lavarob Posted September 3, 2019 Share Posted September 3, 2019 (edited) I just find it a bit off-putting always having to craft the new mod armor through chemstation. Would it be possible to just make like a mod that would at install ask what armor/clothing mods you own or would (at starting a game) just detect them and ask if you want to add them into the global leveled lists. Like goddammit, every gun mod is added to the leveled lists. Or just maybe is there any easy way to do this?(Open some file(-s) in some software to add a one/couple values) It would be nice to be able to spot an unnimmersive extremely overpowered armor being used by some random enemy npc... Or even just find one from random/purposefully added chest during a playthrough... Why always chemstation? I don't like the idea of being able to craft the most powerful piece of armor in the game basically at level 1 if you just know where to loot the junk from and then using it for the rest of the goddamn game (ew). Where's the sense of progression in that? Edited September 3, 2019 by lavarob Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted September 3, 2019 Share Posted September 3, 2019 It's called Creation Kit. You can use it to add armors to leveled lists. Most authors don't seem to want to go through the hassle themselves. It is a tad bit of a chore Link to comment Share on other sites More sharing options...
lavarob Posted September 6, 2019 Author Share Posted September 6, 2019 (edited) Need to figure that out after I get CBP weighting ready for AB armors... This'll eat probably even more time if I remember correctly what my last time was like trying to use creation kit Edited September 6, 2019 by lavarob Link to comment Share on other sites More sharing options...
geala Posted September 12, 2019 Share Posted September 12, 2019 You could also do it with FO4Edit which I usually prefer to the Creation Kit. I changed the appearance of settlers, raiders, gunners, triggermen and Children of Atom considerably with it, to a more primitive look, by using mainly Clothing of the Commonwealth by Crimsonrider and some other mods, creating my own leveled lists or sometimes outfits. The system is easy, most NPCs (in the Non Player Character folder) use an outfit (from the Outfit folder), each outfit contains armor, clothes or, mostly, LLI or LL lists (from the Leveled Items folder), which itself contain clothes and/or armor or other LLI/LL lists. If you change the according LLI or LL lists, the new items in it spawn on the NPCs using them. Link to comment Share on other sites More sharing options...
DeadMachineStds Posted September 15, 2019 Share Posted September 15, 2019 You could also do it with FO4Edit which I usually prefer to the Creation Kit. I changed the appearance of settlers, raiders, gunners, triggermen and Children of Atom considerably with it, to a more primitive look, by using mainly Clothing of the Commonwealth by Crimsonrider and some other mods, creating my own leveled lists or sometimes outfits. The system is easy, most NPCs (in the Non Player Character folder) use an outfit (from the Outfit folder), each outfit contains armor, clothes or, mostly, LLI or LL lists (from the Leveled Items folder), which itself contain clothes and/or armor or other LLI/LL lists. If you change the according LLI or LL lists, the new items in it spawn on the NPCs using them. Slightly off-topic, but is FO4Edit more user friendly when it comes to editing game data like this? In the past when I've tried messing around with the creation kit, I found it's UI to be less than intuitive. Link to comment Share on other sites More sharing options...
geala Posted September 16, 2019 Share Posted September 16, 2019 User friendliness imo depends on what you want to do and also your expertise with the programs. I'm sure there are many ways to do things faster and easier in FO4Edit than the way I do it (editing everything by hand). Maybe it's the same in the Creation Kit. The advantage of FO4Edit is that it is very easy to compare mods, to see conflicts and to change certain variables. I'm not a modder, I can only do very very basic things either with FO4Edit or CK. I don't do scripts and any "higher" kind of changes, like doings quests or such. When I edit leveled lists or NPCs or weapons or object modifications or constructables, I always do it in FO4Edit. You see the original entries and the new, for me it is user friendly. But when I'd change the "world" I would do it in the Creation Kit. For example I removed several trees set by Boston Natural Surroundings" mod near Nordhagen Beach because I did not want a forest at the shore; it's easier to find the appropriate trees in the CK. Just give FO4Edit a try, it's for free. I donated several times because I find the tool ingenious, but that's personal taste. Link to comment Share on other sites More sharing options...
jkruse05 Posted September 17, 2019 Share Posted September 17, 2019 Beats me. a_blind_man created the script that most weapons use, or is more or less the same, but he also has ones for armor/clothing, and even to embed a new leveled list in an existing one, which would really be the best way to go, because you'd have extra control over rarity. Can't tell you why people don't use them. Link to comment Share on other sites More sharing options...
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