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Glitchfinder

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Glitchfinder

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22 comments

  1. Tathrin
    Tathrin
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    YES! I just started a new playthrough and was reminded of the suitcase issue, and I was about to make this exact mod myself, when lo and behold what do I find? This piece of perfect brilliance! Ah, how exciting, thank you.
  2. Rawr40k
    Rawr40k
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    I was wondering why it wasn't working, but after looking through it in xedit and coming back here. I found out that this is just for the pre-war part of the game. I feel silly.
  3. MOS427
    MOS427
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    The only thing I can think of that could make this mod better is if the suitcase and a few of those items were still lying there post war, maybe with the couples skeletons next to it, just a neat idea I thought of :3 But anyway, mods that add small details like these are always my favorites, so thank you very much! X3
  4. UberMcTuber
    UberMcTuber
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    I'm thinking this mod doesn't work for next gen sadly
    1. Glitchfinder
      Glitchfinder
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      I'm not sure what you mean. The next gen update didn't change the mod format at all. The ba2 format was updated, but not esp, esl, or esm files. Unless you're saying they did something to this encounter in the intro and this mod conflicts with those changes?
  5. SETZIG
    SETZIG
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    Man I gotta say, your mods are top notch! Thank you for the goodies!
    1. ArmoredViolets
      ArmoredViolets
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      +1, loving pretty much all of this guy's mods.
  6. rk2n317x7a
    rk2n317x7a
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    Would it make more sense if they were static? for consistency? everything else in the prewar world seems to be that way, thank youu for the mod i like this haha
    1. Glitchfinder
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      I do have the defaultdisablehavokonload script attached to them, which is designed to prevent movable objects from moving. You should not be able to loot them pre-war, because the relevant actions are unlocked after the cryo-pod sequence. If they can be kicked around as you run by, that would indicate that either your game has a very significant amount of scripts running at the start, or something may have tampered with the script I mentioned.
    2. rk2n317x7a
      rk2n317x7a
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      I had saw that, the perms were open so I privately ported it to play around with it on xbox however I didn't modify anything so I'm unsure why it would not work that way ill take another look at it but I was able to take things, ill test it out on pc too real quick thank you for that.
    3. rk2n317x7a
      rk2n317x7a
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      Right I just tested, so I ported it again privately to be sure nothing went wrong and I disabled all mods and started a new game and the objects were not movable or grabbable but I was able to take them, I thought maybe it's something to do with Xbox, so I tested it on pc and I got the same result on a fresh steam install, are you certain it doesn't let you take the items? I know what you're talking about, I saw that script before but I'm not sure what else it could be, any ideas?
    4. Glitchfinder
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      You're right that it's an oversight on my part. I just double-checked myself and it would appear I was wrong about specifically when the player begins being allowed to loot objects. I'll have a new version up shortly that replaces them with movable static objects, which should mimic the behavior of other items from the intro sequence like the baseball glove that's in a neighbor's front yard.

      I also removed the havok script (which disables movement), because there are other objects like the baseball glove that can be kicked around as the player runs.
    5. rk2n317x7a
      rk2n317x7a
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      Didn't notice the glove, good idea! Well thank you for looking into it! I really appreciate it.
  7. laowai343
    laowai343
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    Details like this are actually quite important to creating a believable setting, and it adds up.  Thanks for doing this.
  8. Queenieangel
    Queenieangel
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    Thanks
  9. Scortock
    Scortock
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    Nice ! I like small details like this.
  10. joshshahan81
    joshshahan81
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    Immersive asf.

    endorsed.