Rebalances junk items in a logical, balanced manner. Marked light, and will not take a ESP slot. It also fixes some bugs with the items.
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Console modding permissionThis mod will not be available on Bethesda.net for console users
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Changelogs
Version 1.1
Fixed Carlisle Typewriter not having physics (vanilla bug)
Reduced value of Cigarette Carton(50->40) and Undamaged Cigaratte Carton (70->50)
Fixed Shem Drowne's Skull yielding one less bone than it's common counterpart
Corrected spelling for Military-Grade Duct Tape, Mole Rat Hide and Colander
Changed clean Teddy Bear variant name to Undamaged Teddy Bear and increased it's value from 5 to 7
Added pick-up and drop sounds to most bottles and all newspapers
Changed clean Yellow-Trimmed Plate variant name to Clean Yellow-Trimmed Plate
Removed glass-type pick-up/drop sounds from Cutting Fluid
Far Harbor: Fixed a bug that caused Condensed Fog and Jug to explode when damaged (vanilla bug)
Far Harbor: Renamed all Garden Gnome variants to make them more distinct
Far Harbor: Reduced Damaged Garden Gnome value to 1
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This mod is an evolved version of an old mod of mine called "Jurttu's Junk Overhaul" from 2021. I have been polishing and tweaking it over the years, and I think it's now time to release it back into the wild.
What this mod does is change the material yields, weight, value and/or other details for majority of the junk items found in the base game (and optionally Far Harbor and Nuka-World as well). Most of these changes are quite minor, but together they create a slightly more realistic and challenging scavenging experience without altering the game balance too much. There are too many changes to list here individually, so I'll just summarize the main characteristics:
Pencils, dinnerware and many other "tiny" items no longer yield materials, but usually have increased value and small amount of weight if they previously didn't.
Pre-War Money and newspapers no longer yield cloth (while US dollar bills are made out of cloth, they're also found in excessive amounts in the game).
Duct Tape and Pack of Duct Tape no longer yield cloth (but Military Grade Duct Tape still yields Ballistic Fiber for balancing reasons).
Some items were renamed to make them less confusing and more consistent (for example, Aluminum Tray was renamed to Lidless Food Tin since it's made out of steel)
Gym equipment - weights, barbells, dumbells etc. - have been completely rebalanced. They now include significantly more lead, but NOT their full weight: you get ~80% of their stated weight in lead. The 20% decrease is for balancing reasons.
Barbells, dumbells and curlbars now include steel from the poles. Their weights have been added to the items.
Things that come in containers (such as Wonderglue) now give materials for them if they already didn't.
Some assorted items have had their value increased due to their practical value in a theoretical real-life scenario.
More complex objects (such as electronics, mechanical tools and components) may include additional materials.
Since the game only shows the first decimal of item weight values, affected items have had them rounded up/down.
Bone and bones are now much lighter - in real world, the entire human skeleton weighs only 22.5 lbs on average! (never say I didn't teach you anything)
In terms of balance, this mod can be summarized like this: Acquiring large amounts of the most common components (steel, wood and cloth) will take more scavenging, but other materials are approximately just as common as before (though they may be distributed a bit differently). I've tested the mod extensively, and I think I've hit a fair balance that doesn't excessively hinder crafting or settlement construction.
Base component changes:
Lead now weighs 0.5 pounds per unit instead of 0.3 (makes carrying it more of a strategic choice plus helps keep the gym gear more balanced)
Gold now weighs 0.3 pounds per unit instead of 0.1, but has had a small value increase (10, was 9)
Bone now weighs 0.1 pounds per unit instead of 1 pound
Other features:
Comes with an installer that also includes Far Harbor and Nuka-World patches (optional).
The ESP plugins are marked as light, and will not take up an ESP slot.
Does not affect quest items.
Only contains override records, and can be safely installed mid-playthrough (but remember - any scrap you've collected will likely have different component yields! You can scrap your collection beforehand to keep their vanilla yields).
Have fun, and let me know if you run into any bugs or obvious mistakes!