1. Is there any possibility of updating the loot tables for the vehicles to have a wider variety of possible stuff? Not more stuff overall just more options. Such as more components such as copper or circuitry, rubber, some random junk left in the cars or glovebox like a pack of cigarettes or sunglasses, maybe bones from people who died while driving, cloth from clothes they died in, certain tools and other stuff that people would keep in the trunk like a tire iron or other tools maybe coolant or other fluids.
2. Building off the first question have you given any thought about having different loot tables for different vehicles as well as having differences in the loot you find based off their location? Like, a car you can loot thats parked in a driveway compared to a car that crashed when the occupant died on one of the overpasses. Or a car parked in the Nuka World parking lots compared to a truck parked at one of the factories around the map compared to a medical van parked outside a hospital..
3. Just to be clear the optional file does not have the new items you added to the cars loot pool in the main version? When it comes to things like junk and so on I like to keep things as vanilla as possible so that its easier make stuff work with all the manufacturing mods I use for breaking down junk and so on.
this mod removes all of those realitively intact vehicles and replaces them with what would make sense for 200 years of humanity picking apart what remains of the old world?
Could we get a version that doesn't add items to the game in the future? For instance the car engine in the ruined remains of a car that doesn't have one. I removed the items myself and all references to them to test out the mod personally. I especially like the full version since it includes both the moveable statics and statics. I re-added the explodables to the moveable statics, however. Also changing the editorid of all of these is a bit of a problem... All that said, endorsed :)
I've always wondered if there's a better way to do lootables rather than the usual Cells/Worldspace spam. Having to manually seek out each object in Cells/Worldspace and there's always the chance of missing one and then there's mods adding such objects and of course those will be missed. I've heard of trying activators and maybe going that route, but probably more trouble than it's worth.
if so can it be added to a game already in use and would that change anything for vehicles already visited..?
Lastly, are all the vehicles basically rusted and wrecked and none intact, with some rust etc, as they are in the vanilla game..? If so, not sure if I like the idea of just seeing total rusted frames and wrecks.
Is it a reasonable idea to remove my other mod and then use the full one of this, without potentially messing up my game..?
At this point please read the main page. The mod should be incompatible, it uses the same technique as far as i can see. probably uses an activator/script. i simply put a container on top of it.
Ah thanks. Sometimes I get a little overwhelmed looking at a page of information. Even then I lack the experience to understand the potentials of what I'm sometimes reading.
just a question, is there any reason that mods like this are not making use of https://www.nexusmods.com/fallout4/mods/67528? It seems like it would be a way easier way to make a mod like this and make it completely compatible too. Unless Im misremembering Base Object Swappers capabilities could you not swap the base meshes with meshes that have loot pools and are lootable?
I want to see what i do mod. I want to feel what i mod. I need to net it together so it makes sense. Its not just a bulk edit and close your eyes and hope for the best. while base object swapper is a powerful tool, some changes need a closer loor. not all can be changed so easy. the methods i use equal in the end, you can loot an object of interest.
Open FO4Edit, select all container (these are all the cars) AND misc items (the are all the new items) in the plugin. Copy them into a new esp, call it the same just with a RUS suffix. Then Flag the esp, esl (record flag in the esp field). Then translate the container name (Full - Name) and misc item. Patch done. Upload to nexus.
NOTE: any other object class you see is not needed. You only have to patch the container and misc items.
But, ... at least i can do all what you need to help to translate the file. It should be up in the misc section of this mod. File size is around 195KB. Simply rename the "Name - FULL" fields.
28 comments
- Better Lootable Vehicles of the Commonwealth by vegawagon350 - incompatible
1. Is there any possibility of updating the loot tables for the vehicles to have a wider variety of possible stuff? Not more stuff overall just more options. Such as more components such as copper or circuitry, rubber, some random junk left in the cars or glovebox like a pack of cigarettes or sunglasses, maybe bones from people who died while driving, cloth from clothes they died in, certain tools and other stuff that people would keep in the trunk like a tire iron or other tools maybe coolant or other fluids.
2. Building off the first question have you given any thought about having different loot tables for different vehicles as well as having differences in the loot you find based off their location? Like, a car you can loot thats parked in a driveway compared to a car that crashed when the occupant died on one of the overpasses. Or a car parked in the Nuka World parking lots compared to a truck parked at one of the factories around the map compared to a medical van parked outside a hospital..
3. Just to be clear the optional file does not have the new items you added to the cars loot pool in the main version? When it comes to things like junk and so on I like to keep things as vanilla as possible so that its easier make stuff work with all the manufacturing mods I use for breaking down junk and so on.
I've always wondered if there's a better way to do lootables rather than the usual Cells/Worldspace spam. Having to manually seek out each object in Cells/Worldspace and there's always the chance of missing one and then there's mods adding such objects and of course those will be missed. I've heard of trying activators and maybe going that route, but probably more trouble than it's worth.
Yes i can add new plugins later.
Thanks.
Better Lootable Vehicles of the Commonwealth at Fallout 4 Nexus - Mods and community (nexusmods.com)
if so can it be added to a game already in use and would that change anything for vehicles already visited..?
Lastly, are all the vehicles basically rusted and wrecked and none intact, with some rust etc, as they are in the vanilla game..?
If so, not sure if I like the idea of just seeing total rusted frames and wrecks.
Is it a reasonable idea to remove my other mod and then use the full one of this, without potentially messing up my game..?
Thanks
Appreciate your reply.
You can add it inside your achieve, so people can choose language, English or Russian.
https://drive.google.com/file/d/1z0_t43YumUeaMCkkXqBiW0gKT6cDPadO
https://drive.google.com/file/d/1nSYkV0hbv4_FmDgG8jJ5VZsmkKIZmUGD
NOTE: any other object class you see is not needed. You only have to patch the container and misc items.
https://drive.google.com/file/d/135Y0X3BqZ1Oj-JtYD6EG6jWPSc5p-9VK