Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

KosorsomesayKosm

Uploaded by

noptasis

Virus scan

Safe to use

Tags for this mod

About this mod

Equalizes the strength of all the legendary effects by reworking legendary effects and diversifying legendary loot, adds DLC support.

Requirements
Permissions and credits
Donations
So, I was playing fallout with this mod a couple days ago, 

http://www.nexusmods.com/fallout4/mods/5994/?

Which converts legendary weapons and armor into tiers which determined when and which legendary would drop, scaling based on level. And though it is a great idea and works fine, three things about it really stuck out to me

1. The lack of DLC support and lack of DLC integration with the leveled lists
2. The fact that part of the fun of a completely randomized system is getting really lucky with a strong drop
3. The fact that the mod, and this is the most important part, does literally nothing to rebalance the legendary effects themselves. In fact, no mod does to any great effect that I've seen. We all know how broken a bleeding ripper is, and how useless a bleeding super sledge is.

And so, I spent an hour messing around trying to fix these issues for my own game. It works out pretty well, and now I'm going to share it.

The Core Philosophy here is two things. One, you should have a chance of getting a really lucky drop once in a while, rather than all mediocre ones, but never anything terribly over the top. No gatling guns from radroaches. 

Two, The strengths of each legendary effect should be made stronger and more obvious. the weaknesses should be made more apparent and more debilitating.

FEATURES

First and foremost, the legendary leveled lists have been rebalanced, going up to level 60. With about a 6/4 Weapon/Armor Split, and a 6/4 Guns/Melee split. 

Weapons are split into four tiers, and at any time you'll have a small chance, roughly 20%, to receive a legendary from the tier above your current one during a drop. In addition, dlc weapons have been worked into the leveled lists, to a reasonable extent. You'll still only find Fishhooks in Far Harbor and Disciples Blades in Nuka World. 

As for the effects rebalancing, that's a bit more complex, but I'll list the major changes here. Most of these changes are fairly standard, I tried not to go as script-heavy as my other mods, but still stay true to the intent of the effects. 

WEAPONS: 

Wounding: Targets bleed for 30 points of damage over 15 seconds. This effect can only trigger once per second. 
Staggering: Chance to Stagger on hit, 25% slower speed. 
Kneecapper: 10% chance to instantly cripple the target's leg. 
Lucky Weapon: Critical shots deal 1.5x bonus damage and the critical gauge fills 15% faster. 
Powerful: 30% more damage. 60% heavier. 
Crippling: 50% more limb damage, 10% reduced damage. 
Violent:+25% damage and limb damage, but has significantly more recoil.
Poisoner's: Target is poisoned for 90 damage over 15 seconds. 
Hunter's: 50% more damage against animals. 10% reduced damage. 
Troubleshooter's: 50% more damage against robots. 10% reduced damage
Mutant Slayer's: 50% more damage against super mutants. 10% reduced damage. 
Ghoul Slayer's: 50% more damage against ghouls. 5% reduced damage. 
Exterminator's: 50% more damage against mirelurks and bugs. 5% reduced damage. 
Assassin's: 50% more damage against humans. 15% reduced damage. 
Explosive: Bullets explode on impact, dealing 10% bonus damage and 5 points area effect damage in a large radius. 
Quickdraw: Costs 25% less Action Points. 10% quicker reload. 
Relentless" Refills AP on critical hit, but attacks cost more action points. 
Rapid: 50% faster fire rate, 15% slower reload. 
Two shot: Shoots an additional projectile, but accuracy and damage reduced. 
Never Ending: Unlimited ammo capacity, but 15% reduced fire rate and damage. 
Vats Enhanced: Improved VATS hit chance, 30% less AP cost / 50% less AP cost. 


ARMOR: 


Unyielding: +3 to all stats when below 25% health. -1 to all stats when above 90% health. 
Cunning: +2 Agility and Perception, -1 Intelligence and Endurance. 
Sharp: +2 Charisma and Intelligence, -1 Strength and Endurance.
Fortifying: +3 Strength and Endurance. -3 Charisma and Intelligence. 
Lucky: +5 Luck, -1 every other stat. 
Sprinter's: Increases movement speed by 12%
Poisoner's: +50 poison resistance. 


COMPATABILITY AND REQUIREMENTS: 

No requirements to speak of, and should be compatible with most legendary overhauls. Does not require Legendary Loot Rebalanced, though I've designed it to work with his optional files if you would prefer his loot distribution. 

SPECIAL THANKS: 
Valma, for creating the original Legendary Loot Rebalanced, which inspired this one.