Fallout 4
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JackAero

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About this mod

Adds 18 new custom made legendary effects for weapons. Designed to be an extension of Legendary Modification by TeaLz.

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Description

The goal of this mod is to expand the number of legendary weapon effects available in Fallout 4. When looking for existing mods that did this, I didn't find much out there. The only mods that were available seemed to either combine existing effects or make overpowered versions of existing effects, in some cases adding in hundreds of effects. I wanted to make a mod that added a relatively small collection of effects that were coherent and distinctive. So that's what I did! This mod includes 18 completely new effects, specifically designed to feel at home in vanilla Fallout 4.


Legendary Modification

Although this mod will work perfectly well as a standalone mod, it is intended to be an extension of Legendary Modification by TeaLz, specifically the "easy" or "standard" version. I've not listed it as a requirement as this mod doesn't alter anything in their mod but I would still recommend using it with their mod. All of the effects in this mod are crafted using the same materials that are used in Legendary Modification.

If you want to use this mod with any version of Legendary Modification other than the standard version then keep in mind that the effects in this mod will still be crafted in the same manner as the standard version i.e. they won't require an "effect chip", you won't be able to detach them and reattach them to other weapons etc. Having said that, although it's been designed with one version in mind, it should still be functional with any of them but I have not tested it with any other version, so use with other versions at your own risk.


Levelled Lists Integration

I've made two versions of the mod; one with a script that adds the effects to the levelled lists and one without. The former will allow you to find the effects on legendary enemies out in the world as well as being able to craft them. As for the latter, the only way to acquire the effects will be through crafting. It should go without saying but pick only one of the files, whichever one suits your preference. If you go with the levelled list version, you should see a message pop up in game after the mod has first been installed notifying you that the effects have been added successfully. If you want the effects to be available only from legendary enemies then I would suggest installing the levelled list version and simply ignoring the crafting side of things.


The Effects

Enough of the technical stuff, the effects are what you're here for!

(Effects that have an asterisk next to them have important information regarding how they function which can be found in the notes section below).


Aggressive
"Does double damage to enemies within 5m."

Calibrated
"Does Double damage to enemies more than 35m away."

*Corrosive
"Does 50% more damage against synths."

Favoured
"Does 50% more damage to enemies in a group of 4 or more."

Fortunate
"25% chance to find caps, healing items, rare ammo or crafting materials on enemy corpses."

*Frugal
"33% chance to be able to reclaim some spent ammo from enemy corpses."

Executioner's
"Does 50% more damage to enemies below 30% health."

Head Hunter's
"Headshots mark enemies for 2 seconds. Deal 50% more damage to marked enemies and restore 100 health if an enemy dies while marked."

Inspired
"Does 50% more damage when used by your current companion."

Lightweight
"Lighter and grants 15% move speed while equipped."

Oppressive
"Damaging enemies reduces their damage output by 30% for 5 seconds."

Opportunistic
"Does triple damage to enemies that are reloading."

*Purifying
"Does 30% more damage against ghouls, super mutants and synths."

*Rupturing
"Causes enemies to explode shortly after death (use with caution)."

*Ruthless
"Kills grant a boost to fire rate and reload speed for 6 seconds. Stacks up to 3 times. At max stacks, kills refresh the duration."

*Siphoning
"Crippling an enemy's limb grants a buff based on which limb was crippled for 8 seconds." 

The buffs and their corresponding limbs are as follows:

Head: +25% damage
Torso: restore 150 health
Left Arm: +50% reload speed
Right Arm: +45% fire rate
Either leg: +40% movement speed

Specialist's
"15% damage, 10% reload speed, 50% faster movement while aiming, 25% faster ADS."

Trackers
"Fires tracer rounds (ballistic weapons only). Enemies hit are highlighted for 10 seconds."


Notes

C
orrosive: Gen 1 and 2 synths only. As far as the game is concerned, Gen 3 synths are just humans that get a synth component placed in their inventory when they die.

Purifying: Does not apply to mutant hounds. I checked the mutant slayer effect from the vanilla game and this is also true of that effect. I decided I wanted my effect to follow suit for two reasons: 1 - it keeps it consistent with the base game and 2 - the mutant hound race doesn't actually have a unique keyword associated with it and I didn't want to edit the form to avoid potential conflicts. As for the damage to synths, see above.

Frugal:
 Uses the keywords added by AWKCR to associate weapons with what type of ammo they use. This means that this effect will only work with vanilla weapons and ammo types. If you wish for this effect to function with a modded weapon, the weapons' form will need the keyword that corresponds with the ammo that it uses, assuming that it uses a vanilla ammo type. Ideally a script would be used to check the ammo type but my scripting knowledge isn't up to that task just yet!

If you find that certain legendary effects aren't working 100% of the time it's probably because the effect is being triggered on the same hit that applies the magic effect that registers for the trigger. Basically, if your very first shot on the target would also trigger the legendary effect, you won't get the benefit. This is an unfortunate side effect of the way the game handles magic effects and I don't think there's much that can be done about it. That being said, in my experience with testing, it doesn't detract from the effects very much (let's be honest, if you're killing enemies in one hit, you probably don't need a buff!). This mainly applies to the effects that make use of scripts to function:

Rupturing: Killing enemies in one shot means they won't explode. The explosion itself however will apply the magic effect, meaning that if you oneshot an enemy that has been left with low health from the explosion, they will then explode.

Ruthless: Killing enemies in one shot won't grant you a stack.

Siphoning: If your very first shot on an enemy cripples a limb, you won't get the corresponding buff.

Additionally, some effects have been excluded from certain types of weapons, both through crafting and from legendary enemy weapons. I won't list everything here, but I tried to make it as logical as possible. For example, you can't have effects that influence gun specific stats such as reload speed on melee weapons and you can't use effects like Frugal on weapons where it wouldn't make sense to be able to reclaim the ammo such as laser weapons. If you find you can't pair an effect with a weapon, it's probably because it would make little sense!


Bugs/Issues

I have tested each effect to a reasonable degree but I am but one man (who is quite new to modding!) and I cannot cover every base, especially when other mods get involved. If you encounter any issues, please post them in the bugs section and I will do my best to get back to you.


Installation/Load order

I would highly recommend installing and uninstalling with Vortex. If you chose not to, there are plenty of resources out there on how to install mods manually. As for load order, this mod should fit anywhere in you load order, but after AWKCR and the DLCs of course.

Conflicts

This mod shouldn't have any conflicts with other mods as everything in it has been made from scratch and does not alter anything in the base game. The only thing to consider is the limit on the number of entries in the array that holds the legendary effects. The limit is 128 and with all the effects from the base game, far harbour, nuka world and this mod that puts the number of entries at 127. This means that if you use another mod that adds legendary effects to the levelled lists, you may encounter issues. This is just something to be aware of when installing either this mod, or any other that adds effects to the levelled lists.

One potential resolution would be removing some of the entries from nuka world to free up space as a lot of them are just dummy effects that only change item descriptions. However, you should do your own research before doing so and know that any changes you make are at your own risk!

If you think the array limit may be an issue that would affect you and you want a safe and easy solution then I would recommend just downloading the version that doesn't add the effects to the levelled lists.



Credits

TeaLz for Legendary Modification
Valdacil and co. for AWKCR
DankRafft for Legendary Effect Injection Scripts
The super mutants of The Gwinnett Restaurant for being my test subjects these last couple of months