Fallout 4

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Dank Rafft

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DankRafft

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338 comments

  1. DankRafft
    DankRafft
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    If you come here with questions on the mod I expect you to have read the description page. Questions that can be answered by reading it won't get a response by me. Another resource would be using your browser's search function (CTRL+F) to search the Posts section for other comments that already cover your concern.

    I currently have very little spare time, so I appreciate you doing your own research first. Also, it's always great to see users helping other users.

    Have a good time and thanks for your support.
  2. Rawr40k
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    I'm gonna randomly guess this is fine to use on 1.10.984.
  3. Kevinho00
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    To whomever, sorry if this is a dumb question but, is this compatible with Horizon overhaul? Tried searching around but got no idea, thank you!
    1. Rawr40k
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      No way in hell. Horizon has its own leveled items.
  4. AsrielVasNormandy
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    This may be a bug, or just a result of interacting with other mods in an ancient engine. I was playing with it along with around 100 mods (which I know, I know, but bear with me), and came across a non game breaking but still annoying bug: Virtually every power armor in the commonwealth spawns as a t-45, except for those who are scripted with an NPC inside already (like Danse or the raider in the boat south of CIT ruins). I was level 30, so it wasn't a matter of me being underleveled, I also discarded the possibility of me exploring early (in the lvl 10-20 range) because in the testing I leveled myself to lvl 60 using player.modav experience and went far from places I had ever gone to, and it was still 95% T-45s (and 5% T-51s) even in places where  it can spawn higher level ones (such as the trailer camp next to fort hagen, or the warehouse south of it, or the convoy nearby the National Guard Training Yard and the N.G.T.Y. itself). Ran multiple tests in a new/fresh save deactivating everything that even dared to look in the Power Armors' general direction such as Immersive Scaling - Damage, paint jobs, or W.A.T.M., but no dice, until I deactivated this mod. Then T-60s and X-01s started to spawn as they should. Reactivated everything except LIF, and everything was still working as intended with those PAs spawning in the game.

    It could very well be that this isn't the mod's fault, and it's on me for playing with a ton of mods (none of which are that extensive though, stuff like NPCs travel, easy hacking, true storms or Ultra Interior Lighting), but if anyone reading this has the same bug, maybe this could help you.
    1. DankRafft
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      Yes, that sounds like either a mod conflict or another mod in your load order limiting the max cell (zone/area) level everywhere in the game to less than 14, because at 14 and above you should start seeing other PA variants, even though not guaranteed.
    2. AsrielVasNormandy
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      Yeah, I searched across all the coments here and no one else said anything remotely similar before. And if it's just me out of over 400K downloads who has this problem, then it's more than likely that it's something on my end that's wrong. But there's no shame in giving a heads up in case someone else ever has the same problem in the future.

      Still, to continue this train of thought, ignoring mods that are not related at all (for example: taming red death, or gorillas for all), these are the mods I have that could take part in that bug: Immersive Scaling - Damage (not the AIO package, just that) (most likely suspect, though i've been using it for years without this problem); Encounter Zone Recalculation (2nd most likely suspect, though it says it does just that); We Are The Minutemen; South Of The Sea - Atoms Storm; F4SE - Buffout - xSE Plugin Preloader - High FPS Physics Fix - Sprint Stuttering Fix - MCM - Baka ScrapHeap (and the settings file for buffout) - Adress Library - Interior NavCut Fix; More Enemies; NPCs Travel; IllusiveMan196's Everyone's Best Friend fix (not related to PAs, but the og mod is pretty bugged anyways so I have his 'fixed' version); Mutant Menagerie (just because it involves a lot of spawning stuff).

      It could very well be that the culprit behind the uncompatibility is a mod I didn't mention, but that would be an unlikely possibility I think, because I can't see how mods like Settlers and Companions Dialogue Overhaul, Settlement Menu Manager, or Equipment and Crafting Overhaul (ECO) would do it (let alone things like audio-only, or the very few weapon mods I have like SVT-40 and Doombased's 1911 and Kalash).

      Still, for what it's worth, everything else was working as intended. I was seeing DLC stuff spawn in a balanced way, and not like 4 out of 5 raiders using handmade rifles w/ DLC clothing or anything like that as it happened with other mods. So, despite that inconvenience on my end, thank you for your work!
    3. Infinitez3ro
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      Have you managed to identify which mods are causing the conflict? I'm experiencing a similar issue where I can only locate mods scaling up to level 60b, despite being at level 38.
    4. DankRafft
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      I've added a new variant that comes without the changes to the two responsible Leveled Item forms randomising PA pieces. You could try that one instead if you prefer the vanilla PA distribution.
  5. binkspark86
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    I want to be more realistic with AI use ammo...  so if they have little amount of ammo in their inventory and running out ammo it will be all melee combat.. is not logical if person bring little amount ammo for combat...

    can this mod make them bring around 30-50  ammo (their weapon type) in their inventory like prepared person for combat? so realistically I have to kill fast for loot rest of ammo they remain have before running out and shooting combat more last longer
  6. Denixerianer
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    Hello Dank i had a little bit of a technical question.

    So im running SKK fast start new game and its description said that mods that "Mods that try to pop UI dialogs between looksmenu mirror scene and the V111 elevator exit animation completing (MQ101 Stage 10)." can cause problems.

    The only UI pop up i get is from LIF asking me to skip or inject DLC stuff. Therefore my question, does the script shoot in between looksmenu mirror scene and before completing V111 elevator exit animation? Or after the animation is done? Talking technicallity here of course. Thank you
    1. DankRafft
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      All notifications/menus in all of my mods trigger when you have left Vault 111 (MQ102 Stage 10 done) at the earliest. So, no, it won't impact fast start mods. I used SKK Fast Start for years as well.
  7. Gumjack
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    Are you going to add support for the CC stuff from the next gen update?
    1. DankRafft
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      What kind of support are you talking about?
    2. Gumjack
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      Well I'm avoiding updating the game for now so I don't really know exactly how the new weapons/power armor are integrated into the game but I guess do you have plans to make this mod distribute them the same way it distributes DLC items? I'm not exactly suggesting you do that but it seemed like something this mod might handle if it was necessary, so I was kind of curious if you were thinking about it.
    3. DankRafft
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      Thanks for the explanation. I currently don't have any plans to add anything specific to those DLC but I might in the future if there's a lack of support for them in the base game.
  8. Valentisha
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    Does this add DLC items like Marine armor to legendary drop leveled lists or do I need something else?
    1. DankRafft
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      If you inject the DLC items then the ones listed on the description page will become available as legendary drops.
  9. ORIONOX
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    would this mess with SPARS - Simple Power Armor Reduction System?
  10. loafyloaf
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    Hey so. I got a pop up message saying if i should inject or skip. I clicked skip. Im 3hrs into my playthrough so i wonder if its possible i can safely uninstall the mod since i chose not to inject it. Will it work?
  11. Boarzerk
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    Is there any chance you could make a version without the in-game levelled list notification? I'm sure its essential for console users but kind of unnecessary for PC.
    1. DankRafft
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      Do it yourself:
      Changelog v2.1.0:

      • there's now a global variable in the plugin that controls what happens when you use the mod for the first time in a playthrough or
        start a new playthrough: if it is set to 0 (default) the DLC item injection message will show, a value of 1 skips the message and injects all DLC items right away, and a value of 2 or higher skips both the message and injection entirely
      • if you want to change LIF's startup behaviour simply fire up FO4Edit and modify the value of the "LIF_StartupMode" global
        variable accordingly
      
      Changelog v2.3.3:

      • the "LIF_StartupMode" global variable got a fourth valid state, setting it to 3 or higher does everything state 2 does (disabling LIF's startup message and skipping DLC item distribution) and also disables/hides the DLC item distribution settings in the holotape

      Or use the option from the installer to disable it altogether.