Affects behemoths/mirelurk queens/hermit crabs, not mirelurk.
Gives behemoth/mirelurk queen/hermit crab a chance to spawn as legendary.
What did "po3_SpellPerkItemDistributorF4.log" say? It's in Documents\My Games\Fallout4\F4SE and should look something like this: ************RESULT************ Keywords EncTypeLegendary [0x1CF26C] added to 25/5083 NPCs It's fair to assume you're having trouble installing the Spell Perk Item Distributor. Have you ever managed to get a SPID working before?
I was put the .ini file in data folder, and added in vortex also. I didn't used SPID. I don't have got any .log file like that. What should i do ?
I'm not new to modding. I copied it manually because I thought it wasn't in the right place, so it didn't work. I always check what is required for a given mod, before installing it. I did it as described at first, but it still doesn't want to work.... Anyway, thanks for the help.
Gives behemoth/mirelurk queen/hermit crab a chance to spawn as legendary. In the vanilla game, they couldn't do that. Spell Perk Item Distributor is required. No ESP.
HI, I asked because sourge distributes health and resistances to npc in game in an unleveled way using a range (eg a behemoth or queen can have between 1000 to 2000 hp - or what you config in mcm - whether you are level 1 or level 999 it does not matter) when they spawn in game, via SPID so no esp conflict.
This mean though, all the npc must be unlevelled by removing the scaling flag. Each encounter could be very hard or easy this way as it adds variations and unpredictbility to npcs and removes the bullet sponges vanilla experience (only those giant enemies needs a lot of shots, but raiders have a max of 150 hps, they only rely on gear to be stronger). I like it because you are actually never sure what to expect, you might need one bullet, or several hits if they are fully armored (unlike vanilla where you count 10 raiders at level 50 = 500 - 700 ammo to spam).
I combine that with damage threshold framework, munitions and reduce loot mods... and now I need to think very carefully if I want to pick a fight, because it could very well end in a disaster if you just charge in without any strategy (lost the count I lost a lot of progress in survival just because a small group of raiders that in vanilla at level 40 you just ammo spam without thinking twice).
I think your mod adds something very needed (I mean Swan should be something memorable), and would love to add it because it sounds like it will make the game even more intense. So my question is, if you use it in an unlevelled world what happens? does it conflict somehow with scourge fase and spid workings? or you will end encountering an unlevelled queen or behemoth that is weaker than a raider (or the non legendary counterpart)?
I do not know how legendary boss works, maybe it works perfectly well and just adds perks and loot to the npc, for sure if it is just a hp and resistance edit scourge will overwrite it (or if it is a different creature record entirely it will probably spawn as a level 1 npc because scaling flag is removed and might be super weak). So that is why I thought asking you more information as you probably know better :)
(as additional info, with scourge legendary enemies still spawn, and they are stronger than the regular, no idea how because they use the same hp range configured for that npc type, they are not bullet sponges but somehow they are still harder to fight, hence my question about how legendary enemies work, because maybe this is already compatible outside the box :) ) Thanks
This ini only contains keywords and abilities, does not affect any scaling, and does not edit anything. In short, legendary abilities basically do three things. (Add legendary item, and when health drops below 50%, regain health, and gain buffs.) And this is what this mod does.
I don't like bullet sponges in general, but giant creatures (and named bosses in general) should definitely use the legendary system and be really hard to beat. If not them, who else would legitimately be considered legendary? A henchling as often is the case in vanilla? 100% it is!
This will go nicely with RobCo - Bosses Get Legendaries that makes raider and gunner bosses legendary. Love mods like this, thanks!
100% all day, everyday. They're supposed to be tough and extra tough is perfect. Taking them out with a few well placed shots with a lot off mods that add weapons or modifications is boring af. Being forced to run away and come back and take pot shots only to run away again is what I'd picture these monstrosities to require to take down playing on survival. I don't play that level of difficulty but still I want to struggle with them a little and not just feel like I'm taking them out with a single shot from a pipe pistol, like Mama Murphy.
Thank you for this.
Also thank you for the extra for adding some extras for abilities to them in the ini file.
22 comments
The only change is in the quest "Taking Independence" – One mirelurk is surely legendary now.....
************RESULT************
It's fair to assume you're having trouble installing the Spell Perk Item Distributor. Have you ever managed to get a SPID working before?Keywords
EncTypeLegendary [0x1CF26C] added to 25/5083 NPCs
I didn't used SPID.
I don't have got any .log file like that.
What should i do ?
I'm not new to modding. I copied it manually because I thought it wasn't in the right place, so it didn't work.
I always check what is required for a given mod, before installing it. I did it as described at first, but it still doesn't want to work....
Anyway, thanks for the help.
And at this point this thing is no longer support for my mod, but I've fulfilled my responsibility to point you in the right direction. Good luck.
Do you think will cause incompatibilities with Scourge?
Thanks
This mean though, all the npc must be unlevelled by removing the scaling flag. Each encounter could be very hard or easy this way as it adds variations and unpredictbility to npcs and removes the bullet sponges vanilla experience (only those giant enemies needs a lot of shots, but raiders have a max of 150 hps, they only rely on gear to be stronger). I like it because you are actually never sure what to expect, you might need one bullet, or several hits if they are fully armored (unlike vanilla where you count 10 raiders at level 50 = 500 - 700 ammo to spam).
I combine that with damage threshold framework, munitions and reduce loot mods... and now I need to think very carefully if I want to pick a fight, because it could very well end in a disaster if you just charge in without any strategy (lost the count I lost a lot of progress in survival just because a small group of raiders that in vanilla at level 40 you just ammo spam without thinking twice).
I think your mod adds something very needed (I mean Swan should be something memorable), and would love to add it because it sounds like it will make the game even more intense. So my question is, if you use it in an unlevelled world what happens? does it conflict somehow with scourge fase and spid workings? or you will end encountering an unlevelled queen or behemoth that is weaker than a raider (or the non legendary counterpart)?
I do not know how legendary boss works, maybe it works perfectly well and just adds perks and loot to the npc, for sure if it is just a hp and resistance edit scourge will overwrite it (or if it is a different creature record entirely it will probably spawn as a level 1 npc because scaling flag is removed and might be super weak). So that is why I thought asking you more information as you probably know better :)
(as additional info, with scourge legendary enemies still spawn, and they are stronger than the regular, no idea how because they use the same hp range configured for that npc type, they are not bullet sponges but somehow they are still harder to fight, hence my question about how legendary enemies work, because maybe this is already compatible outside the box :) )
Thanks
Thanks for the explanation, will check and confirm!
This will go nicely with RobCo - Bosses Get Legendaries that makes raider and gunner bosses legendary. Love mods like this, thanks!
Thank you for this.
Also thank you for the extra for adding some extras for abilities to them in the ini file.