Having some issues while making my own mod, I got BOS to swap the items I need [for sake of topic we'll say TinCan with Dogfood], however, said change only works with items which are already spawned on the map, it does not work with items placed in inventories with RobCo Patcher...Any solutions?
yeah do this for world objects robco for inventory loot objects sounds right atm though i cant even get the bases working, trying to remove the 110mm pistol in vault 111 and change it for any other gun but no avail
I am wondering what other conditions can be set as requirements for swaps to occur, such as irradiated swaps only during radstorms.
Thanks to whoever responds with answers to any of these and saves me time. If there is some resource I've overlooked please link it. I will update this post later if I find the answers first.
powerofthree is your tool before or after the PreVis PreCombine rendering working? Since far more objects are part of the PreVis list not only [Placed Objects] but also Placed Objects. Thanks in advance.
Does anyone know if it's possible to get this to refresh on a new game? Once something is swapped it's always the same swap even with new saves using chanceS(). Would love to have things change up per-playthrough but not every time I load a save with chanceR().
Does this work with statics? Any statics with animations or effects (fire barrels) are always excluded from precomb but I can't get it to swap them out.
This question might have been replied, but this means that vendors might also have swapped objects too or would i need to edit vendor lists and leveled lists if i want to put the items i want to swap in circulation.
This couldn't be used to swap a navmesh out from a script trigger would it? Specifically for a 'rebuild the castle' kind of mod to allow the navmesh to properly reflect the destroyed state at the start, and then a repaired state later.
Can you please tell me if it works when using different swapping mods by a certain percent for vanilla items which swaps these items for added items (mainly collectibles: "BookBurnt", "ToyCar", "ToyTruck", "ComicBurnt0X, "ComicBurnt" and so on)?
I mean, using an example, would all of these work together?:
As you can see, some of them swap the same items (2 for "BookBurnt" and 2 for "ComicBurnt0X"). OR only a single mod swapper affecting one type of objects works?
Much appreciated for anyone claryfing this for me 🤤
Yeah, it should be fine. It'll be loaded in alphabetical order based on the file name, so the first in line would have the 10% chance. Then the next would have a 10% chance with the remaining 90%. So on and so forth.
140 comments
robco for inventory loot objects
sounds right
atm though i cant even get the bases working, trying to remove the 110mm pistol in vault 111 and change it for any other gun
but no avail
Thanks to whoever responds with answers to any of these and saves me time.
If there is some resource I've overlooked please link it.
I will update this post later if I find the answers first.
Does this work with statics? Any statics with animations or effects (fire barrels) are always excluded from precomb but I can't get it to swap them out.
Issue on my side, working perfectly 👍I mean, using an example, would all of these work together?:
https://www.nexusmods.com/fallout4/mods/68063
https://www.nexusmods.com/fallout4/mods/68061
https://www.nexusmods.com/fallout4/mods/68069
https://www.nexusmods.com/fallout4/mods/72665
https://www.nexusmods.com/fallout4/mods/68115
As you can see, some of them swap the same items (2 for "BookBurnt" and 2 for "ComicBurnt0X").
OR only a single mod swapper affecting one type of objects works?
Much appreciated for anyone claryfing this for me 🤤