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Dank Rafft

Uploaded by

DankRafft

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About this mod

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.

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  • Russian
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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.

All fixes from the Unofficial Fallout 4 Patch got incorporated/forwarded.


<<< FAQ >>>

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:


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