Fallout 4

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VirtualTim

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tim57282

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55 comments

  1. fusselline
    fusselline
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    Hi so uh, i have read you do not have nuka dlc many years ago, but... could you maybe make a update that includes both dlcs?
  2. Layth36
    Layth36
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    Hello @tim57282
    I know I'm several years late but I've recently returned to the game and installed your mod mid-game but sadly it doesn't seem to work, does it need a fresh new game to work?
  3. kkjackson41
    kkjackson41
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    Does it conflict with https://www.nexusmods.com/fallout4/mods/15139/?
  4. MaxMaxine
    MaxMaxine
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    I have been using this for my last two play-through's, one to level 87, and the current to level 79. I have seen a consistent issue in both, that being that when armor drops, it is almost always a trapper arm, or synth arm. The third most popular drop is a robot chest. out of hundreds and hundreds of drops, only ONE piece of combat armor in total. Weapons seem to drop about 30-35% of the time, but are nearly always trash, with pipe weapons still dropping the majority of the time even after level 70.
    I do have all DLC's. Should I use the non-dlc version to eliminate all the Far Harbor/Automatron drops? Or simply find a way to go through the mod and eliminate potential drops from the list manually? I really love the new effects, they just need to drop on weapons/armor I am willing to use.
    1. tim57282
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      Yeah I don't know. I don't have Nuka World, so there's a decent chance that the way Nuka World adds legendaries broke something with my mod.

      Weapons should be dropping about 60% of the time. Combat armour should be dropping from enemies level 24 to 51, and Synth armour should be dropping from enemies level 38+. Pipe weapon legendaries should only be dropping from enemies under level 17.
      For comparison in the base game you would have an equal chance of getting leather/metal/synth/combat for enemies over level 20.

      So it makes sense that at level 79 you're seeing a lot of synth armour, because that and marine armour are top tier stuff, but it is weird that you're only getting arms. This was definitely not my experience when I was testing it.

      Oh, and of course there's the possibility that this is conflicting with another mod.

      I do feel a little bad for leaving this mod up when I haven't tested it with all the dlc, but I don't really want to buy a dlc I currently have no intention of playing.
  5. xoham
    xoham
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    Tim,
    Could you push me in the right direction to make my own mod? What I would really like is to remove all the effects that the DLCs added to the legendary list, but otherwise leave it all the same. I want to return to having a good chance at getting two-shot items that the orginal game provided. However, I would have to know what the legendary list was called and what type of thing it is in the construction set.
    Thanks.
    1. tim57282
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      I'm glad to help.

      So basically how it works is the vanilla game has a list of possible legendaries, and each dls has it's own list. The lists are then merged together using a script.

      The vanilla legendaries are stored at 001CCDA5 <LegendaryItemQuest>, Far Harbors is stored at 0201FCE9 <LC03AddLegendaryItemQuest>. I don't know about Nuka World, but it's probably named similarly. I don't know what sort of experience you have, but if you look through those two records in my mod hopefully they'll make sense. Legendary effects are stored in structures, so deleting one of those will stop that effect appearing. If you delete everything except two-shot that's the only thing that will spawn (for weapons that it's available to).
      However deleting things may only take effect on a new game. I think once levelled lists are merged you can't really un-merge them.

      I realise this is a pretty late reply, but I still hope it helps.
  6. ZalrokSoulDeath1
    ZalrokSoulDeath1
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    Will this be updated for Vault Tec Workshop, it has a legendary Vault suit?
    1. tim57282
      tim57282
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      I don't have Vault Tec Workshop or Nuka World.
      If anyone wants to update the mod to support those I'll give you upload permission.
  7. AnoBro
    AnoBro
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    The idea is very good and nice. But I'd appreciate a version in which I myself can choose which effects may occur and which are not, and not to judge me according to your requirement. Some of the effects are still useful for some game styles.
    1. tim57282
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      No judgement, the entire point of mods is to improve the game, and that is obviously always going to be subjective.
      However a version where you can pick individual legendary effects is just not feasible, at least at this stage.

      That being said, if there are any effects you are really missing, or have any ideas for improving any lacklustre effects let me know.
    2. zanity
      zanity
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      Er NO- your intention is NOT to 'improve' the game but improve the traditional FPS aspect of the game. That's not the same thing AT ALL. I came here thinking you' were boosting the usefulness of buffs, but instead you've simply taken offense at many fun and ROLE-PLAYING buffs that don't meet YOUR needs.

      Look at the piccy you've placed at the top- it speaks VOLUMES. Nocturnal rolling pin. YOU cannot comprehend why any player would want this- and that is your problem. The Nocturnal rolling pin is NOT a 'poor' legendary- for a certain type of role player it would be one of the more creative and interesting ones.

      A POOR legendary is going to something like a gun whoses 'buff', at that stage of the game, would give no player cause to prefer the use of that weapon. Buffs that are a tiny fraction of a gun's effectiveness when the gun is upgraded are a good example.

      Now as for fun, imaganitive 'silly' buffs- well the game needs MORE of this kind of content, not less.

      As always, good for you in making this mod, and offering players more choice. But your PROVOCATIVE title, less 'crap' legendaries, is unfortunate in the eyes of many.
    3. tim57282
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      Yeah, you're right, I can't imagine a case where a player would be happy to find a nocturnal rolling pin.
      I'm sure I removed a couple of legendary effects that a small number of people miss, I'm sure there's people out there who love their ghoul slayers gamma gun. But I think most people would be pretty disappointed to find one after a battle with a level 100 legendary deathclaw.

      I don't really agree with the game needing more 'silly' buffs, I think most players would be disappointed to find one of those instead of something useful.

      I did also try and improve some existing legendaries, for example Incendiary and Poisoner's are 100% worse than bleeding, so I buffed both of them.

      Basically my goal was to make finding legendaries a less disappointing experience. I realise that this mod is not for everyone, but I really only made it for myself, I just figured other people might enjoy it.
      Perhaps I should have called it "Less Disappointing Legendaries"?
    4. ZalrokSoulDeath1
      ZalrokSoulDeath1
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      Is this compatible with Unique Uniques? Trainwiz made a fallout 4 version for legendaries, and I was wondering if there was any conflict.
    5. tim57282
      tim57282
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      Hey ZalrokSoulDeath1, that looks like a really cool mod, I was a big fan of the one for Fallout 3.

      I can't download the file right now, but they should be compatible enough, just load my mod before theirs.
  8. bladexdsl
    bladexdsl
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    i'm not sure this is working i just keep getting nothing but armors? maybe THIS is conflicting?
    1. tim57282
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      I'll take a look, but I think it's just luck. You should have a 60/40 chance of finding weapons/armour. How many have you found?

      Edit: the mods look compatible, however it does include a script without the source code so I can't be 100% sure. Lets call it 99%.
    2. bladexdsl
      bladexdsl
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      i think i got 1 gun once now all i get is useless armor (don't need armor with cross cybernetics!

      prob just my shitty luck
  9. MurphyEast
    MurphyEast
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    Any chance of a vanilla version w/o DLC?
    1. tim57282
      tim57282
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      Sure, I can do that.

      Edit: done.
    2. MurphyEast
      MurphyEast
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      You sir are a scholar and a gentleman.
  10. theicedevil
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    Some of these perks are not crap, you are just don't know how to put them to good use.

    "Cavalier's" and "Sentinel's" are not crap. Cavalier's stacks with the Moving Target perk and Sentinel's stacks with rooted and both perks were designed for Melee/unarmed builds. And given the fact that those legendary's are only found on melee and unarmed weapon types proves that even more. So when you are wearing Power Armor with the highest damage and energy resistance rating, add the +50 in armor and +50 energy resistance from Rooted/Moving Target and then add the 15% damage resistance the corresponding legendary effect on top of that, you become an almost unstoppable tank.

    Berserker's is not crap. This legendary is designed for a stealthy melee assassin character build and the effect is only placed on melee weapons. The whole point of playing a stealthy assassin is not to be spotted, which this legendary effect is perfect for this kind build. If you combine the right kind of perks (Sneak + Ninja + Blitz + Rooted) and then add that 200% damage bonus you become an invisible killing machine able to kill a legendary Deathclaw or Mirelurk Queen with one hit. Sneak will prevent you from being spotted, Ninja will give up 10 times damage to your melee sneak attack, Blitz will teleport you right to your target so you he won't see you coming, and Rooted will give you an additional bonus of up to 50% in melee damage (which stacks with the Ninja bonus). Now just add the 200% damage bonus from the Berserker's effect, you are death incarnate. You won't need armor because nobody will every see you coming and adding perks like Moving Target will help you survive and escape if you manage to get spotted.
    1. tim57282
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      With "Berserker's" I thought it encouraged a not very fun playstyle. Basically if you're in stealth you kill everything in one hit, but if you get spotted you die in one hit. For a melee assassin "Instigating" looks like the better perk.

      "Cavalier's" was only removed from weapons, as I didn't like the idea of a legendary weapon increasing defence. "Cavalier's" armour got a buff, where the bonus is applied on movement, not just sprinting.

      "Sentinel's" is a bit tricky. A 15% reduction is not really that much, but with six armour pieces and a weapon you could get 105% damage reduction, which is obviously really overpowered.

      Perhaps "Sentinel's" could be improved by changing the 15% reduction to 10%, and also giving a damage boost, maybe 10% or 15%? What are your thoughts?
    2. Grifman
      Grifman
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      No offense, but you ought to let players determine what is a fun playstyle or not. Great mod, just give players the choice rather than you deciding for them.
    3. tim57282
      tim57282
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      Absolutely agree. I'm not forcing anyone to use this mod, it's entirely your choice whether to install it or not.