Update: Published new version. There is an update in the original Lootman mod 2.2 version. It incorporates the Vats check and brings some new things. I will update this mod as soon as I can with some changes and refactoring to simplify creating new updates.
I'm trying to disable the system display message in MCM, but it doesn't work for some reason, it still shows up as (Item) Looted and so on until it clutters my top left screen. Do I need to install this version in standalone? or did I do it right? add this as (after and loot man original is before) in Vortex.
Rengren, I'm enjoying your mod. Thank you for taking the time to make and share this. I have a question (possible feature request) to ask. Is it possible to add trap activators to the list of items that can be looted? Most traps can be excellent sources of components like springs, wire, circuitry, and so forth. But I can understand how this feature could be considered cheating by nullifying the traps when you moved within looting distance.
At this point though, I'm on my umpteenth FO4 playthrough, and think it would be hilarious to run through the Nuka World Gauntlet (or any heavily fortified location) vacuuming up floor mines, harvesting trip wires, plucking the home-made bombs and grenade clusters, etc... Hopefully, you get the idea.
Would this be possible to add in, or is there coding to prevent this from happening?
Outstanding mod and Expansion! Thanks for this! 🔥 One question only: is it safe to use "transfer to player inventory" instead of using LootMan virtual container? It's much more handy for me to do that instead of sending to the container. Thank you.
hey, love the tweaks, but I was wondering, could you add an option to allow lootman to steal? the mod author of lootman seems pretty intent on not including this feature even though a fair number of people want it. and if you could add it to your tweak mod I'd be super grateful, and I'm sure others would too.
Maybe its possible. There are some limitations on scripts, like If (player.WouldBeStealing(ref)) But I think there are others in the plugin because you can't loot inside some areas (warehouses in goodneighbor), not even dead enemies. I understand EideeHi's reluctance because allowing stealing can create an unmitigable disaster. And trying to control what happens when the player steals something is a tremendous problem that would be entirely beyond the scope of this mod. I don't need it myself, I only steal by mistake or to increase affinity with MacCready. But I promise to look into it.
Sorry. It can't be achieved by just modifying the scripts. Or it would be horribly complicated (implementing Ownership handlers). In the scripts there are "player.WouldBeStealing" checks but they are used only to stop some processes from continuing or to assign ownership in some cases where it is valid and necessary to do so. But inside the plugin there are extra checks to decide Loot or not Loot. (you can see it here: https://github.com/eideehi/fo4-lootman/blob/main/f4se_plugin/lootman) Implementing theft requires modifying and recompiling the plugin as well as the scripts. I don't dare to go that far.
To loot explosives you need to enable «Allow Looting of Weapon object» If you don't want every weapon turn On «Legendary Ony» on Advanced Filter ---Equipment---
i turn off both not loot from settlement & force not loot from settlement, first go to sanctuary hill i still check every house there, lootman not loot anything
i think i'm not own sanctuary, exit vault 111 and meet codsword the first time yes shoot enemies outside sanctuary lootman give me item , but not in sanc
Be patient. Sanctuary is a special settlement for many reasons. And LootMan internally has several controls that prevent loot. I don't know what exactly is going on here, but it will be fixed eventually.
strange i dont seem to have the issues you are reporting. i play with loot from settlement on and deliver to player on. when im in sanctuary, random stuff is looted (good) and the workshop is not looted (good), same with other settlements. i use the mod "salvage beacons" as a slight nerf to deliver to player on.
27 comments
There is an update in the original Lootman mod 2.2 version. It incorporates the Vats check and brings some new things. I will update this mod as soon as I can with some changes and refactoring to simplify creating new updates.
I have a question (possible feature request) to ask. Is it possible to add trap activators to the list of items that can be looted?
Most traps can be excellent sources of components like springs, wire, circuitry, and so forth.
But I can understand how this feature could be considered cheating by nullifying the traps when you moved within looting distance.
At this point though, I'm on my umpteenth FO4 playthrough, and think it would be hilarious to run through the Nuka World Gauntlet (or any heavily fortified location) vacuuming up floor mines, harvesting trip wires, plucking the home-made bombs and grenade clusters, etc...
Hopefully, you get the idea.
Would this be possible to add in, or is there coding to prevent this from happening?
--Thank you in advance!
One question only: is it safe to use "transfer to player inventory" instead of using LootMan virtual container? It's much more handy for me to do that instead of sending to the container.
Thank you.
If (player.WouldBeStealing(ref))
But I think there are others in the plugin because you can't loot inside some areas (warehouses in goodneighbor), not even dead enemies.I understand EideeHi's reluctance because allowing stealing can create an unmitigable disaster. And trying to control what happens when the player steals something is a tremendous problem that would be entirely beyond the scope of this mod.
I don't need it myself, I only steal by mistake or to increase affinity with MacCready. But I promise to look into it.
Implementing theft requires modifying and recompiling the plugin as well as the scripts. I don't dare to go that far.
Version 2.1.0
- Added the "Always Looting Explosives" option.
Does'nt exists on previous version. My mod show the menu but this functionality comes with the original mod.Thanks for the mod cheers
yes shoot enemies outside sanctuary lootman give me item , but not in sanc