Fallout 4

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KainSR

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  1. KainSR
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    So here's an update. Tier 1 shops require rank 1 local leader only. Tier 2 infirmary local leader rank 2, nothing else (it's just a business after all). Dedicated shipments for last tier junk seller, unique stock of food and drink for restaurants, especially tier 4 who sell some uncommon cooked meals (deathclaw omelette, etc...), clinic sell a large variety of drugs and refreshing beverage, even some pre war chems, with a minimum of 4 of them, added some unique outfits for tier 4. The point is to make all tier have is own utility: tier 1, low perk requirement for a little needs and for selling, tier 2, one more perk point for basic shipments (even anti-ballistic from armor vendors), some variable quantity/quality of drugs etc..., tier 3 have anything you need more or less, tier 4 have some special stuff in addition.

    V2.0 is here. Honestly, i have enough of modifying leveled list, it is difficult to have something well-balanced with not too much or not enough. I think it is good enough for now. I see later for adding dlc armor/weapon mods to the leveled list.

    Last version available. Add ballistic weave for sale to clothing merchant (this mod touch SETTLEMENTS VENDORS ONLY), power armor mods, robot armor parts (require automatron dlc), marine armor, all of the armor parts have "epic chance boss", it means they will all have random mods attached to them. This is only for the two last tier. I make a break before adding a new version of this mod again, everything is done. New version(s) to come will be optional only with more uniques items for tier 4.

    I'm busy these days, but another version will come with local leader dependant craftables at campfire, drink and foods (images). Everything will heal but slowly, very slowly in survival except legion drink and strong beverage. Hazmat drink cause damages (this recipe contain coolant and abraxo industrial grade), but is a very powerful environemental protection. A "cateye" type drink will be added when i have time, with the effect of wolf steaks but no healing. Perhaps one other things or two with old fallout's references.
    And some things i forgot from the standard version will be rectifyed (clinics requirements as you see). ==> done now. I know there is possibly too much drugs for sale. But clinic prices is untouched and you must invest in perks, for a reason now.

    If you buy mods, it may not be added to armors/weapons directly. Try to drop it, then take it, install it.

    An other version will be available today. You can craft dog food and nuka cola in addition to what i have added. New recipes are:
    -Wasteland omelette: remove 200 rads and heal slowly. This recipe create 2 of them.
    -Wasteland soup: a craftable food version of antibiotics. Heal slowly.
    -Strong beverage: Heal 200 life points very quickly in addition to the huge strenght boost, who last 20 minutes. Very powerful, but require glowing blood pack and 2 rum, available at tier 3-4 restaurant. Try party boy/girl with this.
    -Hazmat coktail: a powerful environemental protection(rads, poison and fire). Last 30 minutes, but require a coolant and cost 100 life points to drink(more or less depending on difficulty). It can kill you when you drink it.
    -Improved molerat wonder meat: Heal slowly, fortify action points rate.
    -Legion drink: it's a bitter drink with some reference. Heal 120 life points more quickly than regular food.
    -Tiger eye: a long lasting easy to craft night vision. Last 10 minutes, even when you are outdoor in sunlight, unlike wolf ribs.
    -Mushroom cloud: mostly a reference from new vegas. Fortify action points by 10 for 10 minutes.

    Everithing require rank 2 local leader, except dog food and tiger eye, only requiring a rank 1 in the same perk.

    New things/changes:
    -tier 4 weapon vendors now sell acid soaker, paddle ball, and their ammo.
    -some readjustment to settlement vendors stock. Tier 4 junk seller have some rare robot toys for sale. More power armor mods.
    - Tier 3 require local leader rank 2 only now but cost more to construct. 2500 for armor/weapons stand, 1250 for a restaurant, clothing emporium 1000(vanilla). Junk seller and clinic untouched.

    Foods stats bonus can be permanent. It is a vanilla bug. Use player.modav strenght -2 for example if you have 2 bonus point in strenght that should not be here, and remove it. Same for carry weight or perception. Just type perception, endurance, agility or other stat instead of strenght. To add bonus, just don't use " - ". It do not touch your base SPECIAL. Strangely, after doing this console command one time, i never have this bug again, with lot of food effects... i can't explain it.
  2. KainSR
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    I have changed the permission for this file. You can modify at your will and publish it on nexus now. I could improve it myself, but don't have the time for it... there is lack of ortograph i suppose, i speak french usually. A lot of work for a basic modders like myself, i prefer if the mod is perfect, so if you have the will to improve it, do it. I actually have a better version myself but i never have published it, because i won't ask permission for compatibility(with an old version of armorsmith extended) or break the rules of nexus. - Just don't publish it for money. - Local leader is the most interesting perk in the game but was made sloppy. This perk deserve the best, surpising that no one have made a mod for it before.
    have a good day, have a good play!
  3. sdsd8452
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    An essential mod. I haven't seen anything like it yet.

    makes settlement vendors very useful.
  4. KainSR
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    The next version is near to ready with new recipes like i said and other tweaks. I would like to make an armorsmith extended version too for more weaves and the invisible combat armor, i don't remember the name. It's already done but i must have permission first.
  5. cattalina420
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    so hi im lina, and i wanted to ask, is this compatable with sim settlements?
    1. KainSR
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      Hi Lina. If it changes workshop vendors inventory "workshop vendorchest..." conditions of stores creations or workshop armor vendor, hmm yes and no, place it after sim settlements it will override those records only. I don't have installed sim settlements now, even if i downloaded it. I personnaly have same leveled list edited by different mods with no problem. If not sure, someone else could have a better answer.
    2. cattalina420
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      okay well how about i be your geni pig then and test this for you, and let ya know the results if i see something changed with "those" vender stores, as far as i know sim settlements uses the vanella venders that upgrade from teir to teir,
    3. cattalina420
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      i figure the worst case is it crashes the game, the min would be it affects vanilla venders, best case it all just works
    4. KainSR
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      A geni pig? English is not my first language, like it is written in the description. Ok, if you want to test, no problem, i bet this would work like i said, it will override what i have changed if placed after sim settlement. If it don't change the same things it is compatible. The best way to know is to check with FO4edit.
    5. cattalina420
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      so i tested it, it seems to work with sim settlements, so long as you upgrade the SS venders levels
    6. KainSR
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      Good. Thank you Lina.
  6. KainSR
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    Inventory of settlement shops seems to be cumulative between tiers... so, tier 4 have it's own items + tier 1+2+3, it is why tier 4 have so much shipments, i don't see an other explanation. If you want to see more modded weapons, you can change "ll_epicchance_standard", most of the weapons/armor have this epic loot chance, but you will take more damage and have modded weapons/armor more easily.
  7. KainSR
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    Stantard version added, the last one for a moment now. If you have caps, with tier 3-4 shops, you don't have a real need to invest in intelligence at all for the crafting perks linked to chems, armor and weapon mods.
  8. KainSR
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    Some tier 1 still require rank 2 of local leader. I am changing that now, boost some inventory, especially tier 2 settlements merchant (ammo quantity, dlc ammo...), and change some other things too.
  9. User_57218227
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    Wondrous improvement!
    1. KainSR
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      Thank you. It was a not very usefull to invest in perks and money for settlers who sells so little things, and available in other shops. More disapointing with mods that modifies shop appearance and sell 2 dirty water and a beer. However thats not the goal of their mods anyway.
  10. KainSR
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    I will continue to add more things to buy, reduce or add quantity of the shops, add better settlers tier 3-4 shops prices - sell for more, buy for less- if i find how to do it (use abernathy discount?), a special selection of perk related crafting drugs for the clinic, usefull if you wish to play charisma without enough intelligence, a more interesting junk sellers shipments for those settlers, change restaurants supplies diversity, more unique outfits for tier 4 apparel shops, especially followers clothing. For weapons and armor, i don't know... an unique .38 10mm vanilla gun, a modified legendary maxson coat with another name... and keeping the idea to not break the usefullnes of doing quest to have unique apparels. An other idea is to make tier 4 vendors easier to find, perhaps there is already a mod for it. I also read eventual suggestions.