431 comments

  1. DankRafft
    DankRafft
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    I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page (and relevant articles) first. I will not answer questions that arise from ignoring those resources.
    Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.

    I wish you a good time and thank you for your support.
  2. koushkinn
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    Hi DankRafft,
    Do you think it would work if I were to convert the .esl to .esp on my end, since the VR version cannot load them ?

    Obviously all the patches would need an edit to their master as well, but apart from that do you think there would be issues ?
    1. DankRafft
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      As long as you retain the FormIDs within the plugin and change masters on dependent plugins it should work for the most part. But some mods that include a Papyrus script that parses IDs from "LIF.esl" specifically, like some instances of my Weapon Integration Project, won't work any more, unless you change the scripts and make them look for your new plugin name/extension instead.
    2. MockLogic
      MockLogic
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      This mod uses FormIDs under 800 and does not work in FO4VR if simply converted from ESL to ESP.
  3. willicuss
    willicuss
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    Hi friends, 2025 modder from the future here. Is this mod still working? And does it have any known compatibility issues? Thanks all! Have a nice day :)
    1. Sheeta93
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      been working fine for me so far
    2. GangofDruids
      GangofDruids
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      Yes, this mod and all its options works beautifully on two recent play-throughs in the past 4 months. It's a staple (IMHO).
  4. ORIONOX
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    would this mess with SPARS - Simple Power Armor Reduction System?
    1. Romanchik48
      Romanchik48
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      +1
  5. laguna80
    laguna80
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    Hi, someone using this with Unleveled World - F4SE? Does it work or conflict?
  6. Oxygenes512
    Oxygenes512
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    ID 1CCDA9 - has 2x 1CCDAD, one could be replaced by 2049E6
    1. DankRafft
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      That is intended and makes sense. Besides, LGND_PossibleLegendaryItemBaseLists_SpecialGuns [LVLI:002049E6] is already covered by a  nested structure:
      LGND_PossibleLegendaryItemBaseLists_GunGroupHigh [LVLI:0022B635]
      --> LGND_PossibleLegendaryItemBaseLists_Guns [LVLI:001CCDAD]
      I don't want to make any changes that aren't clearly improvements or fixes, that mostly come down to personal preference.

      Thanks for providing feedback, though.
    2. Oxygenes512
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      My mistake, I saw this one, but then somehow forgot about it and did not checked again. Thanks for answer.
  7. zorak912
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    I've noticed a problem with vanilla weapons, and that is that in most cases they spawn on NPCs with their base configurations.
    Does anyone know what could be the cause of this? I don't have any overwrites records in my leveled list.
    1. DankRafft
      DankRafft
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      Weapon configurations (combinations) are only in part (a small one, if at all) determined by leveled item forms. The majority comes from the weapon forms (WEAP) themselves, thus this mod has barely any saying in it.
  8. enzoferrari01
    enzoferrari01
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    Hello bro. Sorry for bother with a stupid question. Is the Power Armor Spawn working? I´m on the beginning of the game, and I´m finding all of them
  9. zesky67
    zesky67
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    Hello, I would like to ask, in the latest version, do I still need to merge the rank lists of this module that conflict with other modules? For example the Damn Apocalypse Loot mod, if I want to keep his rare loot, should I let his rank list continue to override yours?
  10. ceccaz
    ceccaz
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    Hi amazing mod! Anyone can say to me if the leveled sistem of better location damage conflict with this mod?
    1. Vito2021
      Vito2021
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      Hello, do you have an answer for that after so long? 
  11. H00V3RD8M
    H00V3RD8M
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    This is a pretty nice mod that does lots of corrections and adds some missing weapons to appropriate weapon pools. After looking through this mod in FO4Edit, I have some suggestions. Maybe change the four LL entries in the main LIF.esl plugin where the Triggermen, Minutemen, Gunners and Raiders have a leveled item that spawns either an auto assault rifle or auto handmade rifle to just the auto assault rifle, with the DLC gun add-on having the raiders, gunners and minutemen spawn with auto handmade rifles at level 36 and the assault rifle at level 34? The 10mm pistol could be added at level 1 to the Gunner semi auto list and at level 7 to the citizen gun list. I'm not sure if the lever-action rifle fits the Gunner faction so may want to consider removing it from their lists as well. Same goes for the Fat Man on Brotherhood missile troops due to potential gameplay issues. Thanks for taking the time to create this mod that addresses lots of the game's leveled list issues!