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- Level Item Fixes (LIF) - Fallout London Edition

Level Item Fixes (LIF) - Fallout London Edition
About This Mod
Level item lists (LVLIs) can sometimes be quite fastidious. And when modal authors add items to them, expecting them to work in a certain way when in fact they are not behaving as expected - combined with the fact that scripted injections cannot easily be reversed - it can lead to confusion. This mod attempts to simplify the process and give mod authors and users more control over it.
As a fashion user, you don't need to do anything about it, just install the mod and forget about it. He does his job automatically. But you can always use its holorecord or optional MCM to make some individual changes.
And as a fashion designer you can use additional forms of LVLI, but it is not necessarily. You can also just ignore them and just use the fixed and improved vanilla forms without having to change or override anything on your part.
In general, this mod mainly covers forms of LVLI associated with weapons (including cartridges and explosives) and armored vehicles, as they are the most common target for scripted injections.
Patches
All LVLI patches from the unofficial Fallout 4 patch are enabled/redirected and are self-contained - you do not need to install UFO4P in order for them to apply.
Some forms of heathland/settler gear and associated forms of LVLI have implemented their own solution which overrides the informal patch changes for these forms. This was done in order to correct these forms and at the same time prevent UFO4P from forcing the game to produce all sorts of copies of wasteland/settlers. It also allows other mods that add part of their gear to the vanilla LVLI and that have been removed by UFO4P to remain fully functional.
Most LVLIs used to assemble custom/unique items have been redesigned and no longer use other nested LVLIs. They have become separate and directly refer to the relevant subject. Other mods (especially replacement items that use LVLI for replacement) can no longer disrupt the assembly of these items.
LVLIs specific to supermutant weapons have been given their own set of unique nested forms to ensure that supermutants are no longer adversely affected by weapon mods that lack supermutant animations, including replacement weapons through LVLIs. It also makes it easier for fashion designers to target LVLIs to specific factions.
Removed unnecessary/redundant override names from LVLI forms if the associated subject form either contains the desired name as a base name or has a subject template that already contains an override name. This is done in order to reduce conflicts in these entries, and also to allow the use/display of INNR in some of these items.
There are many additional (minor) fixes that I don't want to list individually.
Standardization and improvements
Most included LVLIs use the "Calculate from all levels <= player's level" flag (as do almost all vanilla forms), so lute is randomized. In the past, when it came to some object injections, they caused the NPC containers to always contain only a certain/certain object, and carbon copies of the NPC were running around the world.
LVLIs marked as "UseAll" remain "UseAll", but have sub-lists into which items can be entered without filling the container/NPC inventory with hundreds of pieces of armor, weapons, ammunition, supplies, etc.
All applicable LVLIs are Epic Chance. It usually determines how likely you are to get an item with random/high-level parts, not just a fixed default. These odds can be customized using the holocassette LIF and an additional MCM.
Cleaned up some LVLIs, especially those in which the same items/sub-lists were mentioned several times. This has led to other items becoming less frequent. Now at the higher levels you have to find less low-level equipment and instead more high-quality equipment, but it also means that the enemies have become a little more difficult.
Some factions have access to slightly higher-level items in the base game because I feel they are grossly underrepresented in these higher levels. The faction-specific equipment remains exclusive to these factions.
Quest reward forms have been standardized and streamlined, including a pair of missing vanilla weapons that should have been there from the start, and removing the excess number of lower-level options from the lists. This increases the likelihood that you will receive more reasonable rewards according to your character/area level.
DLC allocation [OPTION]
The LIF includes options for distributing DLC weapons (hand rifle, lever rifle, radial rifle, western revolver), cartridges to them, assault Marine armor, Nuka World Frag grenade variants, and new flavors of Nuka-Cola. Fractional equipment will remain fractional.
If you are interested in making these items rarely appear in the Commonwealth, you can select the desired distribution options in the installer.
If you install the DLC plugin for the weapon, the lever rifle will begin to appear at about level 16, the radial rifle and the western revolver - at 25, and the hand rifle - at 30. An additional ammunition plugin has roughly the same level ranges.
If you install a grenade DLC plugin, Nuka World frag grenades will start to appear at around level 20.
The armor DLC plugin makes the attack plane armor available from 45th level as a rarer alternative to combat armor.
If you select the appropriate option in the installer, the basic Nuka-Cola variants (Nuka-Cola Dark, Nuka-Cola Orange, Nuka-Cola Quartz, Nuka-Cola Victory, Nuka-Cola Wild, Nuka-Grape) have a small chance to appear in the game.
LVLI injection scripts included [OPTION]
The LIF comes complete with all my scripts for introducing subjects of various levels. If you use LIF (or have made it a master in your fashion), you won't need to include scripts in every mod.
If you want to input your own items with scripts, but don't know how to do it, you can find a basic tutorial on the following fashion page: Injector Scripts - Leveled Item - Legendaries - INNR - Form List
Miscellaneous [OPTIONAL]
Canary Save File Monitor Support: It's optional, you shouldn't use Canary, but if you use it, it'll be helpful if LIF supports it. You will be notified when you upload a save file that is suffering from data loss that may affect LIF functionality. There are no downsides to this, only pluses. For more information on the fashion features, visit: Canary Save File Monitor
There is nothing complicated about it, but for new players I will still describe the main steps to install the fashion:
Download and install a modern fashion manager. The most frequently used are Vortex from Nexus and Mod Organizer 2.
Make the game use Archive Invalidation as described in this article. The Vortex Mod Manager will do this automatically.
Download the main file of this mod (best via the MOD MANAGER DOWNLOAD button) from the FILES section and install/enable it in the mod manager. The Mod Manager will read the FOMOD installer that contains this mod and will offer you several options for installing the mod.
Then make sure that the mod plugins are enabled in your mod manager's plugins panel.
Golottape can be manufactured at any Chemical Station in the category "Level Item Corrections".
It allows you to adjust the different odds of epic items. To find out what it is, read the paragraph above or the description in the holocassette.
There is a debug option that allows you to return some incorrectly entered forms.
There is also an additional MCM that becomes available after installing Fallout 4 Script Extender (F4SE) and Mod Configuration Menu. It has the same capabilities as the holotap, but is managed more easily and quickly.
The main plugin is an ESL file, so it will not count towards your ESM/ESP plugin limit. It is at the top of your download order, so other mods take precedence over the LIF and can cancel it if necessary. Other mods that heavily edit [i.e. use direct form overrides] Leveled Item forms may override and therefore discard some LIF changes. In these cases, you will need to patch.
Additional plugins for distributing DLC are ESP files with ESL flags. They also do not count towards your ESM/ESP plug-in limit. They don't attach to the top of your boot order, but are displayed as regular ESPs, allowing them to move like any other ESPs in your boot order. This was done so that the user could force these plugins to defeat the conflict in the order of download.
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