Fallout 4
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Valma

Uploaded by

etisvoloch

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About this mod

Changes the way how the game engine determines what loot will you get from a legendary mob.

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Greetings, fellow Wastelander!

Have you ever wondered why for the sake of Nuke this pesky lvl 50++ Legendary Deathclaw you've just killed dropped this useless Lead Pipe or Leather Armor piece?

Have you ever wondered why there are so much melee weapon drops from legendaries in a gun-oriented game? (okie-dokie,I am aware of the fact how OP melee is at highter levels in Vanilla game)

Have you ever wondered why there are so much armor drops when you need the fire power RIGHT NOW?

Then this mod might be for you.

Personally I've made it while I was working on my another mod (sneaky-sneaky), answering exactly the same questions.

So, long story short, here what it does in numbers:

Chance to get weapon / armor (Look at the Math section at the bottom of description for clarifications)
Vanilla - 50% / 50%
Modded - 75% / 25%
Modded(Optional) - 70% / 30%

Chance to get gun / melee
Vanilla - 66% / 33%
Modded - 75% / 25%
Modded(Optional) - 25% / 75%

Loot rules:
First of all remember that level thresholds are determined based on monster level and not the player level.

Vanilla - you could get EVERY weapon/armor with level < monster level. Resulting in weird drops like pipe pistols from lvl 50+ enemies.
Modded - you get level-apropriate loot every time. No more low-level loot from highter level enemies.

Loot pools:


First of all with the new version we are moving to tiering aproach with mixed loot pools. What does it mean? Read below.

Pool levels:

SuperLite:
  • Same as Vanilla. You could get low level weapons/armors from top-end enemies with exactly the same chance like in Vanilla.

Standart version:
  • 1-9 Low
  • 10-14 LowMid
  • 15-19 Mid
  • 20-24 MidHigh
  • 25-29 High
  • 30-34 HighTop
  • 35+ Top

Advanced (Wide) version:
  • 1-9 Low
  • 10-19 LowMid
  • 20-29 Mid
  • 30-39 MidHigh
  • 40-49 High
  • 50-59 HighTop
  • 60+ Top

Pool contents:

Standart:
  • Low - 100% Tier1
  • LowMid - 75% Tier1 / 25% Tier2
  • Mid - 75% Tier2 / 25% Tier1
  • MidHigh - 75% Tier2 / 25% Tier3
  • High - 75% Tier3 / 25% Tier2
  • HighTop - 75% Tier3 / 25% Tier4
  • Top- 75% Tier4 / 25% Tier3

Lite:
  • Low - 100% Tier1
  • LowMid - 75% Tier1 / 25% Tier2
  • Mid - 50% Tier1 / 50% Tier2
  • MidHigh - 25% Tier1 / 50% Tier2 / 25% Tier3
  • High - 10% Tier1 / 20% Tier2 / 70% Tier3
  • HighTop - 10% Tier1 / 10% Tier2 / 60% Tier3 / 20% Tier4
  • Top- 10% Tier1 / 10% Tier2 / 30% Tier3 / 50% Tier4

So in a simplier words - a weapon from a tier is available as a drop for 20 levels (Standart version) with first 5 levels and last 5 of availibility with low chance (25%) to drop and high chance (75%) for the middle 10 levels. And with this aproach weapon Tiers will actually overlap in immersive way. So at lower levels you actually got a chance to get a bit highter tier weapon and vise versa. You could get Combat armor (T3) at high levels (with lower chance comparing to Synth armor T4) but not a crappy T1 and T2 anymore.

Armor:
  • Tier1 - Raider armor
  • Tier2 - Leather and Metal Armor
  • Tier3 - Combat Armor
  • Tier4 - Synth Armor

Weapons:


Melee:
  • Tier1 - Knuckles, Baton, Boxing Gloves, Lead Pipe, Rolling Pin, Switchblade, Iron Tire, Walking Cane
  • Tier2 - PipeWrench, Board, Combat Knife, Machete, Pool Cue
  • Tier3 - Baseball Bat, Chinese Officer Sword, Revolutionary Sword, Sledgehammer
  • Tier4 - Super Sledge, Powerfist, Ripper, Shishkebab, Deathclaw Gauntlet

Guns:
  • Tier1 - Laser Musket, Pipe Gun, Pipe Revolver, Bolt Action Pipe Gun
  • Tier2 - Hunting Rifle, 10mm, Laser Gun, Institute Laser Gun, SMG, Double Barrel Shotgun
  • Tier3 - Combat Shotgun, Flamer, Minigun, Missile Launcher, Combat Rifle, .44, Railway Rifle  
  • Tier4 - Assault Rifle, Plasma Gun, Gamma Gun, Gatling Laser, Gauss Rifle, Fatman

Modification variants:

This one is a bit treaky. While digging Vanilla records I've found that some Gun Weapon variants (Semi-auto,Auto,Sniper and so on) are gated with levels. So even if I allow some kind of weapon to drop at some level - the gating will not allow some or sometimes any variants of this weapon to drop.

Same goes for armors. Right now we got 3 armor sizes Light, Medium, Heavy (which are actually armor mods). But Vanilla behave in a way when let's say heavy leather could be dropped ONLY after lvl 41. Seriously Beth?!

Thats why I've decided to make 2 files:

  • Deleveled variants - makes all weapon variations and all armor variations possible to occur from the point when this weapon/armor became available to drop.
  • Deleveled Weapons, Upscaled Armor - makes all weapon variations possible to occur from the point when this weapon became available to drop. Armors will behave differently allowing only best possible ones to drop (level dependant). So if you kill lvl 20 enemy it could drop Heavy Leather or Light Combat, while lvl 25 will be able to drop Heavy Leather or Medium Combat and so on.

Be aware, this WILL affect "normal" enemies and not only legendary ones. Probably resulting in game becoming harder due to overall increase in quality of armor/weapons for enemies.

Compatibility:

For now it should be compatible to any mod on FO4Nexus. (Obviously I'm a player myself, running custom setup of ~100+ mods, so I monitor new files on a daily basis and there was no mod on nexus yet touching same records)

More or less it will be incompatible with any mod that will alter same records:

All versions:
001CCDA8 <LGND_PossibleLegendaryItemBaseLists>
001CCDA9 <LGND_PossibleLegendaryItemBaseLists_Weapons>

All versions excluding SuperLite:
001CCDAA <LGND_PossibleLegendaryItemBaseLists_Armor>
001CCDAD <LGND_PossibleLegendaryItemBaseLists_Guns>
001CCDAE <LGND_PossibleLegendaryItemBaseLists_Melee>

This records are untouched, but I completelly get rid of them, so if another mod will use them to provide its changes - they will conflict:
0022B635 <LGND_PossibleLegendaryItemBaseLists_GunGroupHigh>
0022B636 <LGND_PossibleLegendaryItemBaseLists_GunGroupLow>
0023B888 <LGND_PossibleLegendaryItemBaseLists_ArmorGroupLow>
0023B889 <LGND_PossibleLegendaryItemBaseLists_ArmorGroupHigh>

Atleast without a merged/bashed patch.

FYI made with latest build of FO4Edit.

If you are happy with the changes this mod makes and enjoying the expirience with it overall - don't forget to get back and endorse. Its not about my ego or something, its about providing the mod to wider public.
Sad story, but the majority of users will not read comments and descriptions to determine if they need the mod or not ... they will just download most endorsed ones and move on to the next category. Personally, I got some jewels in my mod collection with awesome changes and low downloads. You know why? Endorsements.

Technical stuff and math:

1. Guns vs Armor Percentages:
Lets count how many Legendary effects we have for each item type.

Armor - 24
vs
Weapon - 40

Now for armors we know that there are 5 parts in each set (RArm,LArm,RLeg,LLeg,Torso) resulting in 5x24 = 120 of this exact armor rolls.
With wider loot pulls if we look at "Top" pool we will need 120 / 0.75 = 160 total armor rolls to get the full set of endgame armor with preffered effect. (still RNG could be a bitch, but I don't want to abduct you with big math and numbers including theory of chances included calculations)


And for weapons at "Top" pool if we want something specific from Tier4 we need to get 6 x 40 = 240 of Tier4 rolls. Which converts to 240 / 0.75 = 320 total weapon rolls.

So as we can see 160 / 320 = 0.5 or in other words to even the chances out we need to set weapon chance to be 2 times highter comparing to armor chance. Which is 66% weapon vs 33% armor.

BUT we didn't count the chance to get melee weapon (with main version). According to the fact that melee weapons drops 25% of all weapon rolls we will actually need 320 / 0.75 ~= 426 total weapon rolls. This is actually 160 / 426 = 0.375, it is 73% / 27% which is a mess to do with the fact how percents are determined in FO4 engine. So the closest would be 75% / 25% which is 0.33(3) ratio.

According to Melee Optional Tier4 Melee got 5 weapons so we will need 5 x 40 = 200 rolls of this Tier or 200 / 0.75 ~= 266 total rolls of Top pool. And 266 / 0.75 ~= 354 Weapon rolls in total.
So the ratio between Weapon and Armor rolls should be 160 / 354 = 0.45, it is 69% / 31% which is again a mess and the closest true percentage should be 70% / 30%.

TL; DR; New version of "normal" main file would be 25 / 75 melee vs gun chance and 25 / 75 armor vs weapon chance. As for Melee Optional it would be 75 / 25 melee vs gun chance and 30 / 70 armor vs weapon chance.