Vanilla tweaks around the vanilla randomization, scaling, mods unlock. Including Nuka World, Far Harbor and the DLC Robot.
Permissions and credits
Credits and distribution permission
Other user's assetsThis author has not specified whether they have used assets from other authors or not
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
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Changelogs
Version 1.0
Release
a130 Vanilla Unlock Scaling - v1.1 - update to english.
a130 Vanilla Unlock Scaling - v1.2 - remove level max limit for vault triggermans and few others
This serie of mods around npc's are used to unlock all things that are linked to the player level. This mod do not unlock the required level to mod a weapon or armor yourself. Just what you can find in the world and what the npc's can wear or use.
Also these mods are modulars, independents and are set as esm files to reduce the compatibility problem with other mods. Any mod you install after this one can freely overwrite these modifications, but at the cost of losing them without a patch.
You can use a npc or weapon replacer without problem except you lose the benefit of the modifications for this item or npc. By example, if you use a face cleaner for a particular raider npc, you also lose the level scaling for this npc without a patch. The settlers are not concerned because I not added level scaling for them.
Like I said, these mods are modular and independent. You can use anyone you want, but it can be more interesting to use all. By example if you use just the mod that unlock the OMOD, the npc's base armors and weapons continue to be linked to your level but with mods on it. At level 2 you see light leather armors on npc, except this time these light armors can also have mods on them. This is just an example of the modularity of this.
What to say more now? If you have question go in post page.