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Fallout 4 Quick Loot

General mod discussion and requests.
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Slightlycubed
Posts: 3
Joined: Fri Jul 01, 2016 10:21 pm

Fallout 4 Quick Loot

Post by Slightlycubed » Fri Jul 01, 2016 10:25 pm

Hey everyone!


 


I recently just started a new playthrough on TTW and wanted to use one of my favorite New Vegas mods Quick Loot.


However I seem to have into an issue.. all the containers in the Fallout 3 DC wasteland do not show their contents unless you physically open them compared to New Vegas, hence making the mod useless. Do I need to do something special to make sure it is working correctly? It is a NVSE mod, and I have it working otherwise in New Vegas so I know it isn't my install.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Use this mod instead.

Post by TrickyVein » Fri Jul 01, 2016 10:33 pm

Use this mod instead.


It does everything quick loot does but better. And is made by someone on the TTW team, so no worries about cross-wasteland compatibility. 



Slightlycubed
Posts: 3
Joined: Fri Jul 01, 2016 10:21 pm

Thanks! That'll work awesome.

Post by Slightlycubed » Fri Jul 01, 2016 11:14 pm

Thanks! That'll work awesome. Even though Fallout 4 for me was a let down there are a few features that just make the game shine at times, this being one of them. :)



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Some containers/ objects have

Post by Mystical Panda » Sat Jul 02, 2016 9:00 am

Some containers/ objects have scripts attached to them which lets the game check for certain "events" like when getting food and medicine from the Super Duper Mart in "Wasteland Survival Guide". It won't trigger the "scripted events" if you use the F04 method of looting; you'll instead still need to open it normally like vanilla and grab them that way. You'll need to check the option in the MCM menu to open containers that have scripts, and watch so that you only pickup items (with a script) with the regular way. If you forget, just put the item back in the container, open it the regular way and get it. That should trigger it.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I've actually not had an

Post by RoyBatty » Sat Jul 02, 2016 3:57 pm

I've actually not had an issue with this, new vegas bounties for instance seems to work fine. It may be scripted things which happen in an OnActivate block which will break.


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darthbdaman
Gary
Posts: 272
Joined: Wed Sep 19, 2012 11:04 pm

I'm pretty sure it will work

Post by darthbdaman » Sun Jul 03, 2016 7:01 pm

I'm pretty sure it will work fine for most scripts
If you are just removing the item it will probably work. Running a script on a container is unusual

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