0 of 0

File information

Last updated

Original upload

Created by

AB

Uploaded by

AlyLovelace

Virus scan

Safe to use

Tags for this mod

33 comments

  1. cardamom2
    cardamom2
    • member
    • 1 kudos
    It says in the description that you were unsatisfied with your previous DLC integration mod, inspiring you to create this.

    Would you care to share your thoughts about the decision making process when designing this, and your creative vision?
    1. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Not sure creative vision applies a lot here, was just aiming for seamlessly/cleanly incorporating the DLC content.
  2. Faunts
    Faunts
    • member
    • 5 kudos
    Hey, is it safe to downgrade to a previous version?
    1. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Generally uou want to avoid modifiying LO/changing out mods while playing, but...

      Switching between versions One, Two, and Three should be fine (wait 3ish days to allow LL to reset) as they are all just manual edits to existing leveled lists.

      Downgrading from 4 onwards I think you can but honestly don't know, I'd suggest backing up your save, downgrading, then doublechecking things like crafting menus to make sure there's no issues.
  3. deleted131087538
    deleted131087538
    • account closed
    • 7 kudos
    Hey,

    I was wonder if Leveled Item Framework (LIF) is compatible with your mod?

    Best!
    1. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      DLC item distribution:

      • Upon game start you get asked if you want to distribute DLC guns (Lever-Action Rifle, Harpoon Gun, Western Revolver, Handmade Rifle and some melee weapons) incl. ammo and the Marine Armor across the Commonwealth.
      • In the holotape and optional MCM you can also inject the DLC items or undo your choice by removing injected DLC items and resetting the affected forms to their original state (pre DLC injection).
      • Some DLC LVLI got base game and the other DLC items/sub-lists added so that they come with a little more variety as well.
      (Pasted from the mod page, emphasis my own). 

      Now, since it uses script injection my mods might work with it (it might require a bash patch for LL stuff, I've not used that before so don't know) however you'll want to not distribute items from the DLC via that mods options or you'll have multiple entries of the DLC weapons/etc in the leveled list which will make them more common/mess with the rarity balance I went for. So, I think they'd work together. I'd offer to poke around XEdit, but it'd be a week or two until I had the time to patch it if such was needed. 

      And the third point shouldn't matter as I don't touch the LVLI for the DLC's, just the commonwealth/main FO4 ESM. 

      E: In short (Excuse my phrasing, writing while tired is a coin flip result wise), it should work as long as you don't inject the DLC items, but when I have a chance I'll give it a more thorough look over. 
    2. deleted131087538
      deleted131087538
      • account closed
      • 7 kudos
      Yeah I didn't check xEdit and LIF mod description properly since I sent the message early morning before work.
      I've checked the conflicts between your mod and LIF mod and it's mostly the weapons that are conflicting (I think) as far as I know based from my lack of understanding of xEdit.
      I just uninstalled the mod just to make it easy for myself.
    3. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Took the original 3.0 version as a base and adapted it to LIF for an LO I'm making for my gf. I overwrite a couple LL still (most vendors, as I prefer how I set mine up), but just load it after and should be good to go.

      Doesn't have ammo crafting or other stuff though (with my mod setup such would be redundant, hence V3 as a base), but if one really wants deleting everything but COBJ's should give standalone DLC ammo crafting if any need it that badly.
    4. deleted131087538
      deleted131087538
      • account closed
      • 7 kudos
      I already have a mod (Equipment Crafting Overhaul) that has a ammo crafting system, so it doesn't bother me.
      Thank you for taking the time making this compatible!
  4. BaronVeyer
    BaronVeyer
    • member
    • 0 kudos
    Hi there Aly and thank you for this beautifully simple mod!

    I have a few questions, if you don't mind.

    - Does the Scrounger perk affect DLC ammo? Not necessarily related to your mod, but you would know... ;)

    - Is there full "crosstalk" between DLC areas as well as the Commonwealth? Ex. Far Harbour weapons in Nuka World and vice versa.

    - Will DLC items be available at Commonwealth vendors, or are they just *found* and looted exclusively?

    - In the description you mentioned creatures *and* NPCs - might I ask what NPCs are those? It is my intention to only "import" those elements of the DLC which would otherwise make sense from a lore perspective to have made their way to the Commonwealth (say ants and wolves, for example, which should probably have been there to begin with).

    - Last and likely least - since we are talking levelled lists - I am assuming the mod can be added, updated and removed freely with little chance of messing up a save, right? 

    All in all this is just me obsessing about the details - you did some great work!
    1. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Glad you like the mod! Now, as for your questions:

      1) I believe so? I'm not 100% sure honestly. I don't think it affects mine, but the normal DLC does IIRC. 

      2) I hadn't thought to consider a version to do this, so no, there's no crosstalk. Unique DLC items will be found only in their respective DLC(s) and the Commonwealth. Currently taking a small break from modding to deal with life stuff, but once that's done I might consider such a version. 

      3) Some vendors should carry DLC items, though they should be relatively rare (been a bit so can't recall how rare off the top of my head).

      4) ...I might have put NPC's there since I distributed faction gear, such as the trapper stuff from FH or the Pack from NW. I can't recall any other specific NPC's, other than the creatures of the DLC (Ants, Wolves, possibly Fog Crawlers, etc). 

      5) Since I use manual installs this can be safely removed/added/updated, yes. That said, I'd wait three days in an interior cell just so stuff can refresh. Just keep in mind you might need to patch with other mods that edit LL (I use a Wrye Bash with edits personally) as otherwise this will override/be overwritten. 
  5. BenRierimanu
    BenRierimanu
    • premium
    • 544 kudos
    When you get time, would you mind forwarding the flag updates for 5E8E5, DF24A, and 7313E from UF4OP?
    1. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Sure, I'll see about doing that tomorrow (or possibly the day after).
    2. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Uploaded the fixed version(s). Thanks for the heads up (wouldn't have noticed until I was doing final patching for my LO)!

      E: Not going to update all the individual files, anyone who wants those can either do so themselves (takes a minute or so in XEdit), or can simply extract the ESP they want from the archive (only reason not to use the FOMOD is manual installs IIRC anyhow).
  6. AlyLovelace
    AlyLovelace
    • premium
    • 56 kudos
    Going to throw together a FOMOD to clean things up soon ish. FOMOD version is up. No need to update if you already use this mod, all I did was pack it, there were no other mod changes.

    Non-FOMOD files, for those who manually mod or what-have-you are in the old file section still if anyone prefers to use those.
  7. deleted131087538
    deleted131087538
    • account closed
    • 7 kudos
    Hi,

    I gave your mod a try and, to be honest, I actually prefer this over the other one that I was using. I haven't come across, or even notice some bugs, so that's a plus.
    Keep up with this amazing work mod of yours! 

    +1 for endorsement :)
    1. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Aw, thanks! I designed this one to be as straightforward and simple as possible after disliking the way others affected loot (mine has a chance to spawn in place of a vanilla item, instead of alongside, and thus should inherently work with most loot overhauls) or otherwise went about things.

      Glad to hear you're enjoying it!
    2. deleted131087538
      deleted131087538
      • account closed
      • 7 kudos
      ?mine has a chance to spawn in place of a vanilla item, instead of alongside
      Love that. Me seeing 5 different Nuka-Cola drinks in one Nuka-Cola vending machine lmao. 
      I don't mind seeing DLC items spawn alongside vanilla items. Either, like you mentioned, spawn where vanilla items where placed; or they spawn together as long as they're rare of course. 
    3. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      My primary issue was Raiders having their armor and weapons plus anywhere from 1 DLC armor piece to a full set and weapon, which broke what little balance the vanilla economy had, to say nothing of getting higher level equipment from the initial Concord mission...

      I intend to run Damn Apocalypse to handle loot in my LO and this should compliment it nicely (though if it needs patching I'll eventually upload one here, provided I get perms and whatnot of course).
    4. deleted131087538
      deleted131087538
      • account closed
      • 7 kudos
      I guess that's understandable. Speaking of Raiders, Your mod conflicts with Raider Overhaul mod (as expected). It completely removes the outfit and weapon mods with your mod, I tried moving the load order and it seems like your mod wins over the Raider Overhaul regardless. I could use xEdit to do some adjustments, but I am not skilled at it and I don't want to mess it up. Thought I'd tell you that.

      I mean I should've expected that to happen tbh.
    5. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      I run Raider Overhaul and Raider Gangs Extended (4estGimp's version and edits respectively) , but my LO is WIP so might have missed this or it's covered in my big NPC patch at the end of my LO. Do you have a bash patch (E: and did you double check it? With extensive mod lists sometimes you have to edit it)? If not I'll take a look later tonight or sometime this week.
    6. deleted131087538
      deleted131087538
      • account closed
      • 7 kudos
      I don't have bash patch. Never heard of it. Is it needed to make this work?
    7. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Without a Bash Patch any direct edits to leveled lists will override one another, so while this mod technically will work without one depending on your load order items will either be overwritten or this would override another mod (so a mod adding new junk items would either not have their stuff show up, or stop the DLC stuff from this mod showing up).

      There are guides on YouTube (Gamer Poets did one for Skyrim, but the concept is the same).
    8. deleted131087538
      deleted131087538
      • account closed
      • 7 kudos
      Alright, I'll give it a look and try get an understanding on it, thanks.
    9. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      If you're still having an issue after the bash patch lemme know and I'll upload a patch. Best of luck!
  8. AlyLovelace
    AlyLovelace
    • premium
    • 56 kudos
    Wasteland Imports is now fully compatible (always was, just had some overlap) if using the version under optional files. It includes all versions, only activate the ESP corresponding to the one you want! I personally run mine with an edited/cut down version of WI and thus don't need to remove overlap, if people want it and I can get perms I might eventually upload it (still WIP). And yes, you still need a Bash Patch.

    As always, this shouldn't cause any issues (worse case is overriding/overwritten LL withou a Bash Patch) but please let me know if you run into any.
  9. AlyLovelace
    AlyLovelace
    • premium
    • 56 kudos
    Kind of forgot about finishing the WI overlap removed version while working on other mods. I should have it out sometime this week (most likely tomorrow). After that aside from possible patches aand maintenance the mod should be done.

    Edit: Taking a little longer than expected, time is currently being occupied trying to sort out my LO.
  10. BlazeStryker
    BlazeStryker
    • premium
    • 56 kudos
    This is wonderful. A Forest integrated spots of DLC vegetation/veggies scattered widely throughout the Commonwealth and the addition of the critters will be nice as well. For those using Immersive Hunting Overhaul, will the Cave Crickets and such respond to butchering?
    1. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Keep in mind I don't use the mod, but... Yes and no. Cave crickets should (presuming that mod affects the DLC creatures), but some animals such as wolves probably will not. I had to make a copy of the NPC entries for Wolves, Anglers, and brahmiluff to toy with faction data (and thus avoiding direct conflicts/possible unintended behavior in the DLC world-spaces at the cost of patching being a bit more tedious). However, aside from using an altered faction they are identical to vanilla so the edits from IHO can probably be forwarded into this mod, but regardless those three should need to be patched.

      However, increases/decreases to meat drops or the like will work due to death items not being edited whatsoever. Unless it uses it's own death item LL instead of the vanilla of course.

      E: A version with unedited faction data would have out of the box compatibility, but might result in spawn groups fighting one another/odd creature interaction. Might take a whack at it and upload it as an optional file later/tomorrow.
    2. BlazeStryker
      BlazeStryker
      • premium
      • 56 kudos
      Many thanks! Butchering can be weird. Users of Unique NPCs/Creatures can't butcher grown Mirelurks as their entries were edited while the hatchlings can be. As far as death LLs go, that's what Wrye Bash and the ever-loving Bashed Patch is for, so no fears there.

      Best of luck with the factions and all, just take it slow and expect the chaos to come. Like the picture for SUP F4SE has it:

      *Changes one line of code before final submission*
      *800 ERRORS!*
    3. AlyLovelace
      AlyLovelace
      • premium
      • 56 kudos
      Upload(ing/ed) a basic out of the box compatible version, pardon the spelling error. It should work with all other mods, including IHO. Let me know if any spawn stuff acts up (for example, I think wolves will now fight with the dogs they can spawn with).