Fallout 4

By default Skiesbleed's More Legendary Effects only allows to find its new/custom legendary effects on legendary enemies. This mod expands the original mod's feature set by several completely new features, made possible by utilising LEO as a framework.


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  • All of MLE's legendary effects come with a loose mod reference now. That means you can detach an effect from an item and transfer it to another item.
  • All of MLE's legendary effects can be crafted from scratch if you have enough Legendary Microchips in your possession and meet the perk requirements. I tried to balance the recipes according to the effects' power level. Some of them even require different perks than the usual setup consisting of Armorer, Blacksmith, and Gun Nut.
  • All of MLE's legendary effects are scrappable now. When scrapped you get a certain amount of Microchips in return.
  • All of MLE's legendary effects are available in all 5 of LEO's legendary slots (1 vanilla + 4 optional ones). As per usual with LEO, if you want to use the effects on L2-L5 you have to convert their L1 counterpart.
  • MLE's legendary drop injection is disabled by default in order to make it behave identical to LEO's own custom effects (incl. its FO76 ones) and other legendary expansions that make use of LEO.
  • MLE is now able to properly inject its Instance Naming Rules into ECO's/NEO's Extended INNR. For that purpose there are two separate plugins. One is for users of ECO's/NEO's INNR that don't run Complex Sorter and another for Complex Sorter users. The FOMOD installer will adapt accordingly when you have either ECO's or NEO's INNR plugin installed.
  • All of MLE's effects got the suffix [MLE] added - it'll show in the workbench menu -, and also to their new loose mods, so that you can better differentiate between LEO's own FO76 effects and MLE's variants of it.
  • Renamed the two "Traveller's" weapon effects into "Traveller's Stamina" and "Traveller's Finesse" to be able to differentiate between them without checking the effect description all the time.
  • Fixed the two aforementioned effects not being covered by MLE's Instance Naming Rules.


<<< INSTALL AND USAGE INSTRUCTIONS >>>

When installing the original MLE:
  • If you're running either ECO's or NEO's Extended INNR then make sure that you select "None" or "Other" from the "Sorting Mod" category and then "Scripted" from the "Naming Rules" category within MLE's installer.
  • When you enable the "Stuff Of Legend" option it'll conflict with this mod's part that prevents MLE's effects being injected into the legendary loot pool by default. If you don't care for that and want to use Stuff of Legend then just make sure the Stuff of Legend plugin is loaded after this mod's plugin.

When installing this mod:
  • If you're running either ECO's or NEO's Extended INNR the FOMOD installer will adapt accordingly and disable the default INNR option. You can then only pick from two options specific for ECO/NEO INNR users.
  • If you were previously running just MLE and chose the hard-coded INNR option, which disables the scripted injection, you won't be able to make use of this mod's INNR injection. You can still use all legendary effects but they won't show their affix in an item's name.


<<< COMPATIBILITY >>>

The plugins - the main one and the optional INNR ones - come as ESL-flagged ESPs. They won't count against your ESM/ESP plugin limit and can be sorted like any other ESP.
Only conflicts with mods that make changes to the original MLE as well.


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DankRafft

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