I just wanted to pop in here and post a status update of sorts.
I've decided to stop expanding on this particular mod. I think the mod as-is is pretty solid on its own. I accomplished my goal with it, and it just works.
That being said, I am now working on a different mod that is based on this one. It changes some of the same things in different ways with the intent of not only making Legendary Mutations less annoying, but also making certain legendary enemy types more interesting, varied, and challenging to fight.
I'm not sure when this new mod will be ready, but I'll link it here when it's finished. I think the changes are enough to warrant a separate listing while this mod remains here for anyone who wants the very basic changes I started with.
Is this mod the reason I can one-shot most legendary enemies? (Installed FATE Patch and just noticed that this is included) (and solves the mystery of the new messages I noticed)
I don't think so. You can one-shot vanilla legendaries as well if your first hit is greater than their total health. This doesn't change that. What this does change is if your first shot doesn't kill them in vanilla, they'll regenerate to full health almost instantly. This mod prevents that from happening.
The only thing I wasn't 100% on board was the fact that while removing the health regen effect does makes sense, it also makes the enemies easier to a certain extent, so I replaced that effect with a flat +10 damage resistance once their mutation kicks in, nothing super OP just a small touch so when they are enraged they will be a bit harder to finish off now (I didn't add this to robots for obvious reasons, they'll self-destruct so it wouldn't make sense for them to want to have more defense).
I'm still working on it, but it won't be an update to this mod. It will be released as a separate file, because it's being re-created from the ground up.
The reason it's taking so long is because of a couple reasons. The first being the fact that I'm a noob modder, and another being the fact that it's a pretty tedious process trying to figure out the best ways to implement the various abilities and such that I'm trying to give enemies.
So no, it's not safe to say the spiritual successor of this mod isn't coming out. I'm still here. I'm still active. I'm just admittedly not a modding wizard like some people and my process is slow.
I still don't have an ETA for the new mod, either. Could be next week, could be next month, could be next year... *shrug*
So I'll be updating this tonight with a small change to legendary robot enrage messages so they're more accurate to what's actually going on when they "mutate".
EDIT: The above is now finished an included in the 1.1 version. Robots no longer "enrage", meaning they no longer gain increased accuracy at 50% health. Instead, a message informs you that they've initiated a self-destruct sequence, which is activated on death as normal. The trait inherent to all robots that causes them to kamikaze when you shoot off their offensive limbs is not changed. This change also doesn't affect Synths, who still display an enrage message as normal humans and creatures do.
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I'm also toying with the idea of perhaps buffing the effect that enraged enemies receive to balance out their lack of health regen a little bit and make them slightly more challenging. This wouldn't apply to robots, but perhaps other enemies would benefit.
The buff is definitely needed. I like this idea but the only reason I haven't downloaded is it sort of takes the fight out of Legendary enemies. Maybe buff the damage they deal and a slight buff to damage they resist? Also for Robots it would make sense for a slight damage buff or health regen - i.e. if the robot detects it is taking damage it might increase the power of it's lasers or activate an automatic repair system.
I may just go ahead and work on more of a Legendary overhaul though. Something that makes legendaries more interesting overall. From what I'm seeing in the CK, Bethesda may have had more in mind for them than was released. I just need to brainstorm on things a bit.
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I've decided to stop expanding on this particular mod. I think the mod as-is is pretty solid on its own. I accomplished my goal with it, and it just works.
That being said, I am now working on a different mod that is based on this one. It changes some of the same things in different ways with the intent of not only making Legendary Mutations less annoying, but also making certain legendary enemy types more interesting, varied, and challenging to fight.
I'm not sure when this new mod will be ready, but I'll link it here when it's finished. I think the changes are enough to warrant a separate listing while this mod remains here for anyone who wants the very basic changes I started with.
Thanks to everyone who downloaded and endorsed!
and solves the mystery of the new messages I noticed)The only thing I wasn't 100% on board was the fact that while removing the health regen effect does makes sense, it also makes the enemies easier to a certain extent, so I replaced that effect with a flat +10 damage resistance once their mutation kicks in, nothing super OP just a small touch so when they are enraged they will be a bit harder to finish off now (I didn't add this to robots for obvious reasons, they'll self-destruct so it wouldn't make sense for them to want to have more defense).
Thanks for sharing your mod, endorsed. :)
Please have my children.
The reason it's taking so long is because of a couple reasons. The first being the fact that I'm a noob modder, and another being the fact that it's a pretty tedious process trying to figure out the best ways to implement the various abilities and such that I'm trying to give enemies.
So no, it's not safe to say the spiritual successor of this mod isn't coming out. I'm still here. I'm still active. I'm just admittedly not a modding wizard like some people and my process is slow.
I still don't have an ETA for the new mod, either. Could be next week, could be next month, could be next year... *shrug*
EDIT: The above is now finished an included in the 1.1 version. Robots no longer "enrage", meaning they no longer gain increased accuracy at 50% health. Instead, a message informs you that they've initiated a self-destruct sequence, which is activated on death as normal. The trait inherent to all robots that causes them to kamikaze when you shoot off their offensive limbs is not changed. This change also doesn't affect Synths, who still display an enrage message as normal humans and creatures do.
_________________________
I'm also toying with the idea of perhaps buffing the effect that enraged enemies receive to balance out their lack of health regen a little bit and make them slightly more challenging. This wouldn't apply to robots, but perhaps other enemies would benefit.
I may just go ahead and work on more of a Legendary overhaul though. Something that makes legendaries more interesting overall. From what I'm seeing in the CK, Bethesda may have had more in mind for them than was released. I just need to brainstorm on things a bit.
I kind of want to avoid going through and editing a couple dozen different legendary actors right now.