I installed this, and moved it up as far as I could in the load order, using the mod manager... It will not allow it to load above master files. (excuse my ignorance on this subject) Is it okay to have this plugin loaded after files like the DLC, and main Fallout master files? Do they not affect leveled lists?
You misunderstood i think. Anything below this mod in the load order is in the levelled list anything above will not be so if you have it on top it effectively doesn't do anything at all.
I have the Mercenary Pack installed (duh, who mods and hasn't? ^^) and I really don't like my settlers and the gunners showing up with these red-eyed masks or synths in the '90 armor.
Since it's been a while since I last played and modded: Does this here still work?
I don't really see this solving anything other than if you want an item to be exclusively used by you and a mod drops it into the leveled lists. But say one mod adds an armor set worn by raiders and another adds special weapons to them as well. You'll still need FO4Edit or a patch to make them both available to raiders. In the long run it's honestly better just to ask the mod author to make a version that doesn't change the lists or do it yourself. There will come a time when you want something done a specific way or a merging of two mods that conflict and nobody will do it for you. That's when you'll either have to wait or suck it up and learn how to make merge patches and editing out changes you don't want.
It certainly doesn't solve every problem for everyone, and it seems you are probably not the audience for this plugin... at least today.
But I was reading comments on a few different guns and people were asking for the author to create a special version without leveled lists.
That increases the work the author has to do each time they release a new version.
This is a far easier solution.. just tell the person to move the weapon above this in the load order.
I download tons of weapons for a lot of different reasons, and I know how to use FO4Edit... but a merged list also means I have to have those weapons all switched on, all the time... which I don't always want.
Being able to quickly move a plugin above this in the load order prevents any issues... or boring gameplay.
Maybe you have a nice small merged list and then decide to test out weaponsmith extended. That suddenly changes a whole load of leveled lists, drastically affecting difficulty in good & bad ways. Placing this after weaponsmith resets things, and you can continue using your nice small merged list after this.
Does this also work with leveled NPC lists? I've been trying to make a compatibility patch that will allow a Spawn Mod to spawn npcs from an overhaul mod
Is there a way you can make something like this but for Workshop Keyword lists? I'm not sure but I think hypothetically it would fix issues of "Furniture tab is gone now and literally at this point the only fix is reloading a save."
13 comments
(excuse my ignorance on this subject) Is it okay to have this plugin loaded after files like the DLC, and main Fallout master files? Do they not affect leveled lists?
I have the Mercenary Pack installed (duh, who mods and hasn't? ^^) and I really don't like my settlers and the gunners showing up with these red-eyed masks or synths in the '90 armor.
Since it's been a while since I last played and modded: Does this here still work?
But I was reading comments on a few different guns and people were asking for the author to create a special version without leveled lists.
That increases the work the author has to do each time they release a new version.
This is a far easier solution.. just tell the person to move the weapon above this in the load order.
I download tons of weapons for a lot of different reasons, and I know how to use FO4Edit... but a merged list also means I have to have those weapons all switched on, all the time... which I don't always want.
Being able to quickly move a plugin above this in the load order prevents any issues... or boring gameplay.
Maybe you have a nice small merged list and then decide to test out weaponsmith extended. That suddenly changes a whole load of leveled lists, drastically affecting difficulty in good & bad ways.
Placing this after weaponsmith resets things, and you can continue using your nice small merged list after this.
I've been trying to make a compatibility patch that will allow a Spawn Mod to spawn npcs from an overhaul mod