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WhiskyTangoFox

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WhiskyTangoFawks

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About this mod

Tool to help mod authors to tinker or replace the uniques. Because they really should be special snowflakes.

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Translations
  • Russian
Changelogs
To see all the mods using this framework (e.g. the Unique Replacer series of mods), hit the requirements drop down above


So, for a while I've been using Unique BaseID for Uniques  to help me replace Unique Weapons with the Unique Replacer project series of patches.«. However, recently I've hit the limitations of the mod when trying to replace the vendor uniques, so I've decided to fork it and build on top of it for my own purposes. I figured I would share it here, in case it is of use to any user or mod author wanting to replace or tinker with the uniques in their game.

  • Like the original, this mod replaces the levelled list instaces of unique weapons with a specific instance of a new weapon, templated on the base weapon for that unique.
  • I've also gone ahead and copied the formID lists used by the game to control what mods end up on the uniques, to make it easier to find them while working.
  • In the vanilla game, vendor uniques are implemented in a handful of haphazard ways- in particular a lot of them don't use a formlist to control their omods, which makes it 1) a pain in the ass to find and modify them, and 2) a conflict risk if you do change them. So, I've gone ahead and swapped them all over to use formlists instead. I've also added a bunch of debug logging to the placement script for them (which runs as soon as you exit the vault), so you can verify that everything is working as expected.
  • I've carried over some conflicts with UFO4P
  • Each unique also has a unique legendary OMOD record, instead of just reusing the vanilla one. This allows mod authors to tweak balance, or even swap out the effect, without requiring a completely new game
  • I've implemented an armor set bonus framework, having all pieces of a set (as measured by keyword count, added by the unique legendary effects) applies an additional ENCH, which adds a Perk to the player. In the framework, that perk does nothing, modders need to implement the effect in their addon modules.

Patch is available for Lunar Fallout Overhaul, this patch should go immediately after lunar, and before any of the Unique Replacers mods, or anything else depending on the framework

Check out a few of my other mods
True Perks
The Alias Project
Immersive Legendary Enemies
Legendaries They Can Use
Bosses Get Legendaries
The Unique Replacers Project

Whisky's Survival Mods
Feast and Famine Overhauls food availability, makes water and sodas not heal
Less Dungeon Loot - Makes statically placed food and chems more rare.
Stimpacked - A Survival Healing Mod: Changes food healing to only heal up to certain thresholds
Barter Vendor Restrictions: Reduced vendor caps, and restricts what vendors buy
Load Out: An Encumbrance Overhaul: Reworks encumbrance mechanics
Home Unimprovement: Survival Settlement Crafting
Food Healing Doesn't Stack


How to Get In Touch
Join me in the Life in the Ruins Discord
Support me on Patreon to follow what I'm working on next