PEOPLE OF THE COMMONWEALTH. So it turns out that you can't swap out the crates if you have interior precombines. I didn't know this because I've had precombines disabled for the better part of a year. You can still access the lootable crates by disabling precombines via the fallout4prefs.ini. I cannot make a firm statement regarding the performance or stability impact of doing so, however.
If a F4SE plugin/synthesis patcher/other mod comes along that is capable of dynamically turning off precombines inside interior cells, I will post it here and list it as a requirement. Currently, ORBP does this manually, but is known to have some performance impact for some players.
If you created a leveled list for each type of shipment then the player could get a random number of items instead of the fixed max.
Edit: I actually went ahead and did this although I think it still gave too much so will tweak it before I start a new game. I can make an optional patch to randomize the container contents and send that if anyone is interested. Basically, I created a leveled list for each shipment type and replaced the items in each container with the leveled list. A quantity of 1 for small containers, 3 for large (so it fills using the same leveled list 3 times).
Also! There is a somewhat experimental mod which replaces precombines/previs with a type of culling instead so only what is visible is rendered. This allows the containers to be accessible in Vault 111 (for example) without disabling precombines completely. So far so good. Only cells which have been updated use the new method so it's a work in progress. Optimized Room Bounds and Portals - No PreVis and PreCombines for Interior Cells
I have avoided officially recommending ORBP as a solution because of some reported performance issues, as well as a personal issue I've been experiencing with the mods where some interior cells simply stop rendering properly, leaving massive chunks of walls, floors, and ceilings to simply become white voids that I can walk on. I am unsure if this is ORBP's fault or a conflict in my load order, but if in the future I stop noticing similar issues I'll likely list ORBP as a requirement.
As for the form lists, I am actually unsure how to do that. If you get everything working though, you're welcome to upload it or post it here and I'll probably put it as an optional file.
[deleted] Turns out I had the old version of Baka Framework and not the new (optional) NextGen version to go with the NextGen Base Object Swapper. The included ini file works correctly. With the old version of baka changing to formids and not editorids made it look like it loaded but then it would actually do nothing.
Version 2.0 has been released. This version includes a new plugin that contains lootable variants of the 12 vault crates not included in the original mod and an updated BOS ini file to distribute them in Vault locations. Compatible with both Mac's original Vault Looter and my stripped down version. Enjoy!
Might make a version of the Vault Looter plugin stripped down to just the containers, which would remove the need to download the original as well as the set locations for those crates. Would help it feel more random and with balancing.
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If a F4SE plugin/synthesis patcher/other mod comes along that is capable of dynamically turning off precombines inside interior cells, I will post it here and list it as a requirement. Currently, ORBP does this manually, but is known to have some performance impact for some players.
Edit: I actually went ahead and did this although I think it still gave too much so will tweak it before I start a new game. I can make an optional patch to randomize the container contents and send that if anyone is interested. Basically, I created a leveled list for each shipment type and replaced the items in each container with the leveled list. A quantity of 1 for small containers, 3 for large (so it fills using the same leveled list 3 times).
Also! There is a somewhat experimental mod which replaces precombines/previs with a type of culling instead so only what is visible is rendered. This allows the containers to be accessible in Vault 111 (for example) without disabling precombines completely. So far so good. Only cells which have been updated use the new method so it's a work in progress.
Optimized Room Bounds and Portals - No PreVis and PreCombines for Interior Cells
As for the form lists, I am actually unsure how to do that. If you get everything working though, you're welcome to upload it or post it here and I'll probably put it as an optional file.
Turns out I had the old version of Baka Framework and not the new (optional) NextGen version to go with the NextGen Base Object Swapper. The included ini file works correctly. With the old version of baka changing to formids and not editorids made it look like it loaded but then it would actually do nothing.
btw, i think the adhesive has both organic and inorganic. you can make it with vegetables or find old world inorganic stuff
New ESP is up if you care for it.