I downloaded Legendaries They Can Use and the I went ahead and changed "iLegendaryStockPercentChance" chance to 0 in this mod, but I'm still seeing legendary items at vendors. I'm also using No Legendary Items from Anyone. No conflicts with other mods.
Yeah I'm aware of that. Everything was done before starting a new game. So far it was only Trashcan Carla with one legendary item in her inventory so maybe it was just some outlier. I'll keep playing and see how it looks like for other vendors.
To be noted that this mod will conflict with other mods that edit vendors like Damn Apocalypse and Rad Ban Eyewear. I've seen conflict with this two mods in my LO and there might be other mods that might conflict too. Just need to create a merged patch and your'e good to go.
Just a quick question, if I use "DisableVendorAspirational" plugin, where do those end up instead? Are they just lobbed into the LL randomly or would a separate patch need to be made? I have some mods that tweak their effects to make them much more interesting as well as the models so ideally I'd like them plonked in the game world somewhere instead or on certain specific enemies. Guess I'd need to that work myself lol.
Fair enough, guess I'll look into making a custom patch myself then possibly.
On that, Without troubling you much further I'll just follow up with one last question related. Are there any script mods or helper mods that allow for select "putting into LL or set locations/spawns" that I could utilise? Sort of akin to how LIF works for vanilla stuff or those various LL patches 4est does and yourself?
If not, I guess I'll do something manually myself provided I can find a reliable list of all the "aspirational" weapons, but ideally would be neat of there was something automated with rules. I've not modded in ages.
I don't think so. The Aspirational (and other unique) weapons have specific omods attached, which requires that they be placed with a script, or at least that was how bethesda chose so solve the problem. Honestly, it's a real pain, and it's probably easier to use weapon templates and a levelled list filter keyword instead, with a static placement in world.
Was a little confused as to what "Doctors of the Commonwealth" mod that the new compatibility patches reference. The only mod named close to "Doctors of the Commonwealth" is "Plague Doctors of the Commonwealth", but that one isn't the correct one. I just found out by myself the the "Doctors of the Commonwealth" patch is actually referring to the mod "More Doctors (For Survival Mode)". You might want to change the description of the compatibility patches download file, or just add the mods that the patches are for to the prerequisites tab, just so people don't get confused, like I did.
I've found that the only way to have any kind of "ammo balance" in your game is to use weapons which use non-standard ammo and regulate it's distribution.
Ex. By default, .45 ACP is considered non-standard, it's actually kinda hard to get (relative to trying to use .45 ACP as your primary platform). Any .45 ACP weapon in my book is fair game. If I grab the Foxhound (Mk 23 SOCOM mod) right outside Vault 111 - I have a great handgun - and literally no ammo to use it and that situation won't change unless I craft it - or visit Vault 114......
Ex. I have the Railroad as the exclusive user of 5.7x28mm ammo. They have the Deliverer (aka FN Five-seveN) and the FN P90 (Doctor Carrington's "gift" after completing Boston After Dark) - those weapons just don't exist anywhere else (they were acquired through DIA Caches). The only way to get that ammo is two ways. a) Visit Tinker Tom - he's the one who restored those weapons and knows what ammo they require. Or b) I craft it myself. At the end of the day, if I have an issue with too much ammo for those weapons - it's by my own hand.....
At the end of the day it doesn't matter how much ammo vendors sell - it only matters if you choose to use a weapon platform that leverages all that excess - which requires a mod to regulate....
This is intriguing - I wonder how it interacts with the vendors and the system for vendor restocks in Sim Settlements 2? In survival the SS2 vendors have auto restock off, meant to have their inventories filled up by production plots, but I've found that a bit harsh at times. Maybe this could be a happy medium, but I'm wondering if it would then cut the restocking function of the production plots in addition to the basic vendor container stock.
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I downloaded Legendaries They Can Use and the I went ahead and changed "iLegendaryStockPercentChance" chance to 0 in this mod, but I'm still seeing legendary items at vendors. I'm also using No Legendary Items from Anyone. No conflicts with other mods.
Any idea what could've gone wrong?
Thanks for the reply.
And while we're on the subject, do you know if there's any way to get rid of unique weapons and armor from the game as well?
This mod can be set to do a partial restock at whatever time scale you want, by changing the variables in xedit.
On that, Without troubling you much further I'll just follow up with one last question related. Are there any script mods or helper mods that allow for select "putting into LL or set locations/spawns" that I could utilise? Sort of akin to how LIF works for vanilla stuff or those various LL patches 4est does and yourself?
If not, I guess I'll do something manually myself provided I can find a reliable list of all the "aspirational" weapons, but ideally would be neat of there was something automated with rules. I've not modded in ages.
https://www.nexusmods.com/fallout4/mods/47025
Thanks for all your great mods and patches btw! Good work!
You're welcome.
Ex. By default, .45 ACP is considered non-standard, it's actually kinda hard to get (relative to trying to use .45 ACP as your primary platform). Any .45 ACP weapon in my book is fair game. If I grab the Foxhound (Mk 23 SOCOM mod) right outside Vault 111 - I have a great handgun - and literally no ammo to use it and that situation won't change unless I craft it - or visit Vault 114......
Ex. I have the Railroad as the exclusive user of 5.7x28mm ammo. They have the Deliverer (aka FN Five-seveN) and the FN P90 (Doctor Carrington's "gift" after completing Boston After Dark) - those weapons just don't exist anywhere else (they were acquired through DIA Caches). The only way to get that ammo is two ways. a) Visit Tinker Tom - he's the one who restored those weapons and knows what ammo they require. Or b) I craft it myself. At the end of the day, if I have an issue with too much ammo for those weapons - it's by my own hand.....
At the end of the day it doesn't matter how much ammo vendors sell - it only matters if you choose to use a weapon platform that leverages all that excess - which requires a mod to regulate....