Just so I'm not going crazy... is it normal for assault rifles to be showing up around levels 11-12? Im level 12 currently and just cleared out the boston library and half the super mutants were using assault rifles.
is it possible to make the outfit and armor only appear in chests and not on npcs? sometimes a raider is wearing marine left leg and pack right leg, and sometimes a homeless man is wearing operator suit , it's ridiculous and hilarious.
I don't believe I changed the how armor is distributed as a baseline, just added more options for the game to choose from when it does its randomization thing. So I agree it can be wacky at times but then so can the base game raiders look insane. It could be changed but I'd have to redo a lot of lists so it's unlikely to happen soon if at all.
been using the Reduced Loot version for ages and it honestly feels just perfect. you get a few children of atom spawns in the game, few raiders with radium rifles, but they still feel rarer than e.g Automatron encounter integration.
love these little crumbs of the wider commonwealth leaking into the world. finding nukaworld drinks on vendors is always a nice surprise too, especially as a sleep deprived survival player xD
i've definitely got a few other mods overwriting bits of the LL changes this makes but just load it early as you can, it adds so much for 1 plugin
It was a lot of work to tweak all the little details with the lists to get things where I wanted it to be so its great to hear others are still enjoying what I've made.
I have installed this and haven't come across a single ammo or weapon from the DLC (like the handmade rifles from Nuka World or its 7.62mm ammo), is there a way to check if the mod is working ? anyway I'm not that far into the NG yet, I'm just at Red Rocket right after meeting Dogmeat for the first time, maybe it'll appear further in the game ?
for context, I have started a new game and use console command to simulate a "New Game Plus" that will set my level to 40 (it's like.. my 4th playthrough), I wonder if that affect things and I have to go back and play from level 1 instead?
EDIT: yeah nevermind, I just have to play further. The mod still works. Thanks
If you know how to use the Creation Kit or FO4Edit sure it can be done. You'd need to add in any creation club ESP or ESM files as a master to the mod so they can be added into the lists as the proper forms wouldn't be available in the mod otherwise.
That mod looks like it does similar things so there will probably be some conflicts in edits as both mods attempt to change the same thing. You can try looking at both mods with some form of bashed/merged patch present and see what the result of the overrides is and if you're ok with how it has handled the conflicting lists (of which there will be many I'm guessing).
I assume the new weapons will be distributed to factions depending on what makes sense. Like, I wont be seeing any BOS members using Harpoon guns, right?
Correct, the BOS for example will use a selection of randomized laser and the plasma weapons as per their focus on Energy Weapons. The truly randomized lists where pretty much any weapon is at least a small possibility are reserved for the raider types of NPCs where a completely random selection of weapons makes sense.
So I'm not sure how you made the mods for drops and vending works but there is a bug. When you put on one of the drop mods it doesn't take it away from your misc tab, allowing for infinite generation of mods by taking off one of yours and slapping on a vanilla mod repeatedly.
I'm also assuming it's your as the mod in the crafting menu ends with an X+ at the end and I have no other mods that adds weapon mods in.
It's a side effect of gaining item mods from a mod rather than as part of the base crafting system like the game expects. It's slightly annoying I would agree but just exercise some restraint on how you use things and its a rather minor point.
Do the Nuka Cola Machines have a chance to contain ALL the Nuka Cola's...the old mod I replaced with this used to have them, but all I'm seeing is the Commonwealth ones in the machines so far with this mod installed....Only been playing for a day though.
If you mean the previously craft-only ones from the Nuka World DLC, yes those have a chance to appear all over the wasteland including in other DLCs such as Far Harbor locations. The chance is lower for the crafted ones vs the standard types and is of course random as well so I can't say for certain where you'll find them but you should be seeing them around the game as you play.
yup seems so just found 2 Nuka Wilds in a vending machine...also makes checking vendors actually worth while now, thanks. Working as intended. Endorsed
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love these little crumbs of the wider commonwealth leaking into the world.
finding nukaworld drinks on vendors is always a nice surprise too, especially as a sleep deprived survival player xD
i've definitely got a few other mods overwriting bits of the LL changes this makes but just load it early as you can, it adds so much for 1 plugin
further in the game ?
for context, I have started a new game and use console command to simulate a "New Game Plus" that will set my level to 40 (it's like.. my 4th playthrough), I wonder if that affect things and I have to go back and play from level 1 instead?
EDIT:
yeah nevermind, I just have to play further. The mod still works. Thanks
https://www.nexusmods.com/fallout4/mods/44122
https://www.nexusmods.com/fallout4/mods/63914?tab=description
Leveled Item Framework (LIF)
or
https://www.nexusmods.com/fallout4/mods/30367?tab=description
DLC Leveled List Integration and Rebalance
So both of them seems to do similar things but the second one seems more in depth, can I use both or should I choose one?
Thanks.
Thanks for the response anyway.
When you put on one of the drop mods it doesn't take it away from your misc tab, allowing for infinite generation of mods by taking off one of yours and slapping on a vanilla mod repeatedly.
I'm also assuming it's your as the mod in the crafting menu ends with an X+ at the end and I have no other mods that adds weapon mods in.