Weapon and Armor are back at non-reduced health when loading save game again after closing FNV. I think its because RefMapDestroy "*v" on Gameload, and of course it will prevent save game bloat but that opens a big issue, since this mods goal is to reduce (valuable) loot.
Suggestion: Why not run a reduce loop only on weapons and armor each time we enter a already visited cell and on save game load? We cant use existing loop, since other loot, which survived first will get now disabled as well from rolling again dices.
Suggestion: Why not run a reduce loop only on weapons and armor each time we enter a already visited cell and on save game load? We cant use existing loop, since other loot, which survived first will get now disabled as well from rolling again dices.
1 reply
The code is open, read it.
> some items are not being removed
Every item must be encountered at least once, this is a basic unique check.
> always corpse apparel.
The main purpose of the mod NOT to blindly remove all loot from the game, but to make the economy harder without harming gameplay.
You are suggesting to strip corpses naked? Or remove weapons NPCs just used to shoot at you? (The latter can be overridden in settings.) The mod reduces gear condition instead - except cases, when an enemy is disintegrated or gooified.
Another example, it does not remove loot from containers with notes. Why? Because there is a high possibility a note mentions some loot you are expected to find.
Enable debug mode in settings to see how the mod makes decisions.
> value of hunger for example food, how does this mod work?
Not a factor in Unfound Loot. When needed, values changed in runtime are accounted right away.
> And how does this mod work with base object swapper?
Should work as expected, Base Object Swapper is a DLL mod and fires way before Unfound Loot.