Fallout 4

By default chuckdm's Mythic Legendary Modifications relies on another old legendary crafting mod that is incompatible with other legendary mods. With this release this dependency was removed and thus the mod became compatible with LEO.
Also, the original mod only allows to craft its new/custom legendary effects. This mod however expands the original mod's feature set by several completely new features, made possible by utilising LEO as a framework.


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  • The original mod dependency (Legendary Modification) was removed.
  • All of MLM's armour and weapon effects can be injected into the legendary loot pool, or removed from it if you previously injected them, the same way you can control the effects part of LEO.
  • All of MLM's effects are available on all 5 of LEO's optional legendary attach points. As per usual with LEO, if you want to use the effects on L2-L5 you have to convert their L1 counterpart.
  • All effects cost 15 Microchips to craft, require Legendary Specialist 4, and come with another thematically fitting high perk requirement to somewhat counter the insane power level of those effects.
  • All OMOD (mods/attachments) and MISC (loose mods) had the prefix [MLM] added to their names so that these effects can be identified more easily in workbenches (mods) and inventories (loose mods).
  • Fixed a couple of minor bugs and inconsistencies with the original mod.

The MCM config part of this mod becomes available as soon as you install Mod Configuration Menu. If you don't want to use/install MCM then there is the holotape available, which can be crafted from the LEGENDARY EFFECT OVERHAUL section in the Chem Station, that offers exactly the same functionality as the MCM config.


<<< COMPATIBILITY >>>

The plugin comes as an ESL-flagged ESP. It won't count against your ESM/ESP plugin limit and can be sorted like any other ESP.
Compatible with everything.


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DankRafft

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