Well, it kinda worked, but since this mod was released before Far Harbor it just replaced ALL legendary items in the game with meat hooks. In 1 hour of playing I got like 15 legendary meat hooks. Kinda funny, but also kinda disappointing. ¯\_(?)_/¯
Because they make the game too easy. I found an explosive combat shotgun. Each PELLET explodes. EVERYTHING dies in no time. If there is no challenge, then why play?
I think I would still want Legendaries so I could sell them. In fact even if I thought legendary weapons were too powerful, I'd definitely want legendary armor anyways. But its a nice mod for people who wanna challenge themselves.
Too much challenge was already removed when they got rid of repairing and altered how radiation works. And they simplified things a little too much with the removal of skills.
Mainly because it's unrealistic. In Skyrim it was ok to have weapons that did special things because of magic but in Fallout it just doesn't work. Why should a gun be able to make a regular metal bullet explode on impact? Because of radiation? No.
You said it, FO4 is supposed to be SCI-FI Mad-Science game not a freaking Fantasy Magic game! Hence a theme in my new mod https://twitter.com/Mechtechnal/status/820147063191113728
"You guys realize that they make bullets that explode IRL right?? Lol" yeah bullets not guns that magically convert regular ammo to explosive because they are legendary that's the key difference here
This mod works and endorsed. There's one problem though: Far Harbor items like poisonous Meathook are still in the game. Since the mod was uploaded before any Addon came out and was never updated i wonder will it it be? Im sure it's just checking a few boxes....
Minor issue- This mod is generally working, but I still get some legendary enemies which always have a DLC weapon (low level, mostly "meat hooks" from far harbor lol). Vanilla weapons don't show up but DLC legendaries are still spawning. Any idea how to fix this?
I noticed that mods which add weapons and use scripted lists or modify them directly will conflict with this. An easy change would be setting in all of the edited lists the ChanceNone parameter to 100%, which would imply that regardless of if anything is added no legendaries will drop at all. At least in theory.
Now that I have the season pass I can check the dlc compatibility Edit: Can you tell me wich is dropping legendary items? Edit 2: Tested with raiders, gunners, robots and no legendary was dropped. Someone else having this issue?
Yes you are correct. Mod is currently working fine after I made sure to have it load close to the bottom of my load order. Thanks for helping out figuring everything out.
Awesome. Just an idea for an optional file in case you want to get rid of that stupid "legendary" tag altogether. Instead of removing "legendary" enemies, rename them to "raider veteran", "Old Deathclaw" and things like that. It would totally improve the immersion of the game. Thank you for this.
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Terrible implementation from Bethesda.
Too much challenge was already removed when they got rid of repairing and altered how radiation works. And they simplified things a little too much with the removal of skills.
The irony of this comment on the mod's page... SMH
The idea of magic weapons just... ruins the lore of the game completely.
This isn't borderlands.
yeah bullets not guns that magically convert regular ammo to explosive because they are legendary that's the key difference here
https://twitter.com/Mechtechnal/status/820099233202184192
Edit: Can you tell me wich is dropping legendary items?
Edit 2: Tested with raiders, gunners, robots and no legendary was dropped. Someone else having this issue?
Checked all the dlc and should work without any changes.