X4: Foundations

X4: Foundations

Fly-by Lockbox
64 Comments
Assailer  [author] 9 Jun @ 12:25pm 
If it would be easy to add new clickable buttons to main screen with optional shortcuts, i would have already done that.
Neo-Gambit 9 Jun @ 11:09am 
Would it be possible to have a toggle or reversed version, where the unlock is disabled by default, and enabled when you enter scan mode?
Great mods, sometimes feel guilty for accidentally stealing goods from stations (the feeling passes quickly).
Assailer  [author] 10 Jan @ 2:29pm 
Myrdamo: Enter scanner mode 'shift-2' to temporary disable the opening function.
Myrdamo 10 Jan @ 1:46pm 
I just went up to the Antigone Memorial datavault. It unlocked all the doors as far as I can tell, but there's nothing to scan or loot in my spacesuit, and I didn't get any credit towards the datavault quest.
Assailer  [author] 15 Aug, 2024 @ 9:45am 
yes
G-Fiti 15 Aug, 2024 @ 3:12am 
Does it work with 7.x?
Assailer  [author] 3 Oct, 2023 @ 7:25am 
If you activate the scanner mode (shift-2) then it won't open boxes, otherwise yes, it does it even in tutorials too. Sorry for your troubles.
Bryan 3 Oct, 2023 @ 6:41am 
a little warning would have been nice, this mod makes the tutorial unplayable, since there is a part where you need to unlock a lockbox, with this mod on that box is already unlocked and you cannot progress, well i am not playing 25 minutes again to see the rest, unlucky i guess.
Assailer  [author] 1 Aug, 2023 @ 9:37pm 
Yep, I got a message from another player to DOIT!!! :)
ParanoidGlitch 1 Aug, 2023 @ 1:53pm 
Hey Assailer sorry if this is dumb but I noticed your modes on Nexus just got updated but not sure if it is you just updating Nexus to catch up with Steam or if it is a genuine update and steam will soon follow?

Thanks for all the work you do btw :)
Appollus 9 May, 2023 @ 8:31am 
Nice! Thank you.
Assailer  [author] 9 May, 2023 @ 8:02am 
yes, all my mods are.
Appollus 9 May, 2023 @ 2:35am 
Is the mod compatible with the latest X4 version?
Assailer  [author] 28 Apr, 2023 @ 6:41am 
They shouldn't, unless the modmaker 'borrowed' ideas/sources from another one and forgot to change the mod_id. I have seen some modder took one of my mod and reused the mod_id without understanding what it means :D
CurtimusPrime92 28 Apr, 2023 @ 6:35am 
haven't played since 4.x something so i assume game changed a lot
CurtimusPrime92 28 Apr, 2023 @ 6:34am 
do workshop mods and vortex mods conflict on this game now? cant seem to find the game's worshop dir and ingame all my mods are red and say folder fbl already in use and similar
Assailer  [author] 28 Apr, 2023 @ 6:22am 
yes; never was broken :)
CurtimusPrime92 28 Apr, 2023 @ 5:57am 
does this still work?
Sieda 19 Apr, 2023 @ 8:47am 
Oh, whoops. I see in your fly by loot notes that mod only checks every 10 seconds. I think by then the lockbox loot would be 100s of ks away so it wouldn't work anyway. lol. Such is life.
Sieda 19 Apr, 2023 @ 8:41am 
As a workaround, I'm thinking of getting both the fly-by lockbox and the fly-by looting, and just enabling them both whenever I need to get specific lockboxes and otherwise playing with them disabled.

Hopefully then even if the goodies inside the box shoot away, the autolooter will catch it first, no? I assume both these would be fine to add/remove from a save?
Sieda 19 Apr, 2023 @ 8:30am 
I am indeed using other mods, mostly ones I've used in the past with no issue, and nothing I thought would conflict. Let me see I've got running:

Improved Hokkaido (mods some basic stats, very lightweight)
EquipNoRNG (Sets weapon mod rolls to always max)
Faster Crew Leveling
Improved Repair Laser (makes the suit repair laser more powerful)
Unlocked Asgard (can buy the Asgard)
Disable Encounters (modifies a line in the encounters system to disable it)
Alternate Raibu (different skin for the terran cadet start)
Sys Mk 2 ( Upgraded syn destroyed sold at the terran shipyard, only stats no ship model mod to conflict with 6.0)
Matte Black Default Paintjob
Rare mod parts sold with trade vendors

Nothing that I think would conflict with this at first. Also worth mentioning I started using it while this 6.0 save was already in progress and didn't start with it loaded.
Assailer  [author] 19 Apr, 2023 @ 7:47am 
Not sure what goes on there, it never happen to me. Are you using other mods?
knightphantom420 18 Apr, 2023 @ 6:58pm 
i have not had that problem or or did not notice ...or maybe played long enough?
Sieda 18 Apr, 2023 @ 5:18pm 
In 6.0 after trying the mod out on a recently started save, I seem to be getting this weird issue where it automatically gets rid of the lock-boxes , but the contents spill out at ridiculous speeds and zoom about the sector so that it's impossible to get them.

Frustrating it doesn't seem to work for me because doing those locks one by one only to miss on the 7/8 lock and blow up a die just sucks.
llmestys 18 Apr, 2023 @ 1:28am 
update?
tonc 16 Apr, 2023 @ 12:34pm 
yes
Streifer 16 Apr, 2023 @ 2:26am 
work @ v6.0?
Player1 18 Feb, 2023 @ 12:40am 
This mod is great, thank you. Working fine in Beta 6.3. I hate the lockbox mini game.
Assailer  [author] 19 Jan, 2023 @ 10:35am 
no, not heavy at all. lockboxes are typically protected by explosive locks which you need to disable by firing at. boxes of course spin at random angles and if you miss and hit the box itself it will explode and kill you. so, you decide if you need the mod or not :)
CreatorOfWorlds 19 Jan, 2023 @ 10:17am 
Is this kind of mod cpu 'heavy'?
I am wondering how much extra cpu burden this causes.
Is it okay to suggest a mod where this 'open lockbox' feature is a kind of right click command on a lockbox, if that is actually possible.
Assailer  [author] 25 Aug, 2022 @ 10:07am 
It will unlock the data vault when you get close enough, but it won't loot. You need to collect loot the usual way.
Eadgar 25 Aug, 2022 @ 9:57am 
Any chance that this messes with the Erkling data vaults? I'm not getting the blueprints and the data vaults in the Avarice systems look already opened to me.
Assailer  [author] 20 Jun, 2022 @ 10:29am 
1.12 - added feature to repair all data vault components in 1000m radius. You still need to suit out to collect rewards - a little healthy exercise should not hurt! :) - also thanks aladinaleks for requesting this feature.
Assailer  [author] 5 Apr, 2022 @ 11:57pm 
yes
Talos 5 Apr, 2022 @ 11:17pm 
Does this work with 5.00?
aladinaleks 26 Nov, 2021 @ 7:09am 
The quest, where Bosso Ta is not far from the ShK, asks to get something from the containers. There were no containers in the specified location.

Later, trying to figure out what caused the error, the test was carried out on a training mission, where you fly into the wreckage of the ship, open the airlocks and at the end of the container.

The test was carried out precisely on this mission, since you need to start a new game, otherwise loading the old save with the MOD OFF turned off did not solve the problem.

Before installing this mod, there were no problems.

If you need a list of mods, I can provide you in 10-20 minutes when the pilot returns home. Since he discovered the problem, I only broadcast. )) :steammocking:
Assailer  [author] 26 Nov, 2021 @ 6:48am 
Which quest Aladin?
aladinaleks 26 Nov, 2021 @ 5:28am 
Using this mod, quest containers do not appear, which is why many missions cannot be completed.

4.10
viennacalling92 12 Aug, 2021 @ 8:09am 
To be perfectly honest, the devs should have figured this out.

It is a sign of how utterly lazy the devs are if the modders have to step in and fix their messes.

Regardless of what I said: Great job.
Assailer  [author] 28 May, 2021 @ 6:51am 
Niten, you probably directly edited the file and the digital signature doesn't match anymore. You could try to download the unpacked version from Nexus Mods and modify the file in its original form. https://www.nexusmods.com/x4foundations/mods/145
Niten 28 May, 2021 @ 6:04am 
Hi, I think your mod is great and makes this trivial task bearable. My question is, is it possible to edit the range values? I would like to extend the range of small ships to 10KM. I tried to do that with editing values but mod stopped working.
Assailer  [author] 21 Mar, 2021 @ 1:07am 
Enjoy!
TENGILL 20 Mar, 2021 @ 8:54pm 
Thank you!
Assailer  [author] 16 Mar, 2021 @ 10:27pm 
4.x compatible
Assailer  [author] 16 Apr, 2020 @ 3:56am 
This is a lockbox opener, it won't collect the contained items. You may want to also install fly-by looting mod.
MerlinCheater 16 Apr, 2020 @ 3:04am 
this mod not working on my game (( Don't collect items Why?
Assailer  [author] 12 Apr, 2020 @ 1:45pm 
1.11 - added a fix to unstuck the paranid story mission.
Alysm 10 Apr, 2020 @ 12:44am 
is there a way to fix the mission "a small errand"?
It did register the weapons but now I'm stuck indefinitely on "collect item"
I have no save from before I was at that point and I really don't want to restart a save for that.
Assailer  [author] 10 Apr, 2020 @ 12:42am 
arsharlahy: 1.08 shall not open lockboxes while you are in scanner mode (shift - 2). With this you can still use the mod, just make sure you are in scanner mode while approaching this lockbox you do not want to open too early. Unfortunately, there is nothing more i could do as i have already said the mission director quest sequence wants you first approach, then it wants to see the lockbox opening event. It should be and AND logical check, instead they have sequence...