Notes: - Moveable statics are statics and vice versa, since both share equal model paths in the game files, some are PreCombined and cannot be removed, e.g. HalloweenDecor is both a STAT and MSTT and still appear in the game world as STAT (i will get rid of it in a future update) - Cars, Shopping Carts, Plastic Bins, etc. all are moveable static objects - Power Generators, FXs, etc. have not been disabled and are part of different mod projects - New items added by other mods and not part of Vanilla FO4 and/or DLCs will not be altered and require patching - Moveable statics may be attached to scripts and thus might not be removed mid-game or at all (so easily) - Cars will not spawn in distance, explode, or kill player char for no reason anymore - Remaining vehicles after installing this mod are static objects which cannot be removed without re-generating precombines etc.
Compatibility: - Lootable Cars by Wastelander2K, if you load the mod before it will not work, if you load the mod after LWX it will work as usual - Lootable Rusty Cars by Qrsr, was made for Looted World X, load order does not matter
As the container mod removes chests from the world which sometimes also contain quest items, is there something doable as solution other than to disable and reenable the mod? Which is quite an unimmersive procedure. Could the quest items (f.e. for Quartermastery) be made to simply spawn on the ground?
Hello and thank you for your how it should be mods. Is there a way to reduce high-tech weapons? Laser and plasma weapons should not be so common, rather they should be the exception and reserved for the relevant factions and ranks.Especially the gunners and traders have too many high-tech weapons.
I don't know how powerful convenient Fo4edit is, so out of curiosity. If I want to keep certain object in game, every skeleton for example, do I just need to remove the record in Movable static or I need to remove all references in cell and worldspace too?
After playing for a while with this mod I think my only big complaints are.
Sometimes there is a floating objects in some places. Okay maybe I see it a little to often in and around interiors and exteriors. I'm talking things that are usually on a table. So there's usually a box or lamp floating. Often I find these little visuals in small single room interiors. I'll have to grab some screen shots.
There are no Lunch Boxes to open when using all of these together. IDK if it's your mod or the full Looted World mod.
I still really like that I don't have the crafting tables. Makes my player homes special and with far less objects in the world it makes the game some how more tense to sneak around. Combat also feels so much more open to movement and tactics and concerns. Just thank you!
Okay I see now. I was playing around with another lighting mod that completely removed all the lights. I think it's yours. But anyways I went into a room and saw that the lamp was gone and that's when I realized. This would be more then just a clean up mo if it cleaned up all the lights as well. But that also got me thinking that I should trying and mix this with a commonwealth clean up mod and your lighting mod. Then I'd finally have a smooth and clean FO4.
your mods are great, thank u :) I notice thou some radios are missing from locations were it would make sense for them to be there, is there a way I can edit them back or is that too complicated for a fo4edit noob like me
(I only checked some parts of the city, so if im being dumb and missed them, ignore this lol)
is there a way I can edit them back or is that too complicated for a fo4edit noob like me
1 Make a screenshot of the radio you would like to see and upload it here "Add Media" OR 2 Click on the radio in console mode, type FormID into FormID field in FO4Edit, delete the reference from the mod
Hi. First of all, thanks for your work. I installed every module and when I got to the Ranger's cabin, just outside Sanctuary, I noticed the skeleton of the runaway girl, plus her suitcase where missing. Of course that's the idea of the mod, the thing is, inside the suitcase you find a holotape with a little lore, so I got a little concerned about the same thing happening for other items (notes, holotapes, items, etc) inside containers being removed by this mod. I can get by like that cause I like immersion and it makes sense those objects didn't survive, but at the same time, it would be nice if at least containers having those kind of items would be left untouched so we don't loose on some lore here and there. Thanks again! P.D: Maybe you already flagged those containers (or most of them) and the one I talked about was just overlooked.
54 comments
- Moveable statics are statics and vice versa, since both share equal model paths in the game files, some are PreCombined and cannot be removed, e.g. HalloweenDecor is both a STAT and MSTT and still appear in the game world as STAT (i will get rid of it in a future update)
- Cars, Shopping Carts, Plastic Bins, etc. all are moveable static objects
- Power Generators, FXs, etc. have not been disabled and are part of different mod projects
- New items added by other mods and not part of Vanilla FO4 and/or DLCs will not be altered and require patching
- Moveable statics may be attached to scripts and thus might not be removed mid-game or at all (so easily)
- Cars will not spawn in distance, explode, or kill player char for no reason anymore
- Remaining vehicles after installing this mod are static objects which cannot be removed without re-generating precombines etc.
Compatibility:
- Lootable Cars by Wastelander2K, if you load the mod before it will not work, if you load the mod after LWX it will work as usual
- Lootable Rusty Cars by Qrsr, was made for Looted World X, load order does not matter
Is there a way to reduce high-tech weapons? Laser and plasma weapons should not be so common, rather they should be the exception and reserved for the relevant factions and ranks.Especially the gunners and traders have too many high-tech weapons.
Best regards
Ballistic for the tribes, wisdom to the wise?! :)
Sometimes there is a floating objects in some places. Okay maybe I see it a little to often in and around interiors and exteriors. I'm talking things that are usually on a table. So there's usually a box or lamp floating. Often I find these little visuals in small single room interiors. I'll have to grab some screen shots.
There are no Lunch Boxes to open when using all of these together. IDK if it's your mod or the full Looted World mod.
I still really like that I don't have the crafting tables. Makes my player homes special and with far less objects in the world it makes the game some how more tense to sneak around. Combat also feels so much more open to movement and tactics and concerns. Just thank you!
(I only checked some parts of the city, so if im being dumb and missed them, ignore this lol)
OR
2 Click on the radio in console mode, type FormID into FormID field in FO4Edit, delete the reference from the mod
I can get by like that cause I like immersion and it makes sense those objects didn't survive, but at the same time, it would be nice if at least containers having those kind of items would be left untouched so we don't loose on some lore here and there.
Thanks again!
P.D: Maybe you already flagged those containers (or most of them) and the one I talked about was just overlooked.
Only moveable cars remover should be possible to add later ;)
can you do a version LootedWorldX_MSTT002 that wont remove the sandbags that npcs uses for cover ?