About this mod
3 of my most recent creations in a fomod. I decided to do them all together on a single page, opposed to standalone releases for some smaller things.
- Subtle Vendor and Loot Adjustments.
- Subtle Junk Overhaul
- Subtle Companion Loot Adjustments.
- Permissions and credits
- Changelogs
- Donations
These projects have been canceled due to lack of community interest. No farther content updates will be released, only bug fixes.
Subtle Vendor and Loot Adjustments
- Adjusts miscellaneous vendors to sell all components. Component count increases by 25 every 5 levels, up to level 25.
- Adjusts chem level lists to utilize all vanilla Chems and not just a few. (21 now opposed to vanilla 7.)
- Removes junk items from animals.
- Removes caps from animals. (Excluding Mire lurk Queens and Hermits as they are bosses, and it's a meaningful reward.)
- Removes jet spawns from prewar level list Chems.
- Removes the ability for plants, generators and water purifiers to be destroyed, cutting out some tedium.
- Adds Dirty Water to alcohol, food, and med kit level lists. Slightly more water around the Commonwealth and offers you the choice of 3 dirty water drinks or crafting them into a single purified. Useful if you aren't doing infinite purified water exploits at settlements in survival.
- Adds Irradiated Blood chance to spawn on all Feral Ghouls.
- Adds chance for irradiated random food to spawn on Feral Ghouls, as they were once people too.
- Adds a small amount of food and water gain to food stores. (6)
- Reduced overall amount of loot on Feral Ghouls. Each item now only has a 15% chance to spawn.
- Reduced overall amount of free stimpaks in loot.
- Reduced overall amount of free bobby pins in loot.
- Settlers now only produce Dirty Water. Drinking water from sinks and pumps is now also dirty.
- Settlers now only scavenge components, no random junk items.
- Doubled the output of water pump, purifier, small, medium and large generator, and windmill.
- Increased food gain of crops and planters to 1 across the board. There is no longer any min - maxing, simply create whatever you want. (For perspective, 6 crops, 1 water pump, 1 food store will get you an easy 12 food and 12 water for not much investment and only 2 settlers needed now.)
- Increased range of power conducts from 500 to 1000.
Subtle Junk Overhaul (Requires above mod to function as intended.)
- Adjusts junk level lists to include a higher assortment of components. Scavenging through actual trash to find useful items is now a thing, as every junk item isn't valuable anymore. Scarce loot mods make the world pretty empty. Subtle Junk Overhaul keeps containers full of trash and random items vanilla style, while doing a better job of (trying) not to spoon feed the player near infinite supplies in a minute of searching. With handfuls of useful components scattered in.
- Removes components from all vanilla junk items, in order to make them actual junk / clutter items like Fallout 3, New Vegas and Skyrim. Items can still be interacted with, sold to vendors, used to decorate, or used as Junk Jet ammo. Excludes animal hide. (Should stay compatible with hunting related mods and keep these parts relevant.) This isn't to say the vanilla system is bad, it's just a different take.
- The amount of components you can scavenge scale with your level, to add a minor feeling of progression that you're getting better at finding useful things along the trash. Components have a 40% chance to spawn, and scales are as follows. (Note each rank adds 8 additional components.)
Level 1 up to 8 entirely random components.
Level 10 up to 16 entirely random components.
Level 20 = up to 24 entirely random components.
Level 30 = up to 32 entirely random components.
Level 40 = up to 40 entirely random components.
At level 40, you can find up to 40 of any random components. I'm testing the waters with a 40% spawn rate and will go from there based on feedback. For reference, most vanilla junk items have a spawn rate of 5% - 25%. 40% Seems a bit high to me, hence the need for testing. It's this high to begin with as the only other reliable way to obtain components now are to buy them from vendors. Hopefully others will have fun in the role play sense you're able to actually scavenge now, and weapon / armor modifications hopefully feel more impactful considering you more likely earned those parts.
Higher level locks grant a bonus number of components based on difficulty.
Advanced locks follow the standard rule of a 40% chance to spawn components. And a 20% chance to double up, netting the luckiest of people up to 80 components at level 40.
Expert locks follow the standard rule of a 40% chance to spawn components. And a 30% chance to double up, netting the luckiest of people up to 80 components at level 40.
Master locks follow the standard rule of a 40% chance to spawn components. A 40% chance to double up. And a 10% chance to triple up, netting the luckiest of people 120 components at level 40.
Subtle Companion Loot Adjustments. Choose this for the standard version or the one below for the level scaled version.
- Adjusts Companion giving players items to be more consistently useful.
- Piper now gives the player 3 random Ice-cold drinks between Nuka Cola, Nuka Cherry and Nuka Quantum.
- Hancock now gives the player any 3 random Chems. (Now includes up to 27 options for the game to choose from, opposed to 7.)
- Strong now gives the player any 3 random meat.
- Mccready now gives the player 3 sets of 10 random standard bullets. (No overlap between other companions.)
- X6-88 now gives the player a Stealth Boy, 10 Fusion Cells, and 10 Plasma Cells. (Randomly swaps the stealth boy for additional ammo.)
- Preston now obtains 16 random components when Settlers give him items.
Subtle Companion Loot Adjustments (Level Scaling)
All:
- Does all of the above with additional changes below.
- Items scale with player level. Increases are at level 10, 20, 30 and 40.
Piper:
- Always gives you all 3 Ice cold Nuka Colas.
- Increases bottle count by 1. Max of 5 of each at level 40.
Hancock:
- Increases Chems given by 1. Max of 6. (Level 40 gives +2 instead of +1.)
X6-88:
- Always gives a Stealth Boy.
- Increases ammo given by 10. Max of 50 of each at level 40.
McCready:
- Always gives 10 of every standard ammo.
- Doubles ammo given at level 40. Max of 20 of each.
Strong:
- Increases meat given by 3. Max of 12 random meat at level 40.
Preston:
- Increases components given by 8. Max of 40 of random components at level 40.
But I like my crops, generators, and purifiers being destroyed.
I recommend Crimsonrider's Convenient Resources and loading it after my plugin. There is a decent sum of overlap, with some similar ideas. Or you could simply use Fo4 edit and add the destructible back to my mod.
Features I would like to implement at a later time if possible:
- Add a give function to vanilla companions who were missing one. (Deacon, Danse, Cait, Nick, and Mccready had to have their npc record modified for this. Custom appearances will have to be bash patched in fo4edit. While I was there, I swapped Mccready's dirty teeth for normal teeth as it doesn't really make sense for him to be the singled out dirty companion. Note these features are not fully implemented just yet as I'm having to edit dialogue quests and build new responses. Future versions may no longer be safe to remove or require another mod to function.)
- Repurpose some unused level lists to add a give function to vanilla companions who were missing one.
- Repurpose some level lists that were used a single time to add a give function to vanilla companions who were missing one.
- Deacon now gives the player a RR Stealth Boy, 10 2mmEC, and 10 RR Spikes. (Randomly swaps the stealth boy for additional ammo. Not yet implemented.)
- Cait now gives the player 3 random Bottles of Alcohol. (Randomly swaps alcohol for 50 caps. Not yet implemented.)
- Nick now gives the player 3 Cigarette Cartons that can be sold for caps or used with a smoking mod. (Randomly dirty or pristine. Not yet implemented.)
- Danse now gives the player 3 random grenades. (Not yet implemented.)
Cait Level Scaling:(Not yet implemented)
- Always gives alcohol and caps.
- Caps start at 50 and increase by 10. Max of 90 caps at level 40.
- Alcohol starts at 1 bottle and increases by 1. Max of 5 random alcohol bottles at level 40.
Nick Level Scaling:(Not yet implemented)
- Increases cartons given by 1. Max of 6. (Level 40 gives +2 instead of +1.)
Danse Level Scaling:(Not yet implemented)
- Increases grenades given by 1. Max of 6. (Level 40 gives +2 instead of +1.)
Deacon Level Scaling: (Not yet implemented)
- Always gives a RR Stealth Boy.
- Increases ammo given by 10. Max of 50 of each at level 40.