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PoisonParadise

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PoisonParadise

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25 comments

  1. PoisonParadise
    PoisonParadise
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    2 AM Publish time y'all, description subject to change. I'm tired.
  2. DuplicitousDemiurge
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    I am trying my damndest to patch VUWR's effects onto the litany of unique and vanilla replacers I have, as well as being in a unified patch with others like Caliber Complex, Loads of Ammo, JSRS, etc.

    Does this make it easier or harder for me to hack VUWR up like a recently disqualified surgeon?
    1. PoisonParadise
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      I may have formatted bits of the ESP to make it easier, but overall I would say it is likely "neutral" as far as making your personal patch.

      What might make it easier is actually COMPARING what I did in my patch to the original mod file. That's how I started making surgeon-simulator tier mods for myself, just seeing how other people made patches, lol.

      Sorry for the late reply.
  3. CheezyBallz
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    You should add More Uniques as an optional requirement so people on that mod page can find this
    1. PoisonParadise
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      u rite
  4. MarchUntoTorment
    MarchUntoTorment
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    To confirm, can this be installed mid-playthrough without breaking VUWR or More Uniques? Just found out about it 25 hours into my new playthrough and wanted to install it, but wasn't 100% sure if that was a good idea.
    1. lowl
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      shouldnt break but the quest that manages drops will fail to give updated loot. it's not much different to breaking.
  5. lowl
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    was playing a bit. noticed Citos Shiny works on essential npcs. you can just farm them for caps
  6. lowl
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    Nice work. the weps are still EXTREMELY strong, though.

    eg:
    the laser prototype barrel has +45% damage AND deals the equivalent of a plasma grenade every 4 shots. this just from a barrel you can still add to a legendary weapon.
    maybe suitable for a game with high difficulty, no legendary drop, and/or weak perks.

    my game has strong enemies but strong legendaries and strong perks.
    for mine, i reckon i would lower the damage to basic barrel bonus or change the proc to limb damage, slowing effect, emp(mechanical only damage), or stagger damage.
    Or i could change the weapon mods to universal unlock, craft only, and make the requirements absurd special. 15 str and 1 endurance = ability to craft xyz.
    1. PoisonParadise
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      next time I release a mod wave I'll nerf a bunch of these weapons; do you have any suggestions?
    2. lowl
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      not really any good specific suggestions since it depends on your game.
      if someone were to install vanilla fallout 4 and add this, it might not be considered too overpowered because there are already many unbalanced aspects.

      if you want to do another overhaul for a weaker version of EVERY mod in vuwr, unique uniques, and more uniques. i can list a few ideas. i did my own but it has lots of other mod requirements and it's not complete.
      150 weapon mods. 50 to go. it works in some effects from VAFS ReduxThe Legendary OverhaulUnbogus FalloutMassachusetts Melee, and a few integrated gun mod overhauls.

      if you just want a single suggestion. for mods like "Kinder-Garden" Barrel. make the description summarise the actual damage it gives. eg: Each shot may deal 23 Cryo that slows, 46 Poison, or 30 Electrical damage, each dealt over 2sec.
  7. Bakelite420
    Bakelite420
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    hi could you patch in the hotfix that the mod author made for his mod. it fixes brandis's unique bug.
    1. PoisonParadise
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      It's included iirc, but I can double check
  8. Destroyer5005
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    Amazing work, thank you very much for the mod!
  9. Disconectedgamer
    Disconectedgamer
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    dose this conflict with the patch for ECO? if so would you make an eco patch for your self? https://www.nexusmods.com/fallout4/mods/57516?tab=files&file_id=227357&nmm=1
    1. PoisonParadise
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      I don't believe a patch is needed anymore; I assume the only thing the patch does is allow for swapping around the custom Legendary Effects

      However, Legendary Effects are no longer what gives these weapons their specialties anymore- the effects are just transferred to, say, the barrels or the stocks, or both
      No new Legend Effects anymore


      I will take a look anyway though! Just as soon as POW-R Overhaul releases (I'm finishing a few new Raider PA Meshes now)
  10. somebodysangel
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    I love the idea of this mod, but I'm at a loss as to why the descriptions showing in xedit don't show in the weapons workbench. Really hard to determine if I should switch to a unique version of certain weapons when I don't know what their unique barrel/grip/whatever does.
    1. PoisonParadise
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      Huh; so you've confirmed I did put descriptions, but they don't show up in your game. I'll load my game back up with this and make sure it works in "basically vanilla", but I gotta ask anyway, are you using any UI mods?
  11. havokwing1978
    havokwing1978
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    Is it possible to do this with https://www.nexusmods.com/fallout4/mods/30529 As some of these have  legendary modifiers as well.
    1. PoisonParadise
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      Oh yeah, I'll check that out next; probably doesn't need much balance changing either, so shouldn't take much work.