Standalone Unfound Loot implementation, fully refactored and revised fork of the Unfound Loot EX feature from True Wasteland Economy by danbngo, which, in its turn, originated from Project Nevada – Extra Options by Gribbleshnibit8 and FO3 Wanderers Edition by FWE team.


Most notable differences between Unfound Loot and previous implementations:

  • Event-based processing: no scripts running in GameMode, all cleaning happens on cell enter and on death.
  • Loot Menu and Just Loot Menu compatibility with instant OnDeath handler.
  • Uses native seen data for cell tracking instead of form list, reducing savegame bloating. Thanks to TrueCourierSix for GetBufferedCellsAlt and all his research on seen data in the engine.
  • Can be safely installed mid-game, already visited cells won’t be processed.
  • Adds MarkForDelete to disabled world items per standard recommendations.
  • Skips containers with notes.
  • Skips scripted containers.
  • Container items follow the same chance settings as world items.
  • Health reduction now affects equipped and dropped gear as well.
  • Added customizable global health limit for all gear (effectively, incorporating Extremely Degraded Weapons and Armor), including world items.
  • Headgear breaks on decapitation (its condition is set to 0).


See Changelog for more detailed change list.

Focusing on making tougher economy and keeping actual content intact, I’ve added more criteria to the list of non-removables:
– items with zero monetary value,
– scripted items,
– collectibles,
– story-related items (for instance, gourmet meals in Ultra-Luxe, irradiated items in Camp Searchlight),
– items too rare to make a difference (Nukalurk Meat, Fire Ant Nectar); I’m considering adding confugurable threshold instead of current 1, after which items will start to be cleaned,
– gameplay items (magazines, although may add a separate setting for them),
– quest items without the quest flag (Deathclaw eggs, ears, fingers, music sheets, Nuka-Cola Quantum),
– rare decorative items.


Some of them we can differentiate by technical features. What falls through, has no distinguishing technical features, is added to whitelist. I accept suggestions for whitelisting with reasoning.


As of beta 1, owned items are always skipped. We are back to the PN-EO way here. Improved gear condition reduction counterbalances them enough for you to stay broke.


How it works


First, set your desired removal chance, 85% by default for world items, 80% for NPCs.


It does not mean, that in a particular cell will remain 85% of loot. It’s a chance, calculated separately for every item: we roll a dice, get a random value from 0 to 99 inclusive, and compare it with your removal chance. If the value is below the chance, the item gets removed. Remember, random number generator (RNG) is a bitch. You can visit multiple cells in a row with zero items removed, and the next cell may be cleaned out completely. It all evens out only with time.


If it’s a stack (ammo, usually), it’s reduced by flat percentage equal to the chance you set. For instance, with chance 80%, 80% of ammo multiplied by modifier will be removed. If you set the ammo modifier to 0.5, the mod will remove 80%*0.5=40% of ammo.


This base removal chance can be influenced by multiple factors:

  • Luck.
  • Skill. Higher repair skill – up to 10% more loot from robots. Higher survival skill – up to 10% more loot from animals.
  • Item type. The removal chance will be multiplied by corresponding item type modifier. If, for instance, you’d like to keep all ammo, set the Ammo modifier to 0. Set to 0.5 to cut removal chance in half, ammo will be found in larger quantities, than at 1.0.
  • Race/species. You can set chance multipliers per race or species (humans, ghouls, supermutants, etc.).


Mod-added items are evaluated by their origin:

  • Vanilla items are processed normally.
  • If an item was added by other mod, it always stays.
  • If an item belongs to the same mod as its parent cell, it’s processed normally.


For instance, New California cells are processed like any vanilla cell. But any item, added to it by other mod, always stays.


Recommended lStewieAl’s Tweaks


; allow equipping of broken items
bEquipBrokenItems = 1
; make vendors obey their Buy/Sell flags, restricting which items they accept
bBarterCheckActorBuySellFlags = 1


I am a modder, and I don’t want my items to be removed by Unfound Loot


UL already skips items and containers by a lot of criteria: unique, scripted, owned, quest, disabled, expensive, worthless, in visited cells, locked items are always skipped. If your references still fall through, add the “No AI Acquire” flag to them. It will do what it says on the tin. Another way, add your items to the EULxProtected* form lists. Only, please, don’t override them, don’t create the need for patches, use scripts.




Don’t forget to disable this feature in TWE and PN-EO.


Main Files

Size: 24 KB
Uploaded: 3 September, 2021 17:53
Downloaded: 3204 times

Optional Files

Unfound Loot INI

Empty Unfound Loot.ini, enables saving settings. The option will not appear without the file. Make sure, the file is in correct location Data\config\Unfound Loot.ini

Size: 151 B
Uploaded: 30 July, 2021 15:54
Downloaded: 504 times
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Don’ know how to explain, but it’s seems that’s some sort of a conflict or bug when using with this mod (save reworked)

Whenever I reload a save, things that should be hidden for me to loot get’s swapped for another loot, so something that i’ve found empty could have loot again, something that i’ve don’t looted could have a ton of loot even with 100% remove chance

also sometimes when I save outside a dungeon and enter, all the loot table from corpses are shuffled, can’t get that reinforced leather armour near primm

I don’t know what trigger what, if it’s this mod, or save reworked.

Anyway, thank you so much for this incredible mod!

I was testing just found out that when reloading a save inside a house in goodspring can spawn random loot in containers outside where there was no loot to be found, and it’s random loot

So I extracted the esp file to my FNV data folder and the ini file to my config file but the mod still doesn’t appear in MCM for some reason. How do I know that it’s actually installed properly?

Thanks for the quick response.

I’m not sure if it’s MCM, it might be on my end. I use vortex but I had to manually extracted the esp file into C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas myself. Do I have to use Mod Organizer? And would it be possible to use vortex for this?

Any idea why in my game locked containers are being affected, when I have that option checked? Something’s definitely wrong (probably on my end), because it even ate the Gobi Sniper Rifle.

I don’t think so. I’ll try playing around with the load order.

Regardless, thanks for the mod. I was skeptical at first (thought it was too harsh), but now I think it’s the way the game should be played.

I don’t mean to bother you, but I still haven’t managed to figure out what’s going on (and I’m pretty confident none of my other mods has the same feature). Not sure if this helps, but the issue seems to be limited mostly to ammo boxes. I don’t think I’ve ever opened an empty locked first aid kit, and on the contrary, I can’t recall a locked ammo box with anything in it.

Unfortunately it’s an issue that’s a bit hard to troubleshoot on an existing save because if I’m not mistaken, even if I fixed it, the game wouldn’t repopulate the emptied containers.

I doubt this is the reason, but is there a chance that if I at one point temporarily had the ignore locked containers option unchecked (when I was first tweaking the settings), that that setting has persisted? But I’ve had the issue for dozens of hours, and in all the DLCs, so I don’t think that’s likely.

Again sorry for this nonsense if indeed it has nothing to do with your mod, but I thought I’d just add that when I use the unlock command on the affected containers (after reloading the game), they’re no longer empty.

Is there any documentation for the INI?

That makes sense, thank you.

Last edited 2 months ago by Corpus

where do i put this in my stuff?
do i just drop it into the data folder?

Last edited 2 months ago by TOmCruiseTrannyFunnymovieSpyGUy

This mod is great, but I have one question; does it remove items in a cell that happen to be sitting on shelves, containers, floors, and the like? Cause I went into the Museum of Technology, (playing TTW, btw), specifically to the hidden area adjacent to the Delta IX Rocket display, to grab the 2 unique, undersized Nuka-Colas hidden in the secret room and they just weren’t there. I searched everywhere in that room and they were missing. Everything else was there though. Did this mod delete them, or could it have been something else?

I probably should have chosen my words better, but the Nuka-Colas in question were supposed to be inside a somewhat hidden room. They aren’t unique in any way except for their size; they’re scaled smaller than average and as far as I know, are the only 2 tiny Nuka-Colas in the game with the rest of them all being normal-sized.
Basically, I’m asking if the mod may have deleted them regardless of the fact that they were smaller than normal, or would it treat the size difference as unique and skip their deletion?

Another example I could use; inside the sat-com array, in one of the towers, there’s a small section that’s boarded up and can’t actually be accessed by the player, but behind these boards in this section sits a ridiculously huge teddy bear. I’m talking like 4 times the size of a normal teddy bear. The developers put this in as an Easter egg or some such collectible thing.
Would Unfound Loot RNG that teddy bear for deletion, or would it leave it alone because it’s different?

Never mind, I just turned it off and checked a previous save and both Nuka-Colas, along with a staggering amount of other items, were absolutely in the locations they were supposed to be.