Posting my bug-report here, to see if someone has a solution for the meanwhile;
"The hitboxes of the vault-suit boxes are behaving very oddly - I can only open them by pointing the cursor at the seems. Targeting any of the sides, top and bottom does not prompt the inventory pop-up. Can this be an error due to your replacing of the original boxes in the Editor and the game not culling the OG boxes, so that both versions (the OG and yours) spawn within the same spaces, causing hitbox priority issues?"
First I want to say I love this mod and have included it in all my mod builds - especially helps when I want to make a "what if" scenario of Vault residents invading the Commonwealth
I downloaded this mod, along with lootable vault crates and boxes mod and lockers/dressers aren't empty...... I noticed when I took lootable vault crates and boxes mod off (because for whatever reason with it being on the elevator leaving vault 111 is simply gone.....) I am no longer able to loot from the vault suit boxes anymore. I made off like a bandit with 30 vault suits from 111 with the mods on. Now, granted I was assuming the vault suit box mod stopped working because I could no longer loot from vault 111 - I have nothing that would edit that location whatsoever - my mods are mainly weapons, power armor, and a bunch of Enclave mods - I only have two vault mods that I don't believe would cause an issue (Vault 95 w/Vault 76 colors & Vault 119 - had Vault 85 but that caused some issues with a strange little "town" near the entrance that was a complete cluster*^$%.). Maybe I am jumping the gun here thinking that the mod broke based on issues at Vault 111 and try for a larger sample size outside the vault?
I think it will conflict with any other mod that edits the cell. If only someone made a fixed version like this mod https://www.nexusmods.com/fallout4/mods/30871 did for the lootable vault crates and boxes mod
2019 and it is still working. My only issue is that it seems to cause a great deal of instability inside vaults. I get a constant lower fps inside vaults dropping down to 35-45 fps while inside, and occasionally doorways don't render what is on the other side until I walk through. I assume this is because it is rendering so many more lootable containers or perhaps the mod is not well optimized. Either way it was a big help. I am trying to get all of the Vault Suits, but for some reason the empty boxes in all the Vaults had no Vault Suits in them. Thanks.
Wasn't working for me either but I left it installed for some reason. Thing is, I got it working by uninstalling my pipboy replacer of all things. If you have one of those, try uninstalling it real quick as a check.
A nice mod but a heads up on the two glitches in the Bugs section.
Missing vault 111 elevator VAULT 95 GLITCH
The mostly likely cause of those two glitches is the way Bethesda setup interior cells. I learned something interesting when I poked around the Spring Cleaning Compatibility Patch.
Referencing/editing the boxes inside the vaults causes the precombined meshes to be disabled and disables previs. Disabling previs in interior cells causes void and disappearing objects.
anamorfus the author of Enhanced Lights and FX found a fix for the Vault 111 elevator being invisible he told me you need to Rebuild the precombinated meshes in Creation Kit, this is the only fix possible . i don't know how to do this if the mod author is still around or someone knows how to do it please could u see if this works
A small but cool idea if you'd be up for it. Add a box with the cut Vault 101 Jumpsuit to the Vault-Tec Regional HQ. And maybe add a terminal entry about the box being shipped to the wrong Regional HQ for distribution.
When I activated this mod it messed up the park street station and vault 114 when I was doing the unlikely valentine mission. The whole area was filled with weird blueish fog and the enemy AI was dumber than usual and in some cases the enemies just stood still. I tried realoading a save and also reloaded the game and nothing happened. Then I deactivated this mod and it was fine and working normal. Anyone else having similar problems?
So I opened the ESP to see what's going on, and changed the container names in Vault 75 so I could tell the different types apart. Turns out the unopened boxes do have 10 suits, but the boxes which roll on the list have none, even after changing "chance none" to 0 and then 1.
Upon further exploration, and after renaming all the containers so the "unopened" and "minimum 1" could be distinguished, it seems that the leveled list isn't working at all anywhere - those boxes are always empty.
Your report is one of a dozen varying ones. Some have them working fine, some have them working like crap, some (like the poster above you) have them working TOO WELL and wind up with 200+ suits.
I'm still trying to wrap my head around the issue with leveled lists here. If I can figure out what it is I'll be able to solve the issue, but for now you are at least partially correct - leveled lists aren't working as they should.
40 comments
"The hitboxes of the vault-suit boxes are behaving very oddly - I can only open them by pointing the cursor at the seems. Targeting any of the
sides, top and bottom does not prompt the inventory pop-up. Can this be
an error due to your replacing of the original boxes in the Editor and
the game not culling the OG boxes, so that both versions (the OG and
yours) spawn within the same spaces, causing hitbox priority issues?"
I downloaded this mod, along with lootable vault crates and boxes mod and lockers/dressers aren't empty...... I noticed when I took lootable vault crates and boxes mod off (because for whatever reason with it being on the elevator leaving vault 111 is simply gone.....) I am no longer able to loot from the vault suit boxes anymore. I made off like a bandit with 30 vault suits from 111 with the mods on. Now, granted I was assuming the vault suit box mod stopped working because I could no longer loot from vault 111 - I have nothing that would edit that location whatsoever - my mods are mainly weapons, power armor, and a bunch of Enclave mods - I only have two vault mods that I don't believe would cause an issue (Vault 95 w/Vault 76 colors & Vault 119 - had Vault 85 but that caused some issues with a strange little "town" near the entrance that was a complete cluster*^$%.). Maybe I am jumping the gun here thinking that the mod broke based on issues at Vault 111 and try for a larger sample size outside the vault?
Missing vault 111 elevator
VAULT 95 GLITCH
The mostly likely cause of those two glitches is the way Bethesda setup interior cells. I learned something interesting when I poked around the Spring Cleaning Compatibility Patch.
Referencing/editing the boxes inside the vaults causes the precombined meshes to be disabled and disables previs. Disabling previs in interior cells causes void and disappearing objects.
.
i don't know how to do this
if the mod author is still around or someone knows how to do it please could u see if this works
The whole area was filled with weird blueish fog and the enemy AI was dumber than usual and in some cases the enemies just stood still.
I tried realoading a save and also reloaded the game and nothing happened. Then I deactivated this mod and it was fine and working normal.
Anyone else having similar problems?
https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/1892872
Upon further exploration, and after renaming all the containers so the "unopened" and "minimum 1" could be distinguished, it seems that the leveled list isn't working at all anywhere - those boxes are always empty.
I'm still trying to wrap my head around the issue with leveled lists here. If I can figure out what it is I'll be able to solve the issue, but for now you are at least partially correct - leveled lists aren't working as they should.