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Invisible Loot


Fighter120

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I have problem with the looting. With my current mod setup it seems that on certain corpses and other lootable objects (like Mail Boxes, etc.) I can't see the loot or take it in any way.

I debugged this with only the original main data file left in the load order, the dlc's and the Darn UI left alone and i still can't see the loot or take it (tried on the same save).

 

My load order is:

[X] Fallout3.esm

[X] Anchorage.esm

[X] BrokenSteel.esm

[X] ThePitt.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] CRAFT.esm

[X] CALIBR.esm

[X] Project Beauty.esm

[X] FO3 Wanderers Edition - Main File.esm

[X] EVE.esm

[X] Mart's Mutant Mod.esm

[X] IMCN.esm

[X] StreetLights.esm

[X] UndiscoveredCapital.esm

[X] CINEMATECH.esm

[X] DCInteriors_ComboEdition.esm

[X] DCInteriors_SideQuests.esm

[X] GNRBuilding_BoS.esm

[X] AWorldOfPainFO3.esm

[X] DarNifiedUIF3.esp

[X] Project Beauty- Broken Steel.esp

[X] Project Beauty- Point Lookout.esp

[X] FO3 Wanderers Edition - Main File.esp

[X] FO3 Wanderers Edition - DLC Anchorage.esp

[X] FO3 Wanderers Edition - DLC Broken Steel.esp

[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

[X] FO3 Wanderers Edition - DLC Point Lookout.esp

[X] FO3 Wanderers Edition - DLC The Pitt.esp

[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

[X] FO3 Wanderers Edition - Optional Restore Tracers.esp

[ ] FO3 Wanderers Edition - Project Beauty.esp

[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

[ ] EVE - FWE Patch.esp

[X] WeaponModKits.esp

[X] WeaponModKits - OperationAnchorage.esp

[X] WeaponModKits - BrokenSteel.esp

[X] WeaponModKits - PointLookout.esp

[X] WeaponModKits - ThePitt.esp

[X] WeaponModKits - Zeta.esp

[X] WeaponModKits - FWE Master Release.esp

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp

[X] Mart's Mutant Mod - DLC Broken Steel.esp

[X] Mart's Mutant Mod - DLC Point Lookout.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp

[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - Master Menu Module.esp

[X] Mart's Mutant Mod - Zones Respawn.esp

[X] Mart's Mutant Mod - Tougher Traders.esp

[ ] Mart's Mutant Mod - Project Beauty.esp

[ ] EVE - MMM Patch.esp

[X] UndiscoveredCapital - 01 - 'Now Showing'.esp

[X] CASM.esp

[X] Realistic Interior Lighting.esp

[X] F3ProjectRealityMkI.esp

[X] DYNAVISION - Dynamic Lens Effect.esp

[X] ImaginatorFO3.esp

[X] Directors Chair - Fallout 3.esp

[X] dD - Enhanced Blood Main.esp

[X] dD-No Screen Blood.esp

[X] CALIBR Ammo Schematics - CRAFT.esp

[X] CRAFTable_WMKs_lead_pipe_no_assault_rifle_and laser_pistol.esp

[X] FO3_WRP.esp

[X] Millenia_AKS74U.esp

[X] Book Delivery.esp

[X] Overhead3PCamera.esp

[X] DynamicCrosshair.esp

[X] DCInteriors_DLC_Collectables.esp

[X] GNRBuilding_Studio.esp

[X] MegatonHouseExtraStorage.esp

[X] MME Relentless Warrior Perk.esp

[X] MME Universal Whiz Perk.esp

[X] perksforcapsv2BrokenSteel.esp

[X] RealisticBulletsWMKtracers.esp

[X] UndergroundHideout.esp

[X] DALCO Fixes for Underground Hideout.esp

[X] Vault-Tec Experimental Dimensional Safe.esp

[X] DALCO Junk-O-Matic.esp

[X] DALCO Wadsworth the Recycler.esp

[X] Fallout Remastered.esp

[X] Fallout 3 Weapon Glow Bug remover.esp

[ ] Fallout Remastered - Project Beauty.esp

[ ] Fallout Remastered - FWE.esp

[ ] Fallout Remastered - EVE (Paradox Ignition Merge).esp

[ ] Fallout Remastered - Mart's Mutants Mod.esp

[X] Fallout Remastered - RIL (PI Merge).esp

[X] Blackened FWE + MMM + EVE + Project Beauty.esp

[X] DALCO Inventory Sorter - Fallout 3 & All DLCs.esp

[X] DALCO Inventory Sorter - CALIBR.esp

[X] DALCO Inventory Sorter - FWE (Main File).esp

[X] DALCO Inventory Sorter - FWE (Operation Anchorage).esp

[X] DALCO Inventory Sorter - FWE (The Pitt).esp

[X] DALCO Inventory Sorter - FWE (Broken Steel).esp

[X] DALCO Inventory Sorter - FWE (Point Lookout).esp

[X] DALCO Inventory Sorter - FWE (Mothership Zeta).esp

[X] DALCO Inventory Sorter - FWE (Followers Enh (BrS)).esp

[X] DALCO Inventory Sorter - Weapon Mod Kits (Base).esp

[X] DALCO Inventory Sorter - WMK - FWE Master Release.esp

[X] DALCO Inventory Sorter - WMK - FWE (DLC Anchorage).esp

[X] DALCO Inventory Sorter - WMK - FWE (DLC ThePitt).esp

[X] DALCO Inventory Sorter - WMK - FWE (DLC BrS).esp

[X] DALCO Inventory Sorter - WMK - FWE (DLC PointLookout).esp

[X] DALCO Inventory Sorter - WMK - FWE (DLC Zeta).esp

[X] DALCO Inventory Sorter - Mart's Mutant Mod (Main).esp

[X] DALCO Inventory Sorter - Mart's Mutant Mod (DLC Broken Steel).esp

[X] DALCO Inventory Sorter - CASM.esp

[X] Imp's More Complex Needs.esp

[X] IMCN - 5 DLC Merged.esp

[X] IMCN - FWE Compatibility and Ingestibles.esp

[X] IMCN - MMM Meats, Bloods, and Eyeballs.esp

[X] DALCO Inventory Sorter - IMCN - FWE - MMM.esp

[X] DALCO Inventory Sorter - CRAFTable WMKs.esp

[X] Fighter's Patch.esp

 

I will add here some tags since i couldn't find an answer with search on internet. Maybe others will need an answer too.

Tags: invisible loot error bug can't take see unlootable

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Does the game crash? Wait! Stupid question, when does it not crash, if ever? You don't have to play a crashing game. There are plenty of load orders that never crash. Seems to me like you have much bigger problems. Oh well. Load the save wait 3 days try again. Delete the unused mods in the data folder. Use Garybash to merge some of these into a bashed patch instead of whatever that "Fighter's Patch" is. Autosave/quicksave/scriptedsave isn't always a good idea you know. You could also start a new game an play test for a while to see if it does the same thing.
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I have a couple of questions here. Why do you have compatibility patches that are not activated? Have you read the installation instructions for your mods? I ask this since you have not followed the instructions for Fallout Remastered. Did you use BOSS to set your load order? And, how do you know the loot is invisible? Does this happen with all containers and/or enemies you try to loot? It could be the container is just empty.
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@ GrindedStone: The game RARELY crashes. I informed myself and modified it so that it rarely crashes now. The load order is good, at least good enough, and i followed the recommendation of the mod authors (for example you will see that the load order is the one recommended on FWE page). The ... "Fighter's Patch" is obviously the merged patch made with the fo3edit. And yes, i started a new save game and at some point i start to encounter this error again, which occurs very often since then.

 

@ M48A5: I have replaced those individual compatibility patches with the Blackened one that takes care of all of them, so it shouldn't be any problem on that side. And yes i read the instructions and followed the Remastered recommendations. I didn't used BOSS. I used once in the past and it seems to me that it does a worse job then you could do by informing yourself from the mod authors and use the fo3edit to see eventual problems. I realized after i wrote the initial post that i wasn't very explicit about the error. So i will add more below.

 

The error manifests itself when i loot containers like bodies or boxes, etc.. After i loot, when i look at the container it doesn't say [EMPTY]. Some items that where there were originally taken. When i look in the container again there is nothing there, and no amount of "take all" that i give can "empty" it. Before i added the Remastered i had the same error just more rarely, and when i returned after a while there was some additional item that i haven't looted. Looted that and then the container was [EMPTY]. Now the problem is more frequent and is persistent. I don't know what exactly is causing this and i tried to debug it without any success. Does anyone know what could possible be causing this or a command that i can use in the console to see what objects are in a certain container, or where in a mod i can look with the fo3edit and see the lists of loot that are attached to a container and see if they conflict with some other mods ?

Edited by Fighter120
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The following is a direct quote from the Fallout Remastered ReadMe: "Proper load ordering is absolutely essential to the proper operation of Fallout Remastered.

It should be loaded after any and all mods."

 

From the Blackened description page: "Unlike FOIP, these patches are fully compatible with Fallout Remastered

All patches are to be loaded below Fallout Remastered and it's patches."

 

Blackened does not take the place of the Remastered patches., it was meant to be used in conjunction with the Remastered patches. I suggest you go back to the description pages and ReadMe for your mods and insure they are installed properly and placed in the correct load order.

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Rarely crashes, an never crashes are two different things. I'll give you a hint, one of those is very useful to you the player. Also "Fighter's Patch" isn't obviously a merged patch, because it isn't named MergedPatch. If you couldn't even get that right you shouldn't even be using FO3 edit to make a merge patch in the first place. It's manual an requires editing after creation which requires understanding what each type of data does in the game. It's designed more for modders that have already used FO3 edit for an insane length of time. If you started learning right now you would still be learning new things to do with TES/FO3/FNV edit it 5 years later. Instead use GaryBash/WyreFlash to create an more automated bashedpatch, which also merges tiny mods into one based on tested data thus allowing more mods to be used, and also goes hand in hand with using BOSS an the kind of load order you are using. Though this has very little to do with your issues which are caused directly from both the load order itself an how many of the mods are dirty and/or conflict directly. You've got too many that are too messy.

 

However it would be rather helpful if you learned how to clean mods with FO3/FNV/TES edit which doesn't require actually knowing what each type of data does instead it's a partially automated utility that you can really only do with FNV/FO3 edit. To that end the problems it resolves are random crashing, crashing in locations, and random issues. Though the amount solved is roughly 85% of the total issues when using Fallout 3 with any load order. However the DLC are more dirty than any mod ever made and along with FWE are un-cleanable because there limits to the amount that can be cleaned. It's widely ignored because so few are dedicated enough to even learn how to install a mod, much less learn how to create them, thus the large amount of dirty mods available for download. The rarely crashes you have is a result of using somewhat of a tested load order that you know this 85% becomes more of a rarely crashes issue. This problem is without question the largest issue with the game. So it's a very different thing between using a tested load order an using a cleaned one. Crashing rarely/Crashing never.

 

 

 

 

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I have nailed down the problem.

 

The problem is ... Bethesda's. :down:

 

I have used the commands to find out the id of the objects that are in the unlootable containers.

It seems that there are a bunch of generic books with the id ranging from 000199B3 to 000199C2.

They are present in some loot list and spawn in some various containers. The odd thing is that this happens also in vanilla, but they don't show in the containers.

In vanilla they don't show at all, and after a "Take All" the container is [EMPTY]. In my modded game this doesn't happen however.

They spawn, but they don't show, and are unlootable, and the container doesn't remain [EMPTY] after a complete loot.

 

However there must be some mod that i haven't nailed down yet that exacerbates the issue.

The other odd thing is that i have checked and absolutely no mod touches those containers, the loot lists for the containers, or the books. :rolleyes:

Weird or what ?

 

I have fixed the issue for myself, and have named the Generic Books and give them some icons so that they show in the pipboy, and now, after i loaded the game,

the books are there in the containers, they are now lootable, and the container is [EMPTY] after they are taken. :P

 

Update: I forgot to mention the the books belong to the vanilla game, they are present in Fallout3.esm along with the spawn lists and the containers they are in.

Edited by Fighter120
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Those are not used in the game. One of your mods added them. So no it's not Bethesda's fault. Also for the record saying that loot doesn't appear an saying that 8 books doesn't appear is two different things. You had me thinking all loot didn't appear. Those books don't have a in-game name, an you can't use items without a name. Use FO3 edit, load up the load order, type in one of those form ID's into the top left search box hit enter, an you will see the mod that added them. Then you can add the name to that mod an have a bunch of books so useless even Bethesda didn't consider it clutter. If it's not in the base form id, then you'll have to right click an apply a filter search for the name bookgeneric or whatever the editor id name is, to find the list that puts it into containers. Edited by GrindedStone
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