Leveled Item Fixes (LIF)

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Leveled Item Fixes (LIF)
Latest
Feb 14, 2026
Uploaded
Nov 1, 2025
Version
3.0.6
Total Files Size
121 KB
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0
Total DLs
0
Total Files
1

Leveled Item Fixes (LIF)

121 KB

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Vanilla leveled item (LVLI) lists can be quite finicky sometimes. And when mod authors add their items to them, expecting them to work in a certain way while they actually behave different than expected - combined with the fact that scripted injections can't be easily reverted - then that can result in a mess. This mod tries to simplify that process and giving both mod authors and users more control over it.


As a mod user you don't have to do anything to achieve that, just install the mod and forget about it. It does its job automatically. But you can always use its holotape or optional MCM to make some individual changes.

And as a mod author you can make use of the additional LVLI forms but that's entirely optional. You can also just ignore them and simply benefit from the fixed and improved vanilla forms without the need to alter/override anything on your end.


In general this mod covers mostly weapon- (incl. ammo and explosives) and armour-related (incl. power armour) LVLI forms because they are the most common target for scripted injections.


Fixes

  • All LVLI fixes from the Unofficial Fallout 4 Patch are included / got forwarded and are stand-alone - you don't have to have UFO4P installed for them to apply.
  • A custom solution for some of the wastelander/settler outfit and associated LVLI forms was implemented that overrides the Unofficial Patch's changes to those same forms. This was done to fix those forms, and at the same time prevent UFO4P from making the game spawn all sorts of carbon-copy wastelanders/settlers. It also makes other mods, that inject some of their equipment into the vanilla LVLI that were removed by UFO4P as well, remain fully functional.
  • Fixed "Tessa's Fist" unique PA piece, making it use the correct armour piece with the correct attachment.
  • Fixed "Piezonucleic Power Armor Chest" so that it can spawn in other variants than T-45 and T-51 as intended.
  • Most LVLI used for custom/unique item assembly were reworked to no longer use other nested LVLI. They became stand-alone and directly reference a respective item. Other mods (especially item replacers using LVLI for the replacement) can no longer break the assembly of those items.
  • LVLI specific to Super Mutant weaponry got their own set of unique nested forms so that Super Mutants are no longer negatively affected by weapon mods that lack animations for Super Mutants, incl. weapon replacers that implement their replacements via LVLI. This makes it also easier for mod authors to target certain faction-specific LVLI.
  • Removed unnecessary/redundant Override Names from LVLI forms if the associated item form either contains the desired name as base name or has an Object Template that comes with an Override Name already. This is to have less conflicting potential in those records and also allow the use/display of INNR on some of those items.
  • Many additional (minor) fixes I don't want to list individually.


Standardisation and Improvements

  • Most included LVLI make use of the "Calculate from all levels <= player's level" flag (like almost all vanilla forms) so that loot gets randomised. Before, when it came to some item injections they resulted in containers/NPCs always having just a specific/certain item and NPC carbon copies running around in the Commonwealth.
  • LVLI flagged as "UseAll" remain "UseAll" but come with sub-lists where you can inject your items into without filling up the container's/NPC's inventory with hundreds of armour pieces, weapons, ammo types, consumables, etc.
  • All eligible LVLI come with a Epic Chance value. This usually determines how likely you'll get an item with randomised/higher level parts instead of just the default fixed ones. Those chances can be configured via LIF's holotape and optional MCM.
  • Cleaned up some LVLI, especially those that had the same items/sub-lists referenced multiple times. That only resulted in the other featured items appearing less often and was mostly seen with Pipe Weapons. Now you should find less Pipe Weapons after a certain level - they remain common but aren't available in an overabundance at any level any more - and instead more higher quality gear but that also means enemies got slightly more difficult.
  • Some factions have access to slightly more high-level base game items because I feel like they are extremely inadequately represented on those higher levels. Faction-specific gear remains exclusive to those factions.
  • Standardised and streamlined quest reward forms by having a couple of missing vanilla weapons included that should have been there from the beginning and removing an overabundance of lowest-tier options from the lists. That makes it more likely that you'll get more reasonable rewards relative to your character's/area's level.


DLC Item Distribution [OPTIONAL]

  • LIF includes distribution options for DLC guns (Handmade Rifle, Lever-Action Rifle, Radium Rifle, Western Revolver), their ammo, the Assault variant of the Marine Armor, Nuka World's Frag Grenade variants and new Nuka-Cola flavours. Faction-specific equipment will remain faction-specific.
  • If you're interested in having those items rarely appear in the Commonwealth then you can select your desired distribution options from the installer.
  • Some DLC LVLI got base game and the other DLC items/sub-lists added so that they come with a little more variety as well.
  • If you install the DLC guns plugin the Lever-Action Rifle will start to appear around level 16, Radium Rifle and Western Revolver around level 25 and the Handmade Rifle around level 30. The optional ammo plugin comes with roughly the same level ranges.
  • If you install the DLC grenade plugin Nuka World's Frag Grenades will start to appear around level 20.
  • The DLC armour plugin makes Assault Marine Armor available from level 30 onwards on Children of Atom devotees and level 45 as a more rare alternative to Combat Armor.
  • If selected the respective option from the installer, Nuka World's 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 base game (Commonwealth). This is similar to the implementation in All Nuka-Cola Flavors for the Commonwealth but makes those variants appear less often than in that other mod.


Bundled LVLI Injection Scripts [OPTIONAL]

  • LIF comes bundled with all my various leveled item injection scripts. If you're running LIF (or make it a master in your mod) you won't need to include the scripts with every mod of yours.
  • If you want to inject your own items via script but don't know how you can find a basic tutorial on the following mod page: Injector Scripts - Leveled Item - Legendaries - INNR - Form List


Miscellaneous [OPTIONAL]

  • Canary Save File Monitor Support: This is optional, you don't have to use Canary but if you do you'll benefit from LIF supporting it. You'll get notified when you load a save file that suffers from data loss that would affect LIF's functionality. There's no downside in running it, just upsides. More on the mod's function can be found on its mod page: Canary Save File Monitor


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