Fallout 4
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Moonracer

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  1. WakingTank
    WakingTank
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    Any chance you could make it effect ammo as well? Sick of getting loads of ammo in a playthrough just by looting dead bodies.
    1. moonracer
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      That requires touching a lot more stuff and breaking compatibility. I deal with that to some extent in "Loot Logic and Reduction' and complete overhaul in 'Lunar Fallout Overhaul'
  2. JyrikValwulf
    JyrikValwulf
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    Does this also include the amount of regular ammo they would drop?
    1. moonracer
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      no, it doesn't touch those leveled lists.
  3. robbomcjobbo
    robbomcjobbo
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    Does anyone know if this collection of mods works with other mods that increase NPC spawns?

    For example, I use More Spawns (which does what it says on the tin) and have tried to combine it with other loot balancing mods, but the extra spawns have their normal loot, making a loot reduction mod semi-redundant.
    1. moonracer
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      It shouldn't cause issues. Either the new NPCs will use these vanilla LLDs or they will use custom one's designed by the other mod author(s). It's very safe to load this mod early in your mod list as it's unlikely other mods touch this part of the game.
  4. Grifman
    Grifman
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    I know this affects what NPC's have to drop, but what about what they have to use?  Even if raiders don't drop stimpacks, will they still have stimpacks to use in combat or will they be crippled because they don't have any to use?
    1. moonracer
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      LLDs only spawn items into NPCs on death, so it doesn't affect what they are carrying (or what you could pickpocket). So if raiders had stimpaks to use in combat before, they still will with this mod installed.
    2. Grifman
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      Thanks for the response!
  5. AarlaunaRose
    AarlaunaRose
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    First off, thank you for this mod! I installed it earlier today to try to reduce the amount of loot due to a serious overabundance of health items. I have mods like Agony, Survival First Aid, etc, and the fact that I haven't had to make or buy any medical items has been a real immersion killer. I put this mod below those in my load order as suggested, but I'm still getting 1-2 items from those specific mods from corpses. Does it take a few game days to take effect? Alternatively, is there a way for me to go into Fo4Edit to change the drop frequency myself? I'm a beginner at modding (to say the least) but with simple directions I might be able to figure it out, lol.
    1. moonracer
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      I'm unfamiliar with the other mods your using so can't be of much help. This mod just edits LLD leveled lists which other mods typically don't touch. If you loaded this after the other mods and the drop rates haven't changed, then the mods are likely touching different parts of the game.
    2. AarlaunaRose
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      Thanks for the fast reply :) I'll see if I can get a response from the other mod creators to find out what's going where. I verified that other than the medical stuff your mod is working great, so I'll be sure to endorse.
    3. steamtacular
      steamtacular
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      Make sure the mod is actually enabled.
      I installed it and found that my mod manager didn't enable the ESP
  6. lolcatjunior
    lolcatjunior
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    Is this mod compatible with DLC integration mods?
    1. moonracer
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      Most likely. Few other mods touch the files this mod does. It doesn't mess with weapons or armor spawns.
  7. KizuStrife
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    I just wanted to say I really enjoy your mods. I am really glad you have kept the individual ones rather than investing only in your compilation mod. Thanks for all your efforts.
    1. moonracer
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      Glad to hear. Yeah, I know my compilation isn't for everyone. I should really go through and pull out some changes from Lunar Fallout that deserve to be separate mods. Most of these were made first with the intention of eventually being merged into what is now Lunar Fallout. Since then a lot has just been added straight to it though.
    2. KizuStrife
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      I can see the appeal of a compilation for sure. They just usually have one or two changes that i'm not interested in or that will clash with another mod I have. Right now I am testing a few NPC using ammo mods in hopes of finding one that fits just right.

      I use your loot logic, this one of course, and vendor diversity. I also use creative perks and follower tweaks so that's the reason I didn't do your complete overhaul, worrying about conflicts. I noticed on the compilation there is an increase to trap damage. Does this affect caltrops and bear traps? If so, I'd love to see that as an individual mod. Thanks for making such solid mods btw. I have always used loot logic.

      EDIT: I thought of a question. Whichever mod affects NPC ammo amounts (this or loot logic). Would it be possible to up the amount of ammo for certain factions? I like the ammo counts for raiders, but maybe the BOS and Gunners carry more ammo (2-3 clips each). I use NPC's use ammo, but the gun fights don't last very long with those factions.
    3. moonracer
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      It's a common request, but I have no plans to try and make a mod to improve balance for NPCs use ammo. It's a great concept but too easy to exploit since you will always have an advantage over NPCs.
    4. KizuStrife
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      understandable. Thank you for answering my questions.

      EDIT: For anyone (or yourself) that is/are curious. There is a mod called "melee world" if you select the MINIMAL change file then it gives more raider melee instead of guns. NPC's still have infinite ammo, but it's pretty close to what I was looking for in terms of having some melee combat occurring.
  8. Ghostwalker71
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    I'm rather enjoying your mods, it's so much better when someone else makes a mod to do what I want in the game so I can focus on playing Bethesda's terrible implementation of a level based loot drop system has always been a main detraction from their games for me and I very much appreciate your efforts to bring some balance to it.
    I do have one critique though, when you begin the game you are hard pressed to find a raider with a full set of armor and never find a piece of combat armor on them, But once you hit level 50 every raider has nearly a full set of combat armor. Would it be too much to ask for a version that drops loot based solely on percentages and completely disregards the player level so that you have the exact same chance of finding a item at level one as you would at level 200?
    Personally I would like to see about a one in one hundred chance of finding a single piece of combat armor on a raider, with the scrap armors being the prominent type they carry, Gunners obviously would have better armor, but I would think only the commanders or officers would have combat armor, the grunts would have leather armor at best.
    These are just some thoughts in case you decide you want to slog through the LL again, and are feeling generous. I do know what a tiresome effort it is to adjust dozens of leveled lists.
    1. moonracer
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      I hear you. Every time I think of how something needs improving I check the Nexus first to see if someone else has already done it. I'm glad you are enjoying the mods. This mod doesn't touch armor, but I did address that issue in my Desperate Raiders mod. However that mod just makes combat armor less common on raiders at any level.
      I won't be making any mods that drop high level loot earlier as that breaks game progression. As you level up you encounter tougher opponents so you need to acquire better gear.
    2. Ghostwalker71
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      Thank you for the consideration, I will look at the desperate raiders mod and see if it works for me.
  9. AutonomousHess
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    I love this mod, I'm using it on Xbox One right now. However, I've found it always such a bummer that BOS and Gunners were always carrying like 40 MF-cells/other ammo rounds. In real life, most soldiers carry about 250 to 300 rounds. Do you think you could increase the NPC's ammo count to around that number? Right now I see BOS soldiers empty their guns, then run imto any oponent and just start beating them to death.
    1. moonracer
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      I'm glad you are liking the mod.
      I'm guessing you are using a mod that makes NPCs use up their ammo? as by default they just check to see if they have some in their inventory and can shoot forever. I'd find out which mod is changing that and ask them. This mod doesn't change NPC ammo counts.

      NPCs using up their ammo sounds good, but is a pretty easy mechanic to exploit. Either you wait for their ammo to run out and attack since NPCs have no fire control, or you stealth kill them and take it all if the ammo count is raised. I suspect that's why most games don't take this route.
    2. AutonomousHess
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      Thanks, I'm indeed using a mod that makes NPC use actual ammo that's in their inventory. I'll go check with the mod author of that mod.

      It's a nice feature that NPC's use up all of their ammo, this way gunfights feel more fair. I'm playing on survival mode right now and I often find myself skipping a lot of ammunition that's used by weapons that I'm actually carrying at the time, because of the weight.
  10. Kamaji
    Kamaji
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    good mod with your loot logic, No Legendary Items From Creatures and Vendor Diversity Overhaul, makes Fallout 4 so much better Endorsed all of them !!!
    1. moonracer
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      Thanks! I'm glad you enjoy them.