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Legendary Enemy Overhaul


pra

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I don't like these "legendaries". They are immersion-breaking for me. Why can legendary robots "mutate"? Why does some random molerat have a sniper rifle?

 

The "legendary" items are a topic of their own, but this thread is not about them.

 

I'd like a mod that at least attempts to make legendary enemies a little more realistic.

 

- At least rename "mutated" to "enraged" or something.

- Legendary NPCs should have the item they drop equipped and use it against you.

- Legendary Animals could drop something else instead of items. Sure you can assume that a deathclaw ate a rader and has his pistol in it's stomach, but getting sniper rifles out of molerats is ridiculous. So, animals could drop "legendary" resource items instead. For example, carapaces which give you bone, fresh bones which you can cook for glue (and bone, of course), poison glands for acid, lard for oil, stuff like that.

- Legendary robots could only ever drop weapon mods. Like, you kill a legendary assaultron, take it's advanced capacitor and put it in your laser gun.

- Some sort of a category system. Legendary raiders should only ever get raider, leather or metal as L. armor and mostly pipe weapons, Gunners only combat armor and pre-war guns, Synths only synth armor and institute weapons, etc.

While a raider would probably wear anything, they definitely wouldn't outfit a synth with some old leather chest piece at the Institute.

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I like the idea of scrapping legendary robots for parts. Instead of only adapting them for weapon mods however why not have npc specific legendary effects that you could build into your next masterpiece at the robot workbench? With some kind of really awesome incentives for piecing a machine together out of completely legendary parts?

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