Removes most static/placed junk items, consumables, armor, weapons and ammo from the game world and improves performance as a result. Also covers Leveled Item lists to some extent.
Requirements
This mod does not have any known dependencies other than the base game.
Not required, but necessary to get the full intended experience + Credits
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
If you want to create an expansion for this mod or make changes to its records don't directly edit and upload my plugin but release it as a separate one which just references/overrides records from my plugin. If you use parts of my mod in your own mod your permissions for that mod have to match those of this mod.
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Translations
Russian
Portuguese
Mandarin
German
French
Translations available on the Nexus
Language
Name
FrenchAuthor: GenesisBravo - Traducteur Des Terres Desolees
updated some entries with new or modified data from UFO4P and PRP, this has no functional impact on your setup and was only done for the sake of completeness
Version 3.0.1
reapplied the Respawn flag to the couple of container forms I've removed it from previously, functionally there is no difference in those cases since the affected containers are empty anyway
Version 3.0.0
the main plugin was split into several ESLs and no longer depends on the DLC
there's now the base plugin that only covers the base game, and three others that cover Automatron, Far Harbor and Nuka World individually
all plugins are now part of a convenient FOMOD installer, this includes the optional Trap Activator Reward Disabler
Version 2.0.6
fixed a cell override that had a flag missing: GlowingSeaPOIJB03 [CELL:0000E828] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -20,-32)
Version 2.0.5
increased the chance to get anything from suitcases again, getting at least some clothing is far more likely now
Version 2.0.4
reenabled most items in the National Guard Training Yard's buildings
removed obsolete masters from the optional "Disable Trap Activator Rewards" plugin, it no longer relies on the main file
Version 2.0.3
reenabled the Toolbox in USAF Satellite Station Olivia that holds the Locket quest item
Version 2.0.2
excluded some items in Gorski Cabin's root cellar
Version 2.0.1
fixed a bug that made 75 clothing pieces spawn in suitcases
Version 2.0.0
reworked all containers and their associated leveled item lists so that they have a tiny chance of having some loot instead of disabling certain items entirely
reworked the Lunchboxes, the loot is no longer entirely disabled but instead there's a chance you won't get anything and the more rare drops are actually more rare now
reworked suitcases, dressers and some other containers with clothing; they no longer have clothes entirely disabled but instead there's a high chance you won't get any clothes from them
removed most NPC changes (I want them to be a viable source of materials) and all quest changes (their only rewards were materials and removing them entirely felt wrong)
made Stimpaks, RadAway and Bobby Pins (incl. Bobby Pin Boxes) more rare; in vanilla you get way too many of those items, in all my playthroughs I never felt the need to restock them at a vendor, they are pretty much everywhere; now you have to plan ahead
Version 1.1.6
re-enabled death items and leveled electronic junk items for mechanical devices (turrets, robots, etc.)
it didn't make a whole lot of sense to disable them in the first place because those devices wouldn't work without them
an argument could be made for the PC not being proficient enough in electronics to extract them but that's a bold claim considering they are able to modify densely packed and high-tech weaponry (e.g. lasers)
Version 1.1.5
updated with the changes from UFO4P v2.1.4
Version 1.1.4
removed all overrides of trap activator rewards from the main plugin so you get resources from them again
transferred those overrides to a separate ESL plugin that can be found in the Optional Files section
Version 1.1.3
disabled reward of Tin Cans when disabling Can Chimes
Version 1.1.2
reenabled some items in Barney Rook's bunker/basement
Version 1.1.1
fixed the Quality Assurance quest (General Atomics Factory) again, I did miss the Baby Bottle with a previous update, now all items should be available
Version 1.1.0
removed Container (CONT) and Activator (ACTI) form overrides from the junk and consumables plugin, those got included by accident
removed even more reference overrides that are related to quests and have the potential to cause problems
reenabled most junk items in the Sanctuary area so you can get your first settlement going
reenabled a couple of items in inhabited areas so that they feel more believable
cleaned up the Junk/Consumable module a bit by removing overrides of unused cells
reenabled Dirty Water and Purified Water in all instances so this is no longer a concern in survival playthroughs
reenabled all Leveled Item instances of RadX and Blood Pack
reenabled some leveled and placed instances of Stealth Boy
overhauled several consumable Leveled Item lists so that they still have some basic and post-war food and drinks, pre-war stuff is still missing and has to be bought from vendors
overhauled several publicly accessible containers to have less and/or different loot in them
previous main plugin renamed to "LootedWorld_ConsumeJunk.esm"
new plugin/module "LootedWorld_Equipment.esm" that removes most placed/static armor/clothes, weapons and ammo (except inhabited places)
all three previous modules (ConsumeJunk, Equipment and Leveled) got combined in a new main plugin, the separate ones are available in the "Optional" file section
Version 1.0.2
removed leftover ITM records
Version 1.0.1
reenabled item references for the quests "Pool Cleaning" and "Quality Assurance"
Featured in the Dank Suite mod collection. Check it out if you're interested in using my other fully standalone and highly compatible mods.
<<< PREFACE >>>
This mod exists for four reasons:
It doesn't make a whole lot of sense that in the 200 years from bomb drops to the present people struggled with surviving but didn't come up with the idea of utilizing the resources that got left behind after the war. The game features scavenger NPC but they don't seem to scavenge anything. And vendors restock their supplies from thin air. Now the world actually feels like every single resource is put to good use or is turned into money.
I don't like that the game world is cluttered with mostly unnecessary objects that serve no real purpose other than dragging down performance.
I wanted to know by how much those objects affect performance. Spoiler: Not as much as I expected, but it's definitely noticeable.
I wanted vendors and money (including related perks) to be more meaningful. Now you have to buy your resources from them instead of finding an overabundance pretty much everywhere (as if you were the first human being in those areas).
<<< FEATURES >>>
The plugins are ESL-flagged, so they won't count against your normal ESP/ESM plugin count and it doesn't affect precombined meshes or PreVis data. If you install this mod into an already running playthrough you'll have to wait a couple of in-game days for all the cells to reset and the changes to take effect. The mod comes in a convenient FOMOD installer. The base plugin works just with the base game. If you also got the game's DLC you can install optional modules for them.
This mod affects the following items:
placed and leveled junk items (items with components that can be used to craft items)
placed useless trash ("Burnt Magazines" and the like, those would have turned into dust by now anyway)
some placed and leveled consumables (drinks, food, meds, chems, etc.)
placed armour and clothing
some leveled clothing (e.g. in suitcases and dressers)
placed weapons
placed ammo
Vendors are left untouched and inhabited areas had the amount of items reduced.
Can I update the mod mid-playthrough? Yes, updates in a running play-through are possible and recommended unless the changelog specifically says otherwise. So, for your own good, form a habit of reading Patch Notes / Change Logs before updating any mod. That saves you from a lot of trouble in the long term.
How do I update the mod? The same way as any other mod. Your mod manager (usually Vortex or Mod Organizer 2) can update mods automatically. In addition to that make sure to read the changelog before you update. In some rare cases updates in an already running play-through should be done with caution. There is a warning in the changelog when that case applies. If you're managing your mods manually then simply override the files of the previous version with the new ones but I won't provide any support in that case.
Is it safe to uninstall the mod mid-playthrough? The following part is entirely about mods that come with an engine plugin (ESM/ESP/ESL) and/or Papyrus scripts. You can safely uninstall mods that solely consist of textures, models, animations and the like. Yes, it is safe if you revert back to a save file that existed before you installed this mod. The only other 100% safe method is to start a new playthrough. Other than that the engine doesn't support uninstalling mods mid-playthrough. That is why the game will show a warning when you try to load a save with a mod plugin missing that got baked into your save. Bethesda devs also made clear statements in that regard, that it is never safe to uninstall a mod mid-playthrough. Doing so regardless is considered bad practice. Installing a mod almost always modifies some things in your save and you can't revert that without going back to a state (save) before installing the mod in question. And there's nobody who can predict what will result from doing it anyway. That's all I have to say in that regard. I won't provide a simple Yes or NO for that method. Make your decision based on the information provided or do your own research. It is your responsibility to deal with problems that may arise from uninstalling mods. I don't want to see any comments with users crying that something broke in their game and they lost hours of progress.
Is this compatible with Previsibines Repair Pack or other similar mods? Looted World doesn't affect PreVis and PreComb data. So, yes, these mods are perfectly compatible with each other.
<<< RECOMMENDED MODS >>>
The following mods pair well with Looted World:
There's now an extension to Looted World called Looted World Expansion that covers other/additional parts of the world.
There's now also Traps Be Gone that removes another type of annoyance from the game world.
If you want to retain junk being way more rare but still be able to craft anything easily you could use the mod Construction and Crafting Converter.