Loot

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki

In an unmodded vanilla Fallout 4, **loot** rarity is somewhat unrewarding and boring. Horizon changes this to a more detailed system. It covers a large array of containers and NPCs. Horizon's loot system contains so many changes, it's impossible to document all of them. Loot changes are a very large part of the mod. Many new items are added to the game to increase the feel that the player is part of a living world.

A large amount of containers were completely overhauled to give more appropriate loot, and a much better (and balanced) distribution of loot. Locked containers give more appropriate bonus loot based on the type of container (safes, ammo boxes, etc.). Horizon also gives purpose to some crafting ingredients that weren't widely used before, adding more diversity to hunting down materials. Certain junk items are even converted into real crafting ingredients (such as tools), instead of just being scrap.

Overall, more items feel useful and valuable. One thing that Horizon strives for, is to make more individual items have an actual (and sometimes more realistic) purpose now. This in turn makes exploring and salvaging more interesting. The player should actually want to explore some cabin because it might have something good in it. Horizon introduces many new junk items that give more flavor to looting and scrapping. It also finely tunes the weights and prices of all misc items.

## General

### Item Sorting

Items in Horizon are tagged with an unique icon libraray (Iconlibs) both in the Pip-Boy and crafting menus. DEF\_UI (part of the installer) is considered mandatory. Horizon makes heavy usage of tagging, and will look terrible without DEF\_UI. Furthermore, components which are part of an world item are displayed below the item name.

### Loot Balancing

A new method of balancing loot lists is implemented, to help balance addons such as Desolation Mode or Scavenger Mode. Global variables are used to control a number of different loot lists. These globals can more easily be tweaked (by mod authors) to make loot more difficult. Most of these globals are only used for containers and NPCs (generally not for vendors).

The following is affected:

* Ammo,
* Chems,
* Food/Drinks,
* Caps,
* Junk (rare and unique)
* Medical Supplies

Almost all world items are affected by the Loot Respawn addon which alters time, quantity and quality.

### Legendary Loot

Many legendary properties have been rebalanced to fit Horizon and all legendary items have been nerfed and altered accordingly. Legendary properties are now almost exclusively part of the ZX-1 Experimentation Lab.

Legendary humans now drop an "Empty Mutagenic Serum" item, synths and robots now drop a "Burnt Overdrive Unit" item and other legendary junk (prototypess). Legendary creatures drop unique junk items that contain rare components.

Legendary loot is required for high tier item mods such as weapon mods and armor mods.

### Dynamic Quantities

The Loot Respawn addon contains a few types of items that can be given with random quantities such as;

* Gasoline Can
* Cigar Box
* Cigarette Carton
* Fusion Cores

Certain items may be empty or "uncharged". This increases the search for useful loot more than ever.

## Changes

### Junk

Many new junk items add flavor and balance to crafting components. A few recipes that used junk items directly, were converted to use components instead. Most junk items were given more appropriate buy/sell values and weights are normalized based on their scrap components. Many items that are used in crafting, are now converted to unscrappable parts (Common Tool, Ground Meat, ...).

Creatures have brand new junk items that can be harvested. Robots/Synths have brand new junk items that can be harvested.

### Containers

Many containers that are used post-war are relabeled, such as "Rusty Safe", "Damaged Ammo Box", "Tattered Suitcase". Almost all container were overhauled, containers such as medkits/mirrors, desks and filing cabinets, mailboxes, gun toolcases, etc. All contain many brand new and appropriate items.

### Ammo Boxes

This new type of ammo box type replaces specific boxes in certain areas (usually locked up rooms). These boxes will always give a large consistant amount of ammo but doesn't respawn and doesn't give extra random "locked" loot.

### Damaged Ammo

Weapons that drop as damaged, now drop damaged ammo. Damaged weapons can still drop normal usable ammo too, but the chances are lower. Damaged ammo comes in different types:

* Damaged Rounds,
* Damaged Cells,
* Damaged Shell

Damaged ammo is junk items that can automatically be scrapped, either using the Field Scrapping option or by using the Shredder, for ammo crafting components.

## Chances

Many skills an perks increase overall loot chances, and thus increase the quantity and quality of junk items.

* Technologist
 Exploration | * Fortune Finder
* Scrounger
* Exploring locations and clearing dungeons will raise the skill passively.
* Containers that generally have lots of drawers, or hidding spots, have increased gains (filing cabinets, desks, etc.).
 Hunting | * Hunter
 Leadership | * Local Leader
* Inspirational
* Trailblazer
* Revolutionary
* Settlers can be deployed on missions to bring back useful supplies.
* Both a Successful Settlement & a Settlement Community increase mission quantity by unlocking Mission Slots.
* The more missions have been completed, the higher Settler Skill, thus the higher loot.
 Salvaging | * Technologist
* Scrapper
 Survival | * Survivalist

## Management

### Component Management

🌀 *The content below is transcluded from Guide/Component Management.*
By highlighting components, junk items that contain them, are also highlighted in the world. Important components can be marked in the Pip-Boy by selecting **Component View** (Pip-boy > INV > Junk). If the Scrapper perk, rank 2 is unlocked, every junk item lying around in the world, is highlighted.

A Master Workbench, to manage items quickly, is always recommended. It allows to store items in a settlement of choice by transporting items of any workbench into one single workbench. This can be setup in the Resource Station anytime. In this regard, a Supply Line is almost essential, to keep performance high, Horizon uses its own supply line system called: Cargo Bot Supply Line. It is also advisable to change the default Cargo Destiation, from both, Wilson and the Production Storage to a master workbench (settlement) of choice in order to concentrate items even better.

Before each crafting and/or trading action it recommended to check "Component View". Horizon has added so many new items and components that some might not be tagged with the magnifying glass symbol 🔍 yet. That often reveals new junk items better kept for crafting, building or trading.

Proper inventory management makes trading, sorting and finding junk more effective. Junk can be sorted by valued (VAL) while trading or in any other inventory. Not all vendors in Horizon buy all junk items and some might even buy "no value" junk items, which obviously shouldn't be sold. When trading, Wilson's Auto-Transport option might be disabled before hand. Otherwise Wilson may transport items and thus an invetory category might be blank at some point.

The Field Kit allows for "Junk Scrapping", to reduce weight and decrease inventory bloat, thus less micro-management and better inventar overview will be the consequence.

Time can be saved by picking the entire inventory of a corpse, by pressing the "R" key twice, and inspecting loot whenever the player character is overloaded. High carrying capacity from strength, Personal Cargo Bot, various item mods and/or backpacks will greatly influence inventar management intervals in this regard. If Wilson's auto-transport option is not available, the Strong Back and/or Lone Wanderer perk may help.

### Corpse Scrapping

🌀 *The content below is transcluded from Corpse Scrapping.*

Formerly know as *Direct Equipment Scrapping*, "Corpse Scrapping" allows to scrap various items in the of almost all corpses inventory. This feature is unlocked at 20 Salvaging Skill. A 3rd activator key will allow to scrap (destroy) all valid items on a corpse and give the proper materials back. Pressing the button can only scrap all valid items on the corpse, and not specific items. This option can be disabled any time in the Architect Options under "Salvaging Options". Salvaging options also allow to change specific loot filters to automatically loot other items too when pushing the salvage button.  The Cannibal perk conflicts with this feature.

Scrapping Weapons and Armor give the appropiate Components normally available through the corresponding Workbenches. Weapons that are scrapped by this system are automatically tracked for the ZX-1 Experimentation Lab for reverse engineering!  Although scrapped weapons should be cataloged via "field scrapping" and/or a "weapons workbench", they disappear after time and can't be cataloged in the ZX-1 Lab.

 Ash Piles cannot be used with this system but can be disable in the Horizon Holotape.

### Salvaging Options

🌀 *The content below is transcluded from Field Kit#Salvaging Options.*

* Salvage Auto-Loot – Determines which categories of items are automatically transferred to the player inventory when the 3rd activator key (corpse) is pressed.  Not all items can be auto-looted. A few items have to be picked manually.
	+ Quality Items – This selection is always used when the player uses Corpse scrapping.
	+ Quality and Common Items
	+ Ammo and Currency Only
	+ No Items – Items are scrapped but remain part of the corpse inventory.
* Vehicle Salvaging – On/Off, 3rd activator key on cars.
* Appliance Salvaging – On/Off, 3rd activator key on machinery.
* Scrap Equipment from Containers – On/Off, 3rd activator key on corpses.
* Scrap Equipment Auto-Outfit – On/Off, Corpses are given standardized clothing. Auto-Outfit only works on humans. When scrapping items from a Corpse, it will equip the corpse with a pair of long johns. Scrapping Ghouls and Super Mutant corpses can regenerate loot. It is disabled on purpose, in 1.8 hotfix, because there was weird problems with super mutant regenerating loot after scrapping from them.

📝 **Note:** There is no way to turn Auto-Outfit "Off", but it can be toggled with the global variable `set Z_Arc_Setting_SalvageCorpsesAutoOutfit to 0`. Changing it back to `1` will re-enable Auto-Outfit.

### Field Scrapping

🌀 *The content below is transcluded from Field Scrapping.*
The Field Kit allows to scrap almost everything in the player's inventory. Chems and some food items are excluded. This feature is unlocked at 20 Salvaging Skill. If skill is not high enough, items can be scrapped using the Shredder device (Workshop > Architect > Utilities). Any items that don't give scrap will be returned to the inventory.

Scapping doesn't account for mods of the Armor/PA/Weapons, or Heavy Armor Upgrades. It will only grant the base materials. Scrapping weapons will give the same amount of weapon parts that workbenches do but may not give other materials.

❗ Valid items (armor, weapons, meat) that move into the menu (looks like a trading inventar) will be scrapped when exiting the interface. There's no "undo" button.

### Converting

These types of items can be converted to generic items using the "Field Scrapping" service:

* Gwinnett Beers → standard Beers
* Cherry and Cold Nuka-Colas → standard Nuka-Cola
* DLC Nuka-Colas → standard Nuka-Cola
* Raw Meat → Ground Meat

### Wilson

#### Area Scavenging

🌀 *The content below is transcluded from Wilson.*

Area scavenging allows Wilson to loot junk in the vicinity. Since the radius is not interrupted by any objects such as walls, doors, etc. loot might be taken from behind locked doors. Loot can be very low quality junk items, items with common components, bottles, kitchenware, very small junk, etc. Very small junk includes stuff that is hard to see, like flip lighters and fuses, even though they might be considered "higher" quality items.

This does not loot larger items that is supposed to stay in the environment such as weapons, armor, food, aid items, etc. Any items owned by anyone, quest items, etc. Items inside of containers or corpses etc.

Filter options are:

* Low quality junk
* Common quality junk
* Any quality junk (which includes tools)

### Automatic

Automatic mode (called "AUTOMATIC") allows Wilson to automatically loot any low quality junk in the vicinity. This requires Workshop Technology Level 3. Items are brought back when Wilson leaves to either the Production Storage or a workbench of the players choice, e.g. Master Workbench.

### Manual

Manual mode (called "MANUAL KEY") adds an activator key to junk items. Using the manual key allows to choose when Wilson should loot the immediate area for junk. This allows to view the area, without items automatically (and randomly) disappearing.

The manual key is used by mousing over a junk item, and using the 2nd action key. Based on the filter option all junk items are picked, within a moderate radius (8 meters). While Wilson is actively scavenging, all filtered items on the ground will be unusable.

#### Auto-Transport

🌀 *The content below is transcluded from Wilson.*
Auto-Transport allows Wilson to automatically fetch certain items from the player's inventory every [5/10/20] minutes. For this Workshop Technology Level 4 is required. Any filter option requires power (Energy Cells) to operate some of it's functionality. No power will still allow to summon Wilson. Without power though, the container and settlement utility menus can't be accessed.

* Filter Mode 1: Junk
* Filter Mode 2: Junk and Ingredients (tools, raw meat, etc.)
* Filter Mode 3: Junk, Ingredients, Crops, Alcohol

Some items are purposely flagged to be ignored by the filter such as Blue Paint, Supply Kits, Common Tools) so they aren't fetched automatically.

 Items which count not only as alcohol, but also as "remedy" like e.g. Atomic Scotch will be automatically fetched also!

## See Also

* Addon:Desolation Mode
* Addon:Scavenger Mode
* Addon:Loot Respawn
* Field Kit
* Components
* Junk
* Shipments
* Icon Library
* Guide/Component Management