Fallout 4
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Moonracer

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43 comments

  1. Bartoneye93
    Bartoneye93
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    This mod pairs well with Legendaries They Can Use (LTCU).
    Any creatures that LTCU misses, this mod covers the gap. 

    Thanks, moonracer, for making such a lightweight mod that works right out of the box and even when installed in the middle of a playthrough.
  2. FlorisVI
    FlorisVI
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    i always thought it still made some sense with bigger creatures like they could have swallowed a legenday item so im glad theres a bug only version, thanks!
  3. manolid
    manolid
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    Thank you for this. I was getting way too many legendary items and it just felt too unrealistic.

    FWIW, I'm using 1.1 and noticed that creatures are still dropping legendary items in Vault 88. Otherwise working perfectly.
  4. makmellow
    makmellow
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    I'm glad I found the mod. I like to play pure.
    I'm curious if he covers all types of weapons and gear, including rewards from quests.
    Thanks a lot for this.
    1. moonracer
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      It just covers legendary drops from legendary NPCs. Quests and shop items are untouched.
    2. makmellow
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      Okay, thank you for the information. I will just sell the guns and they are gone :)
      Legendary armor pieces aren't covered, are they? I just had a legendary raider that had an armor piece like this in their inventory.

      edit
      Conclusion after several hours of play: Legendary items from legendary opponents very rarely drop. I am extremely happy with the mod. Thanks again for that.
  5. Karulus
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    Great mod. I was looking for a way to reduce legendary items without restricting them to the pre-placed items and this fits the bill nicely. 

    However, I'm not sure if I should worry about the following or not. I just encountered my first legendary in a new playthrough at level 9. It was a legendary ghoul and I was surprised to see it dropped no legendary item. I under the impression that 100% of legendary enemies drop legendary items in the vanilla game.  I still want the occasional legendary item going forward. 

    I believe the ghoul was spawned by SKK Combat Stalkers, so that might be a factor. Any thoughts?
    1. moonracer
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      Legendary NPCs of all types will still spawn. Only specific types (as listed in the description) drop legendary items. NPCs added by other mods should follow the same rule set if configured correctly, and SKK makes excellent quality mods so I'm guessing all is good.
    2. Karulus
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      Me too... I'm thinking all is good. I have since gotten a legendary item from a human and another from a supermutant. Your mod successfully staunches the torrent of legendary items I was getting from vanilla (on survival mode). Endorsed and best wishes. 
  6. xdEckard
    xdEckard
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    I'm a bit confused, this mod always worked perfectly, animals only carry stuff related to them, like, skin, meat... but just now that another mod that covers the exactly same thing I got dogs spawning with junk with them.
    1. moonracer
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      I'm confused. This mod only affects which Legendary NPCs drop Legendary items. It doesn't touch anything like whether creatures drop scrap items (though some of my other mods do). Also, are you saying my mod doesn't work or that someone else's mod doesn't work?
  7. BlazeStryker
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    I was thinking on this and Legendary critters should maybe have legendary meats or gleaned bits of fun resources in their lairs. Queen Mirelurks have an exclusive meat type, for the love of Pete.

    I recall that Skyrim's mod Hunterborn had the option of skinning higher quality pelts which could then be used for double the crafting and such component/carcass fun should logically make sense. If some tenacious early gen Synth was a bonified badass to the point that other mod would have Neil de Grasse-Tyson saying so, you better be getting the good stuff off its remains!

    (Of course, I also figured there should be a scavenging station at Greygarden the supervisors had the drones use. I'm like that.)
    1. moonracer
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      Those are all good ideas. I've certainly thought similar (like having albino creatures drop albino skins that are worth more). It's certainly doable. I won't be adding to this mod however, as at it's current state it does the job and is practically conflict free. Also, I'm just not really modding Fallout that much any more.
  8. deleted4896204
    deleted4896204
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    Hiii,

    Really enjoying the mod, but I wanted to ask if you'd ever consider making a version of this mod that removes legendary gear from ALL types of legendary enemies? I'm asking because I basically want to still be able to fight legendary enemies, but I think legendary weapons and armors are not a good mechanic for me personally, both balance-wise and realism-wise, and so I've been looking for a mod like this but that would remove legendary gear on all types of enemies, even ghouls and humanoids etc. Or, maybe you could roughly just give me an example of what you've modified with this mod and I could then apply those same changes myself to other types of enemies? I have *some* knowledge of xEdit. Thank you anyway for the mod!

    Edit : Would it be as simple as adding all of the ActorType variants keywords as conditions to the abLegendaryCreatureItemEffect? Right now I added the conditions ActorTypeHuman, ActorTypeGhoul, ActorTypeFeralGhoul, ActorTypeFeralGhoulGlowingOne, ActorTypeSuperMutant, ActorTypeSuperMutantBehemoth and ActorTypeSynth. Would that cover it?
    1. moonracer
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      yes, that should do the trick. A lot of the keywords overlap, so it shouldn't require every ActorType keyword added. I'm curious if you'd also want quest rewards and store bought legendary items removed? That would be a bit more of a challenge.

      However an approach to that would be to edit every legendary effect to be very minor. Something like +1 damage to weapons and +2 Damage resistance to armors. That way unique items would still exist/ be "special" but only hardly.
    2. deleted4896204
      deleted4896204
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      Yeah I think that should do it. And yeah, I figured for example ActorTypeGhoul would be all ghouls, so ActorTypeFeralGhoul for example wouldn't be necessary, but I don't really wanna spend time testing it out so I'll keep it as is. I'm guessing even though they overlap, there's no harm done in including more actor types than absolutely necessary anyway, right? No harm done in keeping overlapping actor types in different conditions for the same effect probably?

      And no, I'm perfectly fine with legendary gear like handplaced weapons and armors with legendary effects or even if I see a legendary weapon or piece of armor in a store and I have to pay for it. What I was not okay with was getting legendary gear from legendary enemies basically "for free", so with the changes that I made I should be all set hopefully! Thanks for your quick answer and for the mod!
    3. moonracer
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      No prob, and yes the overlapping keywords should be fine. They are only checked when the game spawns a legendary NPC so should not hurt anything. And yes, I agree. I enjoy legendary enemies as they add some challenge to a fight, but the legendary gear becomes far too common. Glad this help and you were able to edit it to better suit your taste.
    4. deleted4896204
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      Thanks for your help and everything! Will enjoy!
  9. Mebantiza
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    Thank you for making this. I noticed this right away when I got that OP as hell super-shotgun off, I think it was a bloatfly?, in one of my first playthoughs. Complete cheese and looked around for a mod to fix it. Now I do. This should be a FEATURE of the basic game, and not something you need a mod to do, but that is Bethesda for you....

    One thing I was going to suggest, or put out there, maybe legendary creatures could have unique or their type-specific rare drops increased instead of high-tech weapons and gear. For example, a Legendary mirelurk, say, would drop more Mirelurk meat than a regular lurk, or, something along those lines?

    Anyhow thanks for the mod and endorsing asap.
  10. jakelad
    jakelad
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    Hi, thanks for the mod, I'm using and have endorsed. However, have you considered adding ActorTypeCreature to the list of "Not equal to" conditions that you are using? Because right now, even with your mod, Mirelurks, Ghouls, Radscorpions and Deathclaws can still drop Legendary items. Or was this intended?

    I've made the change myself in FO4Edit, going to test it out.

    EDIT: so, as far as I can tell, making that change only affects ghouls, not the other creatures I mentioned. Weird.
    1. moonracer
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      Thanks for the endorsement. And thank you for the feedback. I did want ghouls to still have a chance to carry legendary items, but not the others. I'll take a look.
    2. ibldedibble
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      I believe that you need to add ActorTypeMirelurk, ActorTypeMirelurkHunter, ActorTypeMirelurkKing, ActorTypeMirelurkQueen for Mirelurks to go away (look at Astounding Tales #2 perk, they add all 4 there).

      And I think Ghouls are split into ActorTypeGhoul (for friendly ghouls) and ActorTypeFeralGhoul (for ferals, obviously).

      Not sure about Radscorpions and Deathclaws, but I'd guess they are ActorTypeRadscorpion and ActorTypeDeathclaw.

      Edit: Haven't added this to my modlist yet, because I'm doing an unmodded playthrough right now. But this looks like one I want to add.
    3. moonracer
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      Thanks again for the feedback and pointing this out. New version is up. I fixed it the easy way and removed the ability of all creatures to drop legendary items. I figure this way there are three versions so people can pick the degree of severity this has on gameplay balance.
    4. jakelad
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      That's great, thanks for being active with your mod! Can I ask, did you test the new changes? Because for some reason when I made the change myself (just added the no Creature check to your mod), Radscorpions, Deathclaws and Mirelurks were still dropping legendary items, but Ghouls weren.t. Quite weird. I'll be sure to download the new version and try it though, maybe you did it differently to me.
    5. moonracer
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      I have not tested this change, though now you've got me curious. The reason this mod works is because the legendary actors take on any keywords from the base form in character/race. A legendary radroach doesn't have keyword ActorTypeBug but it uses RadroachRace as a reference (which does). I'm not sure what is different here. I highly doubt a mod conflict would be the cause as it would have to remove keywords from multiple races.

      Thanks for the heads up. I'll do some testing tonight.
    6. moonracer
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      I'm not finding any legendary items on any mirelurks, feral ghouls, radscorpions and deathclaws using version 1.1.