When the player acquires an item, all nearby items (excluding weapons, armor, notes, and quest items) are automatically acquired. The looting system reads information directly from installed plugin files (ESP, ESL, and ESM), ensuring consistent handling of both vanilla and mod-added items. The range of acquisition and the types of items that can be looted are fully customizable through MCM.
For junk items, a powerful filter function allows you to determine whether to loot based on components. Health-restoring food items can also be acquired based on conditions such as healing amount, the presence of radiation, and the ratio of radiation damage, giving you the ability to customize the type of consumable you wish to obtain.
Most of the process is handled by F4SE's VM scripts, ensuring fast, accurate, and safe looting.
Version 6.1 Update:
Added the "Sync Junk Component Tags and Filters with Pip-Boy" option to the MCM menu.
+ 6.1.1 Update
The 'Disable Auto Looting in Settlements' option in the MCM has been improved. This option is now applied in real-time, and the scope is more logically defined based on the BuildableArea boundary of the settlement. If you experience any issues in settlements added by mods, please let us know the mod's name.
Additionally, the menu names in the Junk Components Filter Menu have been changed to 'Junk Components to Acquire' and 'Junk Components to Exclude' for better clarity and intuitive understanding.
Detailed settings can be found in the 'Auto Loot Nearby Items' menu in MCM. Most of the options should be intuitive, based on the item names or the help messages under each item. I will only explain the parts that require clarification.
"Auto Scrapping":
When this feature is enabled, any junk items you acquire will be sent to a designated location. Upon entering a settlement, these items will automatically be scrapped and placed into your inventory.
This feature might be considered overpowered by some, but it is enabled by default. Fallout 4 contains an overwhelming amount of junk items, and this mode allows for automatic collection, which can quickly fill up your inventory weight limit. If you feel this gives an unfair advantage, you can turn off this feature and control the junk collection more specifically through the junk item filter settings below.
"Loot Ingredients": This option will automatically loot ingredients only when they exist as items, such as crops or mushrooms, and will not perform harvesting. If a method is found that does not burden the code, harvesting may be enabled in the future.
"Minimum Healing Amount for Looting" / "Loot Healing-to-Radiation Ratio (%)":
The healing amount and radiation values are based on the values in the ESP file, not adjusted by perks or other modifiers visible on the player's screen. Please keep this in mind.
"Open Filter Settings / Debug Options Menu": Set this option to ON and close the MCM menu to reveal a separate menu for filter settings or accessing scrap boxes. Below is an explanation of the newly displayed menu.
- "Add Junk to Inventory without Scrapping":
When this option is selected, a container menu will open, allowing you to transfer junk items into it. Any junk placed into this container will be directly added to the player's inventory, bypassing any automatic scrapping process, even if the "Auto Scrapping" option is enabled. To revert this setting, simply remove the items from the container. Additionally, if consumables are added to this filter, they will be automatically looted, regardless of the MCM filter settings.
- "Exclude Items from Looting":
When this option is selected, a container menu will open, allowing you to place items inside. Any item placed in this container will be excluded from automatic looting. To cancel this setting, simply remove the items from the container.
(The above two settings persist across saves. This design is based on experience, as these filters are driven by the player's preferences and are likely to remain unchanged even when starting a new game.)
- "Junk Components Filter Menu" - Selecting this will display two new menu options.
---- "Junk Components to Acquire":
After selecting this menu, a container with 31 components will appear. To configure the filter, remove the components you want to exclude from looting. Junk items composed solely of the removed components will not be looted. For example, if you remove steel and wood, junk made entirely of steel (e.g., scissors) or wood (e.g., firewood) will not be looted, nor will junk made of both steel and wood (e.g., a hacksaw with 3 steel and 1 wood).
However, if the junk contains even one component not excluded (e.g., a hacksaw with 3 steel, 1 wood, and 1 aluminum), it will still be looted.
---- "Junk Components to Exclude":
After selecting this menu, a container with the components currently filtered will appear. To cancel the filter for a specific component, simply take it out of the container. Unlike other filters, this one is exclusively for components, so the menu has been divided into two for better clarity.
(The component filter needs to be configured individually for each save. This is because players often adjust the filters based on their progress.)
- "(Debug) Open the container for items sent to scrap": Selecting this will open the scrap box where junk is temporarily stored before being scrapped when the Auto Scrapping option is enabled. This mode is by default set to prevent quest items from being acquired, but some items controlled by scripts, may not be filtered out. In such cases, use this menu to open the box and acquire the quest items. Important! The contents of this box will disappear once you enter a settlement. Do not use this box as a storage container.
"Sync Junk Component Tags and Filters with Pip-Boy":This option syncs the junk component filter with the Pip-Boy's component tags under the Junk category. When enabled, changes made to the junk component filter in the MCM menu will update the selected component tags in the Pip-Boy's Junk section, and vice versa. Therefore, enabling this option allows you to set the component loot filter through the tag manipulation in the Pip-Boy.
Note: This feature was recently updated and may not work perfectly. Please report any issues in the comments.
I don’t speak any English, and all the content of this post and mod was translated with the help of ChatGPT. Since all the text in the mod can be modified in the esp file, feel free to correct any awkward phrasing to your preference. If you encounter any issues with the mod, please leave a comment, and I will check and fix it.
Required Mod: Not Compatible with NEXT-GEN Game Version
Fallout 4 Script Extender (F4SE)
Address Library for F4SE Plugins