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This page was last updated on 30 May 2024, 6:00PM
- Changelogs
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Version 2.4.4
- fixed two LVLI entries from the last update having a count of 0, effectively doing nothing
- set flags on the following forms to allow for more sensible item injections: LL_Drink_NonAlcohol, LL_Drink_NukaCola_80
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Version 2.4.3
- there's a small chance that you can find Nuka World's basic Nuka-Cola variants (Nuka-Cola Dark, Nuka-Cola Orange, Nuka-Cola Quartz, Nuka-Cola Victory, Nuka-Cola Wild, Nuka-Grape) within the base game (Commonwealth), in places where you could also find Nuka-Cola Quantum
- this chance is independent of your DLC item injection status, it always applies
- this addition was inspired by the mod "All Nuka-Cola Flavors for the Commonwealth", while LIF's implementation should lead to way less spawns
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Version 2.4.2
- increased chances for NPCs spawning with higher-tier or faction-specific weapons on higher levels, this chance primarily affects Super Mutants and Far Harbor Trappers
- applied the ESM flag to the plugin header so that some tools treat it the same way as the game (safe to update)
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Version 2.4.1
- the installer comes with a new second plugin variant which you can simply switch to if you prefer the new one (or go back to the original one in case you change your mind again)
- the new variant retains two vanilla leveled item forms responsible for the majority of the game's Power Armour type (T45, T45, T60 and X01) distribution
- in their original state these lists always select the highest level PA variant based on player and area level which is somewhat of an outlier compared to the rest of the game which is mostly randomised
- another problem with their vanilla state being that mods that inject their PA pieces into those leved item forms have those items never show up when the player and area already are at a higher level
- If you don't care for Power Armour mods and always want the best vanilla PA pieces quickly then choose the new variant, otherwise use the default LIF plugin which makes PA pieces appear randomised including ones from other mods
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Version 2.4.0
- all leveled item forms related to Super Mutant weapon loadouts had their own set of nested LVLI implemented, they now only reference LVLI exclusive to their faction
- this was done to combat the increasing number of weapon mods adding their weapons with custom animations into weapon-specific LVLI (or weapon replacers), like e.g. "LL_HuntingRifle_Rifle", which were originally referenced by some Super Mutant LVLIs; in most cases those weapon mods with custom animations don't come with an animation set for Super Mutants which lead to mutants spawning with those weapons in their inventory but due to missing animations they couldn't equip/use them and instead ran with only their bare fists towards the player
- another reason being that it is now way easier for mod authors to inject their weapons into LVLI without constantly having to check for a bunch of interconnected LVLI that might lead to a LVLI also used by Super Mutants, the process is now way more straightforward and you can target specific factions more easily
- those changes guarantee that Super Mutants always spawn with weapons they can actually use
- mods that inject their items directly into the mutant-specific LVLI are unaffected by this change
- if you have a strong opinion or feedback specific to these changes please comment in the forums topic related to this update: https://www.nexusmods.com/fallout4/mods/63914/?tab=forum&topic_id=13185042
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Version 2.3.7
- reverted changes from 2.3.6 and instead implemented a custom solution for the carbon-copy wastelander/settler equipment problem introduced by the Unofficial Patch
- the aformentioned change in direction happened because I was made aware of the "Wastelander Outfit UFO4P Patch" being flawed by user Enesore, I looked into it and could confirm the problem
- that's why there's a custom solution now that should result in both more varied NPCs and make other mods, that inject their equipment into these vanilla LVLI (like Eli's Armour Compendium), remain fully functional
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Version 2.3.6
- included the "Wastelander Outfit - UFO4P Roll Back" fix to prevent the Unofficial Patch making some questionable changes to wastelander NPC clothing choices
- those forms will show up as ITMs (Identical To Master) if you only load the vanilla plugins and LIF, never clean LIF's plugin as those ITMs are intentional
- more on that roll back can be found here: https://www.nexusmods.com/fallout4/mods/62427
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Version 2.3.5
- the mod supports Canary Save File Monitor now, it's optional, you don't have to use it but there's no downside in running it, more on the mod can be found here: https://www.nexusmods.com/fallout4/mods/44949
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Version 2.3.4
- fixed miscmod_mod_CombatRifle_Scope_SightsIronImproved "Combat Rifle Glow Front Sight Ring" [MISC:00185C09] being referenced on two different OMOD forms, preventing them from being reapplied as intended
- fixed miscmod_mod_CombatShotgun_Scope_SightsIronImproved "Combat Shotgun Glow Front Sight Ring" [MISC:00186C50] being referenced on two different OMOD forms, preventing them from being reapplied as intended
- removed miscmod_mod_HuntingRifle_Grip_Stock_Short "Short Stock" [MISC:001362B2] from all LVLI that had it referenced; this form is a duplicate, probably an accidental copy or leftover from an early version of the game, and unused by the game, it shouldn't be referenced anywhere as it would effectively just end up as dead weight
- removed miscmod_mod_HuntingRifle_Scope_Epic_x12 "Hunting Scope x12" [MISC:001362BA] from all LVLI that had it referenced for the same reason as the previous one
- fixed LL_MiscMod_HuntingRifle [LVLI:0001A314] that contained entries at level 111, this was most likely a typo and was meant to say 11 instead as the referenced objects are low-level attachments
- fixed LL_MiscMod_PipeBoltAction [LVLI:0001A311] that contained an entry at level 111, this was most likely a typo and was meant to say 11 instead as the referenced object is a low-level attachment
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Version 2.3.3
- changed the name of the crafting category to "Leveled Item Fixes" as well, I missed that one in v2.3.2
- changes from v2.3.2:
- updated all files that contained the mod's name in order to change the name to "Leveled Item Fixes"
- reworked the alternative variant that came without DLC injection option, instead of having an alternative base plugin that only differs in a couple instances from the complete variant there's now a separate ESL-flagged plugin that simply disables DLC injection options to prevent the startup message from showing and having access to the options in the holotape/MCM; it wasn't all that elegant to provide a slightly different base plugin because I effectively almost doubled the work load for every tiny update I do in the future, the new solution is just a tiny addition that requires minimal to no maintenance and has the same result for the user
- the "LIF_StartupMode" global variable got a fourth valid state, setting it to 3 or higher does everything state 2 does (disabling LIF's startup message and skipping DLC item distribution) and also disables/hides the DLC item distribution settings in the holotape
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Version 2.3.2
- updated all files that contained the mod's name in order to change the name to "Leveled Item Fixes"
- reworked the alternative variant that came without DLC injection option, instead of having an alternative base plugin that only differs in a couple instances from the complete variant there's now a separate ESL-flagged plugin that simply disables DLC injection options to prevent the startup message from showing and having access to the options in the holotape/MCM; it wasn't elegant to provide a slightly different base plugin because I effectively almost doubled the work load for every update I do in the future, the new solution is just a tiny addition that requires minimal to no maintenance and has the same result for the user
- the "LIF_StartupMode" global variable got a fourth valid state, setting it to 3 or higher does everything state 2 does (disabling LIF's startup message and skipping DLC item distribution) and also disables/hides the DLC item distribution settings in the holotape
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Version 2.3.1
- standardised the levels of the entries within "LL_Pipe_All_Long" and "LL_Pipe_All_Short" and made them match "LL_HandmadeGun_Pistol" and "LL_HandmadeGun_Rifle"
- combined both variants in a convenient FOMOD installer
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Version 2.3.0
- standardised many leveled item forms related to power armor
- fixed the leveled item list used to determine the PA base model of the "Piezonucleic Power Armor Chest", originally the quest was meant to pick from four alternatives (T-45, T-51, T-60 and X-01) but due to the zone level having a maximum of 14 it couldn't spawn in variants other than T-45 and T-51, now all of them can spawn while T-45 and T-51 are the most common result, T-60 and X-01 are increasingly more rare
- fixed LL_Armor_Power_T45_Helmet originally referencing variant D of the helmet twice while variant E was completely missing, now both variants are referenced properly
- power armor pieces found on frames placed in certain locations of the world are semi-randomised, originally the system always picked one and the same set (variants of T-45, T-51, T-60 and X-01) based on the player's and zone's level
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Version 2.2.0
- restored a couple of ammo LVLI forms that still had some redundant data from a previous version in them
- applied missing flag to LLS_Armor_Raider_Headpart_Headwear
- removed the form override that fixes the duplicate scope slot on the DB Shotgun because UFO4P has it included in its latest revision
- another variant of the mod got added as an alternative, that one is identical to the base plugin but has DLC item injection entirely disabled and resulting obsolete form overrides removed, holotape and MCM got adjusted accordingly
- this new variant's primary purpose is to get rid of some form overrides and decrease conflict potential, it is meant for those of you who don't care for DLC items being present in the base game or other DLCs other than their origin, or want to create their own injections anyway
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Version 2.1.5
- slightly increased the chance for DC Security and general citizens to carry a Pipe weapon instead of any of the other options again
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Version 2.1.4
- the melee weapon leveled item form for generic citizens no longer comes with predefined weapons, instead the list is empty (equivalent to vanilla state) and only becomes relevant if you inject items into it
- this was done because many of the NPCs that use that leveled item form already come with a melee weapon specific to their NPC form, and if you don't inject any melee weapons into the aforementioned form those NPCs are more likely to use their guns
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Version 2.1.3
- fixed epic (randomised/improved) versions of Marine Armor Chest Piece coming with an incorrect material mod, in vanilla it spawned with leg piece material mods instead of the intended torso ones
- just like the previous fix, this will be removed once UFO4P gets an update and the bug will have been fixed in its live version
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Version 2.1.2
- included a fix for Double Barrel Shotgun's Calibrated Powerful Receiver incorrectly applying a second instance of the Scope attach point, will be removed once UFO4P has the same fix included
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Version 2.1.1
- removed override names from some leveled item forms, that had been removed previously, again; for some reason the Creation Kit reapplies them everytime I save the plugin
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Version 2.1.0
- CAUTION: BEFORE UPDATING THE MOD TO THIS VERSION MAKE SURE TO REMOVE THE DLC INJECTION IF YOU PREVIOUSLY INJECTED THE DLC ITEMS, YOU CAN REAPPLY THE INJECTION AFTER THE UPDATE
- you've now way more control over the DLC item injection, you can inject all of them at once (like previously) or just some of those items individually, therefore LIF's own controller script was reworked
- the separate DLC item injection categories are as follows, each one has a separate new option in the holotape and MCM: .45-70 ammo, 7.62 ammo, Harpoon ammo, Marine Armor, Handmade Rifle, Lever Action Rifle, Radium Rifle, Western Revolver, Frag Grenade Variants
- there's now a global variable in the plugin that controls what happens when you use the mod for the first time in a playthrough or start a new playthrough: if it is set to 0 (default) the DLC item injection message will show, a value of 1 skips the message and injects all DLC items right away, and a value of 2 or higher skips both the message and injection entirely
- if you want to change LIF's startup behaviour simply fire up FO4Edit and modify the value of the "LIF_StartupMode" global variable accordingly
- included the barely used (they are just referenced on a few very specific friendly NPCs) following LVLI forms and standardised their flags: LLG_Pistol_Auto, LLG_Pistol_Semiauto, LLG_Rifle_Auto, LLG_Shotgun
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Version 2.0.2
- tweaked the chances at which injected DLC items (ammo, armour and weapons) will appear on base game NPCs and vendors, the system is now favouring base game items over the DLC ones
- removed dummy quest form whose only purpose was to make the Creation Kit automatically include the injection scripts in BA2 archives, since LIF no longer has a BA2 archive this form became obsolete
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Version 2.0.1
- all files/scripts in the archive come as loose files instead now
- I've also included the script source files
- this should make it easier for mod authors to utilise the framework
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Version 2.0.0
- IMPORTANT WHEN UPDATING: remove the DLC injection in game before installing the update, then update the mod and finally reapply the DLC injection
- revised the DLC injection system, it'll no longer affect some item chances if you decide to not inject the DLC items, instead the vanilla experience is untouched and when you inject the DLC items they have a slightly smaller chance to appear
- reverted ammo LVLI "LL_Ammo_Any" and similar ones back to their vanilla state; their previous altered state affected balance and gameplay too much; when using those LVLI for injections, their original state doesn't matter anyway
- removed LVLI "LL_Ammo_Any_Raider" from the plugin, it is unused by the game and there's no point in altering it if it doesn't affect anything
- certain DLC items are no longer directly available from base game vendors if you didn't use the DLC injection
- the Acid Soaker was removed entirely from base game vendors
- the Harpoon Gun was removed entirely from base game vendors
- Far Harbor's Meat Hook and Pole Hook were removed entirely from base game vendors
- Radium Rifle was entirely removed from base game vendors and quest rewards
- reworked a couple more grenade LVLI
- fixed a couple of other inconsistencies, minor errors and duplicate entries in LVLI, they aren't worth to be listed individually
- LIF's own injector script had its code optimised and the file was moved to a subfolder
- moved terminal script fragments to another folder
- changed most EditorIDs (purely internal stuff)
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Version 1.4.1
- standardised form "LL_TireIron_Simple [LVLI:0013ADC7]", the _Simple in its EditorID indicates that this form should carry the Simple filter keyword but it carried the Standard keyword, this inconsistency was found by DeathByPewPew
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Version 1.4.0
- standardised several grenade/explosive LVLI
- added the Baseball Grenade to a few LVLI as a low-level alternative to Molotov Cocktails and Frag Grenades
- Nuka World's Frag MIRV and Frag Smart grenades can be injected into vanilla LVLI
- if you update the mod in an already running playthrough and you already injected the DLC items, revert the injection and inject again in order to update it with the aforementioned DLC grenades
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Version 1.3.2
- included a couple of dummy MCM translation files for languages other then English, this should enable players that use another language than English but don't have a translation for it installed to see the text in the menu
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Version 1.3.1
- translations of the MCM no longer require you to override the entire MCM files, all strings are now in the separate file "LIF_en.txt" in the folder "FO4Root\Data\Interface\Translations\"
- if you want to translate the MCM you can simply create a copy of "LIF_en.txt", change the two characters after the underscore ("en" for English, "fr" for French, "ru" for Russian, etc.) and translate its content (everything but the variables [e.g. $XYZ123])
- for more information on MCM translations read this article: https://github.com/Neanka/MCM_0.1_AS3/wiki/Translations---i18n
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Version 1.3.0
- decoupled most DLC "Aspirational" and "CustomItem" leveled item forms from their nested LVLI forms, instead they directly reference their resp. ARMO or WEAP forms now; this was done to prevent item replacers (e.g. for armour or weapons), those that directly edit vanilla LVLI in order to replace a vanilla item with a custom one, breaking those unique items that are usually assembled via script
- standardised and fixed many additional armour/clothing-related LVLI forms
- standardised and fixed a couple more weapon-related forms
- standardised and fixed a few component lists, they contain scrap materials, like "LL_Component_Concrete"
- removed the Override Name from Grognak Costume's LVLI form: since the ARMO form already is named "Grognak Costume" there's no benefit in applying an Override Name, but there is a downside to that approach, namely it prevents the use of INNR even though the item always was fully capable of that
- removed the Override Name from Grognak's Axe's LVLI form: the ARMO form is already named "Grognak's Axe", if you use another mod that applies INNR to its WEAP form the item can now make actual use of the INNR
- removed the Override Name from Deliverer's LVLI form: the WEAP form already is named "Deliverer" and can make use of its INNR now
- removed the Override Name from Silver Shroud Armor's LVLI form: the ARMO form is already named "Silver Shroud Costume" (which I consider a more fitting name than "Armor" anyway), if you use another mod that applies INNR to its ARMO form (like ECO's Armor Overrides) the item can now make actual use of the INNR
- my other three LVLI injection scripts (Dank_AmmoLLInject, Dank_ArmorLLInject and Dank_GunLLInject2) are now also included in the archive, some users prefer to use them instead of my most recent modular script, you no longer have to include them in your mods if those mods depend on LIF
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Version 1.2.2
- decoupled most "Aspirational" and "CustomItem" leveled item forms from their nested LVLI forms, instead they directly reference their resp. ARMO or WEAP forms now; this was done to prevent item replacers (e.g. for armour or weapons), those that directly edit vanilla LVLI in order to replace a vanilla item with a custom one, breaking those unique items that are usually assembled via script
- fixed "Tessa's Fist"; in vanilla it was a Raider PA piece with a T-60 mod applied to it, when you removed the mod you couldn't reapply it; either the Raider PA base or the T-60 mod were incorrect, I decided to go for the former and made the base a T-60 piece
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Version 1.2.1
- the Radium Rifle was a bit too readily available on NPCs, that was vastly reduced, now it has a chance to appear instead of the Gamma Gun (exclusive to Children of Atom)
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Version 1.2.0
- DLC item distribution is now a dynamical system, you can always inject the items and revert back to the vanilla state
- upon starting the game after installing this update (or once you left Vault 111) you'll see a message that asks you whether you want to distribute the DLC items throughout the Commonwealth or skip this process
- the holotape and MCM got new options that control the DLC item distribution
- reworked the MCM layout
- standardised the various variants of the "LL_Ammo_Any" forms
- standardised the three variants of quest reward forms
- various other minor fixes and adjustments I forgot to note individually
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Version 1.1.0
- added new debug option to the holotape and MCM; that one allows to reset certain "UseAll" flagged LVLI (LLI_DiamondCitySecurityEquipment, LLI_Vault81SecurityEquipment, LLI_Weapons_Citizen for now) to their default state (without the injected parts); these three forms are often used improperly by some mod authors that inject their items directly into them and that results in the NPCs that make use of those forms having iventories full of multiple weapons or other equipment at the same time
- reworked holotape and MCM
- fixed supermutants that use the melee LVLI sometimes having a Meat Hook in their inventory they can't use and running with bare hands at you
- this update also contains some new LVLI forms that are part of the upcoming DLC injection system; they have the suffix "DONTUSE" in their EditorID, as that suffix suggests DON'T EVER MODIFY THEM (neither directly nor via scripted injection) or the upcoming new system won't work as intended
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Version 1.0.1
- the file now contains my most recent injection script "Dank_LeveledItemInject", so you don't have to include it with every mod of yours when you already run LIF
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- Author's activity
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May 2024
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30 May 2024, 6:00PM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.4'
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30 May 2024, 6:00PM | Action by: DankRafft
File added
'LIF [version 2.4.4]'
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29 May 2024, 7:40AM | Action by: DankRafft
Attribute change
'Description changed.'
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28 May 2024, 4:29PM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.3'
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28 May 2024, 3:09PM | Action by: DankRafft
Attribute change
'Description changed.'
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28 May 2024, 3:01PM | Action by: DankRafft
Attribute change
'Description changed.'
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28 May 2024, 2:58PM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.3'
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28 May 2024, 2:58PM | Action by: DankRafft
File added
'LIF [version 2.4.3]'
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20 May 2024, 11:30AM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.2'
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20 May 2024, 11:30AM | Action by: DankRafft
File added
'LIF [version 2.4.2]'
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19 May 2024, 9:41PM | Action by: DankRafft
Attribute change
'Description changed.'
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18 May 2024, 8:39PM | Action by: DankRafft
Attribute change
'Description changed.'
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12 May 2024, 8:35PM | Action by: DankRafft
Changelog added
'Change log added for version 2.4.1'
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12 May 2024, 8:29PM | Action by: DankRafft
File added
'LIF [version 2.4.1]'
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04 May 2024, 9:21AM | Action by: DankRafft
Attribute change
'Description changed.'
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03 May 2024, 6:12PM | Action by: DankRafft
Attribute change
'Description changed.'
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03 May 2024, 6:07PM | Action by: DankRafft
Attribute change
'Description changed.'
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03 May 2024, 4:54PM | Action by: DankRafft
Attribute change
'Description changed.'
April 2024
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23 Apr 2024, 11:05AM | Action by: DankRafft
Attribute change
'Description changed.'
February 2024
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09 Feb 2024, 1:25PM | Action by: DankRafft
Attribute change
'Description changed.'
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- Mod page activity
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June 2024
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08 Jun 2024, 1:43AM | Action by: DragonFangD
Tracked
'Leveled Item Fixes (LIF)'
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07 Jun 2024, 11:24PM | Action by: BravoSixTwo
Endorsed
'Leveled Item Fixes (LIF)'
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07 Jun 2024, 9:46PM | Action by: GreatKingKeenan
Tracked
'Leveled Item Fixes (LIF)'
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07 Jun 2024, 4:57PM | Action by: steviex34
Endorsed
'Leveled Item Fixes (LIF)'
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07 Jun 2024, 2:21PM | Action by: 514tanNEXSUS
Endorsed
'Leveled Item Fixes (LIF)'
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07 Jun 2024, 2:09PM | Action by: Elf2024
Tracked
'Leveled Item Fixes (LIF)'
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07 Jun 2024, 7:51AM | Action by: p0moika
Endorsed
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 10:20PM | Action by: MrSh00ter
Endorsed
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 10:07PM | Action by: Atomicrodent
Tracked
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 4:03PM | Action by: xXBalthorXx
Untracked
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 1:42PM | Action by: 4ModsTA
Endorsed
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 8:35AM | Action by: AllonNL
Endorsed
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 8:13AM | Action by: mrkim82
Endorsed
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 5:52AM | Action by: IdkWhyImHere222
Endorsed
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 2:19AM | Action by: CoyoteTango13
Endorsed
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 2:08AM | Action by: gphoenix51
Tracked
'Leveled Item Fixes (LIF)'
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06 Jun 2024, 12:44AM | Action by: WanderingSiren4Crafts
Tracked
'Leveled Item Fixes (LIF)'
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05 Jun 2024, 10:14PM | Action by: fataul
Endorsed
'Leveled Item Fixes (LIF)'
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05 Jun 2024, 10:14PM | Action by: fataul
Tracked
'Leveled Item Fixes (LIF)'
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05 Jun 2024, 8:30PM | Action by: xTallicor
Tracked
'Leveled Item Fixes (LIF)'
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