/used junkier junk though dont know for certain what it does. Afaik it uses scripts and other clever techniques to achieve having more junk items, but i might be wrong.
Silly to think that if you wanted, say, a shopping cart in your settlement, you'd have to push it with your body, as though you had no arms. This mod fixes that issue, thank you.
Wrye Bash plugin checker message: Deleted Base Records: The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins. Q_MSTT2MISC.esp: 1 deleted base record
Sorry, this is the only message I have, there is nothing else. I also find it strange that when WB can identify the number of deleted base records, it must know where the error is and must know which one it is. Unfortunately, I only have a report about it, not a specific deleted base record.
Maybe this will help: [00:00] Start: Checking for Errors [00:00] Checking for Errors in [05] Q_MSTT2MISC.esp [00:00] [Fallout4_En.DLSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [Fallout4_En.ILSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [Fallout4_En.STRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [REFR:040459AF] (places mstt_BeerCrate_Moveable "[Junk] Beer Crate" [MISC:05000053] in GRUP Cell Temporary Children of DLC04BottlingPlant01 "The World of Refreshment" [CELL:0401951E]) [00:00] REFR \ XRFG - Reference Group -> [04032F68] <Error: Could not be resolved> [00:10] still checking for Errors in [05] Q_MSTT2MISC.esp [00:21] still checking for Errors in [05] Q_MSTT2MISC.esp [00:24] Done: Checking for Errors, Processed Records: 30596, Errors found: 1, Elapsed Time: 00:24
42 comments
Notes:
- Preview model is generic, and maybe out of bound while in inventory (Pip-Boy), since most moveable statics are scaled much larger than common misc items. I will add proper preview models later for now its low priority.
- Some MSTT don't have havoc physics attached to their NIF, thus levitate when removed from the inventory. Sooner or later some will be have proper physics attached to their NIF. Others might use the BobbyPinBox script (bobbyPinBoxSCRIPT) and yield components based on leveled lists.
- Weight is generic suggestions welcome. My goal is to make certain items much heavier to limit looting sprees.
- Article for all the misc items can be found here. It might not be up-to-date but should give you a quick overview.
- Any former MSTT object may have the references attached. In rare cases object references may play a bigger role. Its important to keep an eye on this and please report any issues in your playthrough.
Some larger objects such as vehicles of all kind will be replaced with other object signatures, not MISC. When everything is ready i will throw a very complex item logic on top of it.
My only goal is to make it perfect suitable for the game. If you have any suggestion fire into the comment section. Endorse if you like. Have fun!
Compatibility:
- Junkier Junk by Glitchfinder - incompatible
- Big Junk Redux by LeahTheUnknown - incompatible
- Lootable Skeletons by BusinessVulture
Such as vanilla default scripts just for perks and or skills and or abilities.
Would you consider releasing a version that allows junk to respawn? As a hoard rat I really like collecting this junk and want to collect more of it.
I figure I'll eventually get tired of Frost again and instead use a combination of your mods with SKK's mods (like Commonwealth of Decay), MAIM, Gas Masks of the Wasteland, and Nuclear Winter for an immersive survival run. Great work :)
As for harsher environment. What if almost all the misc and mstt items from the game world disappear? Its 200 years after. Player char must go underground ...
Crackle has a "harvest firewood" mechanic that kinda gets at this problem, and I wonder if there is a way to implement a similar solution for other plentiful resources.
It would be interesting to find a way to harvest resources from the ambient environment, decrease misc items, and make guns, armor, pre-war items, and ammo EXTREMELY rare.
I've been playing a lot of Cataclysm: Dark Days Ahead lately, and I LOVE the crafting/scrap dynamics in that game.
and add your misc item version to the leveled list too.
Is there any possibility of making Lootable World also affect the spaces added in mods?
Im very curious how he did it to use radioactive barrel since almost all of them are precombinded. maybe texture replacement.
How does this mod differ from Junkier Junk? Are they compatible/complimentary?
Silly to think that if you wanted, say, a shopping cart in your settlement, you'd have to push it with your body, as though you had no arms. This mod fixes that issue, thank you.
But what a modding platform I can already tell it is~
Deleted Base Records:
The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins.
Q_MSTT2MISC.esp: 1 deleted base record
[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [05] Q_MSTT2MISC.esp
[00:00] [Fallout4_En.DLSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I)
[00:00] [Fallout4_En.ILSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I)
[00:00] [Fallout4_En.STRINGS] Using encoding (from language): 1252 (ANSI - Latin I)
[00:00] [REFR:040459AF] (places mstt_BeerCrate_Moveable "[Junk] Beer Crate" [MISC:05000053] in GRUP Cell Temporary Children of DLC04BottlingPlant01 "The World of Refreshment" [CELL:0401951E])
[00:00] REFR \ XRFG - Reference Group -> [04032F68] <Error: Could not be resolved>
[00:10] still checking for Errors in [05] Q_MSTT2MISC.esp
[00:21] still checking for Errors in [05] Q_MSTT2MISC.esp
[00:24] Done: Checking for Errors, Processed Records: 30596, Errors found: 1, Elapsed Time: 00:24