This talk page is only for discussing improvements to the page "Fallout 3 containers and storage."

Safe containersEdit

I think the line about the only safe, non-respawning containers being located inside an 'owned' home is incorrect. In my experience specific content container boxes do not respawn making them relatively safe.

  • By specific(non quest) contents, I mean Fire Hose Boxes always contain only Hose Nozels, Refrigerators only contain food, First Aid Kits only contain Aid Items, Ammo Boxes only ammo...
  • If the container holds random goods and is NOT quest related it is probably not safe.
  • If a container initially holds a unique item, quest item, or started out as being Locked, it is a safe bet the container will not respawn no matter what the container type is.
  • Of note however is that NPCs(either random or fixed)will pick-up the contents of nearby containers that occupy the same map cell, the same as they would upgrade themselves by picking an item up directly off the ground. Whether they need to be patrolling near the actual container or just be in the same map cell is up for debate. This may not apply to containers that are locked or otherwise secured, or to containers flagged as 'owned' by a particular NPC or the Player. Occasionally certain(temporary quest) followers will loot the ground, containers, or even the Player to upgrade themselves with better armor or weapons.

For example, I took Sticky to Big Town, unloaded all the extra weapons and armor into a lawn mower container. The one located near the bridge behind Dusty. I then left to rescue Red and Shorty. When I returned, Dusty was armed with a Ripper and Sticky had a Sawed-off Shotgun, both were armed only with hunting rifles when I left. Both of their new weapons were ones I left behind, and upon checking were not in the Lawn Mower where I left them(Though everything else was still there). 19:18, 10 August 2009 (UTC)

From my own experience (on PC), only containers left empty will respawn. I made the experience and left a single 5mm round in some containers while completely emptying others, looking for potential PC homes. Those with a round in them conserved it (forever?) while the empty ones regularly respawned, and could be regularly "harvested" over something like a period of 72 hours.

And yes, NPCs do pick what they need from containers. As a rule of thumb, don't leave guns and their ammo in the same container if NPCs respawn in a given spot. I once liberated a Super Mutant's captive before looting the area, and given that there was a live ennemy around the liberated captive seized a laying .44 as well as the ammo that was in a bin near it.

List of containersEdit

The list of containers talks about an "Armor Case" and "Model House", both of which I could not find as pages and both which I'm not sure what they are actually supposed to be. If someone knows what they mean, please fix the red links for them. KingArmery 20:36, November 14, 2009 (UTC)

"Armor Cases" look like normal Metal crates but contain armor items (Combat Armor, Recon Armor, Metal Armor, Power Armor, Enclave Power Armor). They are somewhat rare. Six of them are in Rivet City's Armory and single ones can be found in Raven Rock Level 2, Arlington sewer and L.O.B. Enterprises East Wing.
"Model House" likely refers to "Model of Home", a unique container found in Gibson house in Minefield. -- Porter21 (talk) 21:16, November 14, 2009 (UTC)

Containers' capacity Edit

I'd like to know if containers have any kind of capacity. Weight? Number of items?

I'm asking because I'm dumping the most usefull items in Point Lookout (Lever Action Rifles, all the Punga Fruit, Blood Packs, Cameras, Scrap Metal, Teddy Bears etc.) into the footlocker under the Passenger Cot on the boat and I wouldn't like to lose some item if I exceed the capacity. This happened in Oblivion.

-> I am somewhat puzzled by this; The concept of limited container capacity had already been dropped by the times Oblivion came out - althought there was a bug that caused some of the gear in an overly-loaded container became "invisible" - but they were still there; a simple save and reload would reveal the "hidden" objects.

Fallout 3 doesn't have this bug; all containers are unlimited in containing capacity, and do not suffer from related bugs like it was the case for Oblivion. Go without fear.

(PS3) I dont know of a limit count (never bothered) but if there are too many items (many hundreds) in a container the container loading screen will become slow and may even crash the PS3. Watch for the delay then reorganize as needed. In Oblivion, the overload condition seemed to be the amount of items stored within a 'cell' (as in using the clams outside the initial sewer drain and filling them all up with items - the 'cell' graphics updates would become slow and eventually crash the PS3, especially once the nearby Oblivion Gate spawned), in Fallout 3 it's the amount stored in a 'container' and only affects when the overloaded container is accessed.
Similarly, if you are repairing items on a large scale, if you do more than 15(?) repairs the repair screen will bog down and crash the PS3. The solution is to repair 10 times, change loading screens (as in activate a door, Megaton House works well) then repair 10 more, then go back through the loading screen of choice. This way, if a crash does occur after multiple passes, your not starting over and the buffer is clear. (Philbert) 01:10, January 29, 2014 (UTC)
BTW - This is true of the initial (PS3) Fallout 3 version, all updates, no DLC's as well as the (PS3) GOTY version, all updates, all DLC's loaded. I don't know about other platforms. (Philbert)

Request for Base ID's of containers. Edit

I would like to add the Base ID's of containers that are missing on this wiki. I don't understand why some containers like the refrigerator do but the metal box doesn't.

Either I find them out and add them or someone else does them.

'kay, thanks.

Item disappearance confusionEdit

I'm wondering just what is meant by "Items placed in a container will disappear over time." I'm guessing that means any items that aren't the original contents of a container will be removed, but I'm not sure. Is it something else? Like say, all items will vanish after X in-game hours after the player has interacted with a container? Or items of a certain type, for example, apparel is valid for a closet, weapons are not.

There's talk here that a container "respawns", as if the contents will reset to the original items. But by this interpretation, a container could be farmed for items. --Tayruu (talk) 08:57, November 4, 2014 (UTC)

Yes, most unsafe containers do respawn and can be farmed. Lockers and file cabinets are especially useful for this purpose since they appear to respawn every couple visits to the cell they are in rather than, or in addition to, timed respawns. There is a chance to have nothing in a "respawned" container or some random item(s) based on the unsafe containers type. The spawn time frame is every couple days (I don't have an exact number but I think someone once said 3 days) except as noted above. If you place an item in a unsafe container though, it is possible that it will disappear even before the spawn time.
Some respawning containers have set items in them, a unique gun, armor, clothing, etc. The set item is placed in addition to the random item generation on a one time basis. This type of placement is very rare though.
However, some unsafe containers such as closets, may have only the initial random placed items (or empty) but never respawn. Don't be deceived, these can also lose any items stored in them for long periods of time despite having nothing spawned in them. My guess is that they are being spawned "empty" 100% of the time.
What I don't know though, is when the initial item generation of non-respawning containers occurs (ammo boxes, medical boxes, etc). The choices are: on initial new game data generation, on first time cell entry, or on initial container access. (Philbert) 04:04, October 10, 2015 (UTC)