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Created by

WasteTheLand

Uploaded by

Qrsr

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Safe to use

About this mod

Makes the rusty cars in Fallout 4 lootable and replaces the former intact cars with rusted equivalents which can be looted aswell.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs
||| Please take some minutes to read the points below |||

Preface

This mod was first made for Looted World Expansion, since it removes all moveable static objects. Without moveable statics there are no cars able to kill player char, no throwable cars, or cars which can spawn in the distance and drop from the sky, by magic. Since all of these magic cars are removed you will find yourself in a much more desolate environment than before especially if you use DankRafft's Looted World.

Looted World was the base for Looted World Expansion and this mod here is the logically consequence to both. Therefore, the idea to allow to loot the remaining vehicles and retrieve some of the gather-loot-repeat scenarios but with more immersive moments was born.

With more progress in this mod i decided to replace the intact cars with rusted equivalents which can be looted aswell but not explode, fly from sky, or kill player char anymore. Now its possible to loot almost any vehicle in the entire game world by keeping a post-war environment due to rusted texture swap.

Overview

This mod makes all cars in Fallout 4 lootable. By adding an equal container vehicle on top of the vanilla object. All added vehicles can be scrapped in the workshop as usual and give components based on chance.

This mod allows for complex loot tables per car. Any car was split into its base parts logic wise:

- Frame,
- Rims,
- Tires,
- Motor/Engine,
- Tank,
- etc.

All of these hold a variety of new item combination by chance ready. Not all is given at a time to make looting cars unique. Furthermore, various new junk items and leveled lists were created.

I decided to split the engine for some cars to gasoline and other to pure electricity powered by fusion cores. Gasoline will be stored in Tanks while fusion power will be stored in depleted Fusion Cores. There is 1 up to 5 charge change per core per car. I found Sports Cars, Mini Cars and Fusion Fleas the only fitting objects for using fusion power. The remaining cars in Fallout 4 use standard gasoline. Some cars could be treated as hybrids but im not sure which for now.

NOTE: None of the files affect precombined meshes or PreVis data.

File Management

- Installing: It is recommended to use this mod together with a new game. Otherwise the game will show looted/empty cars on every explored cell (cluster). Those cars will not have their inventory set to respawn. If your very early in exploration try to install mid-game but note some cars might not be useable.
- Uninstalling: Removing the plugin from your load order will remove any container and thus you cannot loot those vehicles anylonger.
- Update: If you update a previous version of this file mid-game and the file description does not say otherwise, you should override the previous version and continue your playthrough just fine.

Compatibility

The optional file of this mod will work percetly fine with any Lootable Car mod around. All changes are based on UFO4P so there should not be any conflicts when loaded after UFO4P.

Lootable Cars by Wastelander2K, before UFO4P
Unofficial Fallout 4 Patch - UFO4P by Arthmoor is fully patched and must be loaded before
Lootable Rusty Cars, if the full version is loaded it will override all the car references making any other lootable car mod obsolete
Previsibines Repair Pack Stable Branch - PRP by BenRierimanu must be loaded after

NOTE: This mod file includes the White Car Fix.

Technical Issues

- Activation, few vehicles will be a bit harder to use, since the new vehicle object is not upscaled, therefore player char must walk at a certain sweetspot in order to use/open the vehicle just fine.
- Inventory, if vehicles show no inventory at all you must start a new game.
- Havoc, some vehicles use havoc by default (part of their mesh/NIF), this should be disabled since i placed a DisableHavocOnLoad script to these objects, if any vehicle moves and/or is able to kill player char please report - NOTE: This will work on a new game or after a Cell Reset in case the mod was installed mid-game.
- DebrisMoundGlowingSea01, this is a fixed static object not a static collection which can be split into container files, you will see some car debris piles in the GS which cannot be looted, i try to find a solution

Notes

- Feel free to leave notes about loot in the comments
- BGS decided to make certain cars unmoddable due to their precombine, PreVis logic, it seems the base game was made in different development stages, and later it was decided to add much more scrappable, and lootable items not part of the PC/PV logic, therefore this mod will add a new model in place of the old car model which can be looted but can not be removed or disabled and which does not interfer with precombined world space
- Alternative version of Lootabled Cars with detoriated world model replacer
- Add APC vehicle support
- Add school bus vehicle support
- Add construction site vehicle support
- Add agriculture vehicle support

Credits

- Bethesda
- Nexus Community
- FO4Edit Team, for their invaluable tool
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