Fallout 4

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Batta0909

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Batta0909

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  1. Batta0909
    Batta0909
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    1.0.8c IS OUT!!!

    Pipboy has been removed, sense it really has nothing to do with the rest of this mod. I am releasing it as its own mod
    NPC Pipboys.

    WARNING!!!
    Applying new Survival setting of my mod to an old save will remove all atomic rings so be careful!
    New Survival option removes Atomic tier, raises level of other tiers, and lowers values.
    This makes the mod way less OP but still keeps all mechanics in tact for the new survival mode.
    This option can be used at any difficulty level if you feel the normal mod is to OP.

    You can now craft random legendary pristine rings!
    Crafting rings requires components scrapped from other common rings.
    These crafted rings also pull from a smaller, better list of legendary effects.
    Recipes found in the "Utility" tab of the chemistry workbench.

    I decided to remove the AWKCR crafting option, seemed redundant.

    New gem materials will not load on your already found common rings.

    Sorting tags will also not appear on previously owned rings until you modify them at an armor workbench.

    No issues with any DLC to my knowledge.

    Any feedback is appreciated.
  2. magicman525
    magicman525
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    In my game it says unlucky rings give two luck but wearing them make you lose one luck is this suppose to happen?
    1. Petzoqui51D
      Petzoqui51D
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      I guess don't listen to what it displays,
    2. Paedric
      Paedric
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      That does sound UNLUCKY
  3. EinBlonderTraum
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    Jewelry mods are almost non-existant in Fallout compared to Skyrim, unfortunately. After years of neglect silver would be terribly tarnished but gold (and most semi-precious stones) would still be in excellent condition. Unfortunately you never found your texture/mesh artist to enhance your work.
  4. EdomEdom
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    I scrapped a container in Sanctuary and the contents were transferred to the workbench, including an unlucky ring.  Attempting to remove the ring from the workbench to my inventory invariably resulted in a CTD.  Weird.  I ended up getting rid of it by removing the mod cos it's not worth the risk.
  5. BBorn1122
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    new loot, always welcome in my mod list
  6. captainloafers
    captainloafers
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    I love the mod so far. Great idea. I immediately thought it was weird you start the game with a couple of useless items with their own armor slot. I figure it was a plant for modders to begin with, but no one seemed to take advantage of it.

    I have played with it for about an hour and found 5 pristine rings in one dungeon with a lvl 20 dude. Is this normal? It made me think it would be cool to have a tool to adjust the drop rate. I would like to make these very rare.
    1. Batta0909
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      The drop chance for rings is only 7% or 12% depending on the container, unless another mod is messing with containers somehow. In my testing any lower makes you very starved for rings in the end game for crafting. So save those rings because you will burn through them fast if you plan on using them for crafting. This % also takes into account the fact that locations explored at an earlier level or before the mod is added have no rings for a very long time.

      If you want to play with a lower drop change feel free to use FO4Edit and change the values.

      Drop chance is under: Leveled Item > Chance None

      The 3 files that are used in containers are called:
      WBLLC_Ring_Epic12
      WBLLC_Ring_Common7
      WBLLC_Ring_Common12

      It's an inverted drop chance so you should see 88 or 93 as the values.

      Sorry for the late reply, if you have any other questions feel free to ask! ^.^
  7. gyururu84
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    I have Boss Chests Contain Legendaries by Stupid Lemon Eater installed. Will there be any conflicts, or will I simply have a chance of finding both a ring added by your mod and a legendary item added by the other mod when opening a "Boss Chest"?
    1. Batta0909
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      Boss Chests Contain Legendaries and my mod do not conflict at all, just gave the files a look over. My mod edits Level Lists while that mod edits Containers. I have not used that mod personally but in theory everything should work great together.

      I'm surprised I never came across this mod, looks cool and I'm going to add it to my current game!
    2. gyururu84
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      Thanks for the reply =)

      With your mod AND Boss Chests Contain Legendaries, I am sure ransacking "dungeons" will be a lot more rewarding!
  8. u4ea
    u4ea
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    Hmm.. not sure why, but since update can no longer wear multiple rings. Equipping one unequips the previous one.
    1. Batta0909
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      My standalone mod has never supported wearing multiple rings. You were either using the very old Layerable Apparel version, or another mod was causing some kinda weird conflict. The mod is balanced with only one ring at a time in mind.

      Sorry for the late reply! ^.^
  9. felishiakat
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    Very lovely. I am new to the Creation Kit, and have not been able for the life of me add other things to rings like carry weight and SPECIAL boosts. >_< Meh, oh well. and I can't even find a tutorial on how to make custom clothes either. Ack.

    Oh, wells. Anyways, great work.
    1. Batta0909
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      If CK is to overwhelming I recommend FO4Edit, it gives all important information in a much easier to digest layout. If you stick with modding you will want to use both programs anyways for cleaning out stray files or edits that were made by mistake in the CK.

      The standard way to add stats or other modifiers to an item is:
      Actor Value Information (sometimes) --> Magic Effect --> Object Effect --> Armor.
  10. JohnShaft
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    i must say that my late game playthrough has been extended dramatically bc of this mod. i love it
  11. Batta0909
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    So far my mod has no issues with Far Harbor from what I've seen. Rings should appear in containers just like on the mainland! Possible update with some new legendary effects coming soon! I've been busy with stellaris modding recently so sorry for the lack of updates on this mod but everything seems to be in working order.
    1. JohnShaft
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      have been waiting to upgrade to 1.08 until tagging has been implemented for icons/defui.... any update on progress?

      love this mod
    2. Batta0909
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      New update has tags, sorry for the wait! Let me know if anything seems wrong when upgrading from 1.0.7.
    3. JohnShaft
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      rock on. will snag now to test tonight and let you know regardless. gracias!

      working well with tags. tyvm!