Open DoomSquirter opened 9 months ago
it's been > 4 years since I last played fo4. disabling the generators might just be an aesthetic thing cause I felt it'd turn off certain attached "other things" but so far I haven't run into any of that. completionist wise, I am still reloading saves and turning off lootman manually and pulling it out then turning it back on manually. again, since the toggle key doesn't seem to work consistently.
so just to add to this, there are places where it (potentially) can cause problems. like the overboss battle at the start of nuka world. you can remove the core from the generator to drain the power. I turned off lootman before going through this area so I'm not sure what happens if you don't. it's not a deadlock situation, it'd just turn off an avenue you could normally go through to reduce the power level before the fight
Is there an existing issue for this bug?
Mod version
2.2.0
What happened?
loots fusion cores from generators but doesn't disable generator as a byproduct, so the generator can't be disabled to bypass something, etc.
Another note but different issue, setting a keybind to toggle lootman either doesn't work reliably or only turns it off but not back on.
Does the bug occur even when only this Mod is enabled?
Yes, the bug occurs even when other Mods are disabled
List of Mods required to reproduce the bug
No response
Steps to reproduce the bug
turn lootman on walk up to a generator that has a fusion core for you to take like next to shed north of arcjet system or the one next to federal ration stockpile it will take the fusion core but leave generator active
for some reason, it didn't do this with the first quest in the museum to get the one you needed for the power suit on the roof.
File attachments
No response