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Legendary loot has been rebalanced
About This Mod
Have you ever wondered why, for Nuke's sake, this annoying Legendary Death Claw lvl 50++++, which you just killed, falls useless lead pipe or leather armor?
Have you ever wondered why there are so many legendary melee weapons in a weapons-focused game? (oki-docks, I'm aware of how high-level Melee OP is in vanilla play)
Have you ever wondered why so much armor falls when you need firepower RIGHT NOW?
Then this fashion could be for you.
Personally, I made it while working on another fashion (sneaky-sneaky), answering exactly the same questions.
So, in short, here's what he does in numbers:
Chance to get weapons/armor (see the "Mathematics" section at the bottom of the description for details)
Vanilla - 50% / 50%
Modified - 75% / 25%
Modified (optional) - 70% / 30%
Chance to get weapons / melee weapons
Vanilla - 66% / 33%
Modified - 75% / 25%
Modified(Optional) - 25% / 75%
Lute rules:
First of all, remember that level thresholds are determined based on the level of the monster, not the player.
In vanilla, you could get EVERY weapon/armor with level < of monster. This led to strange dropping, such as tubular pistols from enemies of the lvl 50+.
Modified - you get the appropriate loot level each time. No more low-level loot from higher-level enemies.
Lute pools:
First of all, in the new version we are moving to a multi-level approach with mixed lute pools. What does that mean? Read below.
Pool Levels:
Super Light:
- Same as in Vanilla. You can get low-level weapons/armor from top-level enemies with exactly the same chance as in Vanilla.
Standard version:
- 1-9 Low
- 10-14 LowMid
- 15-19 Mid
- 20-24 MidHigh
- 25-29 High
- 30-34 HighTop
- 35+ Top
Advanced (Wide) Version:
- 1-9 Low
- 10-19 LowMid
- 20-29 Mid
- 30-39 MediumHigh
- 40-49 High
- 50-59 HighTop
- 60+ Top
The content of the pool:
Standard:
- Low - 100% Tier1
- LowMid - 75% Tier1 / 25% Tier2
- Mid - 75% Tier2 / 25% Tier1
- MidHigh - 75% Tier2 / 25% Tier3
- High - 75% Tier3 / 25% Tier2
- HighTop - 75% Tier3 / 25% Tier4
- Top - 75% Tier4 / 25% Tier3
Light:
- Low - 100% Tier1
- LowMid - 75% Tier1 / 25% Tier2
- Mid - 50% Tier1 / 50% Tier2
- MidHigh - 25% Tier1 / 50% Tier2 / 25% Tier3
- High - 10% Tier1 / 20% Tier2 / 70% Tier3
- HighTop - 10% Tier1 / 10% Tier2 / 60% Tier3 / 20% Tier4
- Top - 10% Tier1 / 10% Tier2 / 30% Tier3 / 50% Tier4
Simply put, a weapon from a tier is available as a drop on 20 levels (standard version), with the first 5 levels and the last 5 available with a low chance (25%) of the drop and a high chance (75%) for the middle 10 levels. And with this approach, weapon levels will actually overlap each other in a breathtaking manner. So at lower levels you will have the chance to get weapons of higher level and vice versa. At the higher levels you will be able to gain battle armor (T3) (with less chance compared to Synth armor T4), but no longer mean T1 and T2.
Armor:
- Level 1 - Raider armor
- Level 2 - Leather and metal armor
- Level 3 - Battle Armor
- Level 4 - Sint armor
Weapons:
Melee weapons:
- Level1 - Knuckles, baton, boxing gloves, lead pipe, rock, knife, iron tire, cane
- Level 2 - wrench, board, knife, machete, billiard cue
- Level 3 - Baseball bat, Chinese officer's sword, revolutionary's sword, sledgehammer
- Level 4 - Super Sled, Fist, Ripper, Shishkebab, Death Claw Glove
Weapons:
- Level 1 - Laser musket, Tube gun, Tube revolver, Tube gun with bolt
- Level 2 - Hunting Rifle, 10mm, Laser Gun, Institute Laser Gun, SMG, Dual-barreled Shotgun
- Level 3 - Fighting shotgun, Flamethrower, Minigan, Missile launcher, 44-gage combat rifle, Railway rifle
- Level 4 - Assault Rifle, Plasma Gun, Gamma Gun, Gatling Laser, Gaussian Rifle, Fat Man
Variants of modifications:
This option is a bit tremulous. While digging through Vanilla records, I discovered that some variants of firearms (semi-automatic, automatic, sniper, etc.) are covered by levels. So even if I allow some weapons to fall on some level, it will not allow some, and sometimes any, of those weapons to fall on some level.
The same applies to armor. Now we have 3 sizes of armor - light, medium, heavy (which are actually the fashion for armor). But Vanilla behaves in such a way that, say, heavy skin can fall ONLY after the 41st left. Seriously, Beth?!
So I decided to make two files:
- Deleveled variants - makes all weapon variations and all armor variations possible from the moment these weapons/armor became available for drop.
- Deleveled Weapons, Upscaled Armor - makes all weapon variations possible from the moment these weapons become available for dumping. Armor will behave differently, allowing you to reset only the best possible (depending on the level). So, if you kill an enemy of 20th level, it can fall heavy skin or light combat, and from 25th - heavy skin or medium combat and so on.
Keep in mind that this will affect "normal" enemies, not just legendary ones. This may cause the game to become more difficult due to the overall improvement in the armor/weapons of enemies.
Compatibility:
It must be compatible with any FO4Nexus mod at this time. (Obviously, I'm a player myself, using a custom setup of ~100+ mods, so I keep track of new files every day, and there hasn't yet been a fashion on Nexus that touches the same records.)
More or less, it will be incompatible with any mod that changes the same entries:
All versions:
001CCDA8 <LGND_PossibleLegendaryItemBaseLists>
001CCDA9 <LGND_PossibleLegendaryItemBaseLists_Weapons>
All versions except SuperLite:
001CCDAA <LGND_PossibleLegendaryItemBaseLists_Armor>
001CCDAD <LGND_PossibleLegendaryItemBaseLists_Guns
001CCDAE <LGND_PossibleLegendaryItemBaseLists_Melee>
These entries are intact, but I am getting rid of them completely, so if another mod uses them to submit their changes - they will conflict:
0022B635 <LGND_PossibleLegendaryItemBaseLists_GunGroupHigh>
0022B636 <LGND_PossibleLegendaryItemBaseLists_GunGroupLow>
0023B888 <LGND_PossibleLegendaryItemBaseLists_ArmorGroupLow>
0023B889 <LGND_PossibleLegendaryItemBaseLists_ArmorGroupHigh>
At least without a merged/base patch.
FYI, done with the latest build of FO4Edit.
If you are happy with the changes that this mod makes and enjoy working with it in general - do not forget to go back and approve. It's not for my ego, it's for making fashion available to the general public.
It's a sad story, but most users won't read the comments and descriptions to determine if they need a mod or not... they just download the most approved and move on to the next category. Personally, I have some gems in my fashion collection with amazing changes and low downloads. You know why? Approvals.
Technical things and mathematics:
1. Percentage of weapons and armor:
Let's calculate how many Legendary effects we have for each type of item.
Armor - 24
against
Weapons - 40
Now for armor, we know that each set has 5 pieces (RArm,LArm,RLeg,LLeg,Torso), resulting in 5x24 = 120 exactly such armor.
With a wider loot grab, if we look at the "top" pool, we'll need 120 / 0.75 = 160 total armor rolls to get a full set of endgame armor with the preferred effect. (still RNG may be a bitch, but I don't want to kidnap you with big math and numbers, including calculations on odds theory)
And for a weapon in the "top" pool, if we want something specific from Tier4, we need to get 6 x 40 = 240 shots of Tier4. Which translates into 240 / 0.75 = 320 total weapon rolls.
As we can see, 160 / 320 = 0.5, or in other words, to equalize the odds, we need to set the chance of the weapon to 2 times higher compared to the chance of armor. That is 66% of weapons against 33% of armor.
But we did not consider the chance to get melee weapons (in the main version). According to the fact that melee weapons fall in 25% of all weapon rolls, we will need 320 / 0.75 ~= 426 total weapon rolls. It's actually 160 / 426 = 0.375, it's 73% / 27%, which is related to how the percentages are determined in the FO4 engine. So the closest is 75% / 25%, which is 0.33(3).
Under the extra level, Melee Tier4 Melee received 5 weapons, so we'll need 5 x 40 = 200 shots of that level or 200 / 0.75 ~= 266 total shots of the top pool. A 266 / 0.75 ~= 354 weapons roll in total.
Thus, the ratio between weapon and armor rolls should be 160/354 = 0.45, it is 69%/31%, which again is a mess, and the closest to the true percentage should be 70%/30%.
TL; DR.: The new version of the "normal" main file will have a 25/75 chance for melee combat against weapons and a 25/75 chance for armor against weapons. As for Melee Optional, it will have a 75/25 chance of melee combat against weapons and a 30/70 chance of armor against weapons.
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