If you've encountered crashing while having "Item for ally" in your inventory (specifically highlighting it in your pip-boy causes the issue on some versions of the game with this mod), please refer to the installation section of the description. There is a fix for that in the optional files section.
Hi Rigell. Thanks a lot for the mod, I just love everything about it. I have a problem though: I have the "item for ally" game bug, where a misc object with this name appears sometimes in your inventory. You can't interact with it, you can't get rid of it, it has no use. Your mod is not at fault at all, it's a bug in the game linked to camp allies quests. However, with your mod, simply passing on this item line in the pipboy makes the game CTD. The "item for ally" doesn't show any 3D model in the pipboy, but from what I read about it it's supposed to use the standard loot bag model. If I use another mod to change the look of the loot bags, like this one: https://www.nexusmods.com/fallout76/mods/2484?tab=files I do not have the CTD. Would you know of a solution please?
Hi! Glad you liked the mod! Yeah, I know about that bug, and there's no good way to fix it, though there still is one that makes the issue go away.
It turns out that this bug might be tied to playing the animations attached to the generic brown bag model while in pip-boy. I made a fix a while ago and it worked for a friend of mine who had that same CTD issue. I'll upload it as an optional file, you're gonna need to add it after heartbags-m.ba2 in your load order. The generic lootbag won't be animated anymore, but it's gonna help with crashes.
Man, are you using every single new bag that gets released or what? :D
I will update it one day, but I barely play the game these days, so modding is my lowest priority for now. I'd probably return to all that with the ghoul update.
yeah i don't think you understand why people use this mod lol, we can't control what bags others use, but if we want to spot dropped loot, we need all bags glowing.
> i don't think you understand why people use this mod
I don't think you understand what being a hobbyist-modder is. I'll make it clear for you: I make mods for my own convenience and share them because I feel they might be useful for others. If it helps even a little bit, it's good enough in my book.
I make mods in my free time and usually only when I actively play the game. I wish I could prioritize making mods for every single little wish people have, but I can't. It's not my job, and I can't dedicate my whole life making every single request happen. If I find the mod is efficient enough at what it does (even if it's not at 100% efficiency, like not having 1 lootbag out of 25 available), I won't prioritize updating it.
You probably didn't notice, but I used to update the mod with the newest bags every once in a while, which means I understand perfectly well that it's good to have all of them and I found it worthwhile to actually implement. But sometimes I just can't care less if a new bag gets added to the game, as not seeing it right away doesn't really affect gameplay all that much, and that's because only a smallest fraction of the playerbase actually uses it.
So it all boils down to the negligibility of not seeing just one lootbag out of many at all times vs my time to make the mod, upload it, change the description etc. If I don't feel like it's worth spending my time for all that, I won't make an update.
Good morning Rigell, I love your work and laugh alone when the bags that other players leave are visible from a long distance. When you have time and patience could you update the ba.2? there are new bags. Thank you
BUT I am here again, suggesting that the original loot back be present, with just the string and heart attached to it. People buy/use custom lootbags, to see them... show them off Having them all turned into a little square package ruins that experience.
As I already said, I've taken your suggestion in consideration. Can't really promise anything here as this is not something I'd actually prioritize anytime soon.
Awesome updated. I was upset when I found out this was causing the crash in the pipboy when going to the treat bags. Now I can have my glowie hearts back.
Thanks for your updates Rigell ! I'm glad to see you are playing 76 nearly once a day again. ( today I started playing again. I took a near three month break. I don't think I would were it not for wundrous mod authors like you my friend ! ) Reflectively, BorderXer
Hi there! Thanks for sharing this - it's so practical to use, also to spot loot bags enemies drop after their bodies get removed by the game to (try to) save on performance.
I have an unusual request that I believe could be possible to achieve: I suspect you actually managed to tweak the collision volume you can interact with. And - some loot is actually quite hard to get - in one case in particular: if you accidentally (asking for a friend :P) fall into the radioactive breaches in the Scorched Earth event (or similar). Any chance to extend the boundary vertically so we can recover some potentially huge loot - sometimes it just takes a server lag to make you fall there (or even below the world :D), especially when rushing/jumping/jetpacking around.
Is it something that can be safely added or tried without hopefully not borrowing you too much time?
(by the way, I read the comment right below and wanted to point out that there's a little issue with a static object in the Safe and Sound event. That is, you can always spot a bag in one of the cabins but it can't be looted. It's a minor thing that I don't know if it's worth fixing but I felt like mentioning it)
Thanks again for your time and for keeping the mod up-to-date!
I guess that could be done, but I'm only making mods for things I'd personally use.
As for the SaS event balloon - I think it might be an object using the same nif as one of the lootbags. I haven't checked which one it is. (I never usually turn the lootbag mod off and I haven't bothered to test it out) I think it's gonna be impossible to fix unless one of the lootbags would no longer retain its balloon form.
Yup, no worries^^ Just wondering, before embarking to give such change a go: Would that technically feasible? I believe this mod already allows you to pick up objects by interacting with a taller collision "pillar". Could you please share any advice on what to tweak in the nifs? 🙏
Have you tried to use other mods that replace collectibles with huge objects like wind turbines and such? Might be a good start to try and swap meshes from these mods with lootbag meshes.
113 comments
It turns out that this bug might be tied to playing the animations attached to the generic brown bag model while in pip-boy. I made a fix a while ago and it worked for a friend of mine who had that same CTD issue. I'll upload it as an optional file, you're gonna need to add it after heartbags-m.ba2 in your load order. The generic lootbag won't be animated anymore, but it's gonna help with crashes.
Hi, I just wanted to tell you that I will hardly leave this mod. She's fantastic. Could you kindly update it with the new bags? Thanks again
I will update it one day, but I barely play the game these days, so modding is my lowest priority for now. I'd probably return to all that with the ghoul update.
we can't control what bags others use, but if we want to spot dropped loot, we need all bags glowing.
I don't think you understand what being a hobbyist-modder is.
I'll make it clear for you: I make mods for my own convenience and share them because I feel they might be useful for others. If it helps even a little bit, it's good enough in my book.
I make mods in my free time and usually only when I actively play the game. I wish I could prioritize making mods for every single little wish people have, but I can't. It's not my job, and I can't dedicate my whole life making every single request happen.
If I find the mod is efficient enough at what it does (even if it's not at 100% efficiency, like not having 1 lootbag out of 25 available), I won't prioritize updating it.
You probably didn't notice, but I used to update the mod with the newest bags every once in a while, which means I understand perfectly well that it's good to have all of them and I found it worthwhile to actually implement.
But sometimes I just can't care less if a new bag gets added to the game, as not seeing it right away doesn't really affect gameplay all that much, and that's because only a smallest fraction of the playerbase actually uses it.
So it all boils down to the negligibility of not seeing just one lootbag out of many at all times vs my time to make the mod, upload it, change the description etc. If I don't feel like it's worth spending my time for all that, I won't make an update.
This mod is amazing, of course.
BUT
I am here again, suggesting that the original loot back be present, with just the string and heart attached to it.
People buy/use custom lootbags, to see them... show them off
Having them all turned into a little square package ruins that experience.
As I already said, I've taken your suggestion in consideration. Can't really promise anything here as this is not something I'd actually prioritize anytime soon.
Thanks for understanding.
Which crates do you mean exactly?
I'm glad to see you are playing 76 nearly once a day again.
( today I started playing again. I took a near three month break. I don't think I would were it
not for wundrous mod authors like you my friend !
Reflectively
I have an unusual request that I believe could be possible to achieve: I suspect you actually managed to tweak the collision volume you can interact with.
And - some loot is actually quite hard to get - in one case in particular: if you accidentally (asking for a friend :P) fall into the radioactive breaches in the Scorched Earth event (or similar). Any chance to extend the boundary vertically so we can recover some potentially huge loot - sometimes it just takes a server lag to make you fall there (or even below the world :D), especially when rushing/jumping/jetpacking around.
Is it something that can be safely added or tried without hopefully not borrowing you too much time?
(by the way, I read the comment right below and wanted to point out that there's a little issue with a static object in the Safe and Sound event. That is, you can always spot a bag in one of the cabins but it can't be looted. It's a minor thing that I don't know if it's worth fixing but I felt like mentioning it)
Thanks again for your time and for keeping the mod up-to-date!
As for the SaS event balloon - I think it might be an object using the same nif as one of the lootbags. I haven't checked which one it is. (I never usually turn the lootbag mod off and I haven't bothered to test it out) I think it's gonna be impossible to fix unless one of the lootbags would no longer retain its balloon form.
Just wondering, before embarking to give such change a go: Would that technically feasible? I believe this mod already allows you to pick up objects by interacting with a taller collision "pillar".
Could you please share any advice on what to tweak in the nifs? 🙏