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The problem with Uniques


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So for a while I was using VUWR as the uniques in the vanilla game were almost all subpar if not outright redundant as you can simply randomly get the exact legendary on an unnamed weapon/armor. But most of VUWR is even more overpowered than vanilla Spray N Pray so I decided to use the Unique Replacer Project. At first it looked like this would work but it caused my mod count to balloon from 738 to 856, what's even worse is I have increase my esp-esm count by almost 50% and that is without using around 35% of the available mods (the selection from the Unique Armor Replacer will for now on never leave my load order).

So I've come to the conclusion I have been thinking about this completely the wrong way. What if instead of replacing the uniques I make the guns actually unique by disabling all the vanilla weapons, now the Wastlelander's Friend is unique because it is the only 10mm pistol in the game. But there are tons of hand placed weapons and scripted events to go thru in an effort to simply get rid of any single weapon so I'm going to have to temper my expectations.

So I'm looking for a mod that will only selectively disable the spawning of vanilla (and DLC) weapons on enemies, vendors or in containers while ignoring the in-game uniques. And by selectively I do mean in a broader scope like you can leave out melee weapons like the Tire Iron or ranged weapons like the Double Barreled Shotgun as neither of these weapons actually have uniques to make unique.

With that mod I could then selectively be rid of some of the more egregious uniques like Spray N Pray, Aeterus or any 3 of the 4 legendary harpoon guns with WhiskyTangoFoxes', otherwise excellent, Unique Replacers mod series.

Edited by cheshiremolotov
clarification
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I don't know what the implications of removing properties in the Quest record AspirationalItems is - but removing the Wastelander's Friend property removed it from Deb's inventory.   Is the script smart enough to properly exit if you have removed a property it was looking for?    Have no idea - smarter people than I would need to chime in on that one.  

I just do stuff like this for testing.    TBH, most of the "Uniques" are sold (i.e. the "Aspirational" ones) - which makes literally no sense anyway.

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I know how to add my own Uniques.    Getting rid of the ones they populate the game with - ummm....

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Agree about Spray 'n Pray.    I never buy it - but just seeing it there is like looking at that butterfly that just landed on your nose.   Harmless, but damn annoying no less.

Edited by fraquar
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Check out 001CCDA8 <LGND_PossibleLegendaryItemBaseLists> and the nested leveled lists inside it, removing something from those at the very least would mean that basetype won't appear on generated legendaries, but it doesn't affect those placed in the world or on vendors of course.

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