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  1. junks808
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    Spanish (thanks DaWul!), French (thanks ZobiOneKenobi!), and Russian (thanks nestquik!) translations now available.
     
    Version 2.92

    Removed "UnscrappableObject" tags from the base game's Nuka World items for Hard/Survival

    Removed the Gatling Laser restriction on the Never Ending legendary effect that was present in the base mod.
     
    Version 2.91

    Removed legendary item pop up that would occur when crafting some Nuka World weapons, which would cause a CTD.
     
    Version 2.90

    WARNING: This version is completely untested due to time constraints!

    Added Nuka World weapons to the 2LM workbench.
  2. junks808
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    With the release of 2.80, this mod should bring the original Legendary Modification up to 100% legendary coverage.  This version is an early release for those who just want the new legendary effect.  Additional features such as the 2LM versions of Nuka World weapons and armor are coming, but they will take a while due to the large amount of new equipment introduced with Nuka World.
     
    Known Issues:
     
    2LM+Normal sometimes allows the crafting of 2LM slot mods when you don't have the appropriate requirements:
     
    I've tried and tried, but I cannot fix this.  This only happens under certain circumstances, and can be fixed by exiting/entering the workbench you're using.  This may be an engine limitation.  "Detach Only - Normal" mode without 2LM is unaffected.
     
    The Diurnal and Kremvh's Tooth legendary may show up with strange requirements:
     
    This is from the base mod's "Misc" optional file.
     
    Chinese Stealth Armor from the base mod causes permanent invisibility:
     
    This is technically not a part of this mod, but Fallout 4's Update 1.6 broke this misc .esp in the base mod.  I don't think there's anything I can do about it, unfortunately.
     
    While using the Concealed Armors optional file, certain attachments may restore equipment visibility:
     
    Reapply (enable/disable) the item's concealment to fix.
     
    To Do List:

    Nuka World Compatibility:
     
    From what I can see, there's just one new legendary effect - Overboss Tesla Coils.  I also plan to add the weapon and armor sets to the 2LM workbench.  The underarmor, hats, and other misc items are a distant last.  There's a LOT of new weapons and armor here, and adding these to every mode's .esp file will take quite a bit of time!
     
    Armor Weapons and Keywords Community Resource Updates:
     
    There's been an update to AWKCR that allows the swapping of color palettes!  After all of the Nuka World weapons and armor are finished, I'll go back and bring the old 2LM equipment up to the new standard.
     
    3.00 Update Priorities:
     
    [Done!]-Add Overboss Tesla Coils
    [In Progress]-Add Nuka World weapons and armor to the 2LM workbench.  These will have the new AWKCR features immediately.  This step will take many, many edits multiplied by six - one for each mode.
    [To Do]-Add Concealed Armors capabilities to 2LM Nuka World equipment. 
     
    3.10 Update Priorities:
     
    [To Do]-Add the new AWKCR features to existing 2LM equipment.
    [To Do]-Add Nuka World underarmor, hats, and misc. items to the 2LM workbench.  This step will take the longest. I may just take a shortcut here and make them 2LM by default if you have 2LM activated, rather than add them to the 2LM workbench.

    Please feel free to let me know if anything isn't quite working right.
  3. Wintersame
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    AWKCR is garbage lol
    1. fusselline
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      Yeah and there is no anti awkcr patch rip
  4. BlazeStryker
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    I don't suppose you can make a non-AWKCR version? I'm finally ditching it but I don't want to hang up on Mythic Legendary which does depend on your mod...
  5. VikingThegnHaakon
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    Many mod authors maintain many versions of their mods, with of without dependencies. Is it so hard to put a "non-awkcr" option here? It does not cost the author anything.
  6. ArgusCalthus
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    so the legendary modification mod and the dlc one all tell me there are missinf deendancies. and the ones inquestion are fromt eh older files
  7. WinglessFlight
    WinglessFlight
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    This Mod No Longer works

    There Is No Bench to craft the Gear needed to apply the legendary mods
    1. pjz
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      working for me, the 2LM bench appears first in the crafting section of the build menu and I'm able to craft all the recipes and they work (they even work with Equipment and Crafting Overhaul and you can add all the extended features that mod provides).
  8. MasterZoen
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    After 6 years, I've decided to replay FO4. Sadly, this mod requires an esm which no longer exists because the AWKCR mod has changed. Endorsement removed. Use this mod instead.
    1. rockyroadicecream42
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      Marry me.
    2. tesoblivor
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      I'm using the latest version (8.6.0) of armor and weapons keywords (https://www.nexusmods.com/fallout4/mods/6091?tab=files) and this mod is still working.  That said thanks for the link to the other mod, will certainly check it out.

      Only issue I've had so far is I can create legendary effects on items without paying a cost.  So I guess the behavour of this mod might have changed.
    3. keplerk
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      How did you solve the problem of scrapping legendaries ?
  9. Mustang_ER
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    Why AWKCR?Why? Is that mod really necessary? I never liked that mod, almost removed it as soon as I tried it.
    1. Akeraux
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      I second that, why the AWKCR dependency?
    2. DevOtorium
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      same here....

      I would really love a version that doesn't require AWKCR. The main Legendary Modification mod doesn't use it either so this mod (which is a improvement mod) should not have it either. Please create a additional version without AWKCR.

      you have to understand that:
      A) your mod needs AWKCR and some people dont use this.
      B) AWKCR needs Armorsmith Extended and some people dont use this.
      so for me personally with my "minimum mod" playthrough I HAVE to install 2 mods that I don't use/want.
    3. yuser
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      > B) AWKCR needs Armorsmith Extended and some people dont use this.
      This is not true. AWKCR doesn't requires AE. AE requires AWKCR but not vise versa.
    4. DevOtorium
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      still, that might be true and that's a bad on my part then. It doesnt take away the fact that there is NO NEED to have AWKCR be part of this mod. Like I said before, the main mod doesn't need AWKCR and the main mod points to THIS MOD for any updates that concern DLC and such. Then all the sudden you need AWKCR for this mod. so either you get a partial mod (no dlc support) or you need another mod that doesnt play nice with several mods that I (and others) use.

      I want to play this time with as minimal mods as possible and I don't like (or understand) the fact I need to install a mod (AWKCR) just for this mod alone.

      We are just asking the mod author to create another version of this mod that DOESN'T need AWKCR.
    5. dancingdonut
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      I second this. AWKCR is annoying.
    6. Aleios
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      Too much whinging not enough researching. If you wish to remove the need for any sort of master (if possible) then simply open xEdit, Apply script on the plugin called "Report Masters", select ArmorKeywords.esp.

      Upon doing so you will get records that state they require AWKCR. These are both weapon records with a single keyword instance for each. Remove the offending keywords and done. This will be the keyword: _WeaponCaliber_Fusion [KYWD:0600086D].

      The message you should see:
      "DLC01AssaultronHeadCharging "Salvaged Assaultron Head" [WEAP:010100B7] \ KWDA - Keywords
      DLC01LightningGun "Tesla Rifle" [WEAP:01003E07] \ KWDA - Keywords"

      Two second fix that doesn't require the author to maintain two separate versions. If you can't manage to do this then really your game is probably a mess anyway from conflicts.

      Why is AWKCR a requirement? Don't know, don't care. Easily solved.

      Edit: It should be noted that you should actually follow the steps as the different versions might have more or less of AWKCR required... The results of removal will be the same.
    7. Mhillow
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      yeah i hate how AWKCR bloats the menus, its a shame since i like Legendary modification. i Did what Aleios said, and it worked!
    8. flippy_penguin
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      OK, so I was able to follow the directions to remove the requirements for that bloated AWKCR nonsense from "Legendary Modification - DLC Far Harbor.esp" without any difficulties. Does anyone know how to do the same thing with "Legendary Modification - DLC Far Harbor.esp (2LM)"?

      The same directions won't work, since the 2LM version is based on loose files, apparently. Or at least, I wasn't able to make it work.

      Thoughts?
    9. Slavemaster4u
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      There should not be a dependency. Totally not needed. How to fix. 1. Install AWKCR mod and this mod. 2. Open both in xEdit. 3. Remove "AWKCR" as a master. Save and close xEdit. 4. Uninstall AWKCR. Run mod without AWKCR. Done and works without it.
    10. DankRafft
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      ... or use Legendary Crafting Framework.
    11. Nooberd
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      Most people just won't use a shitty mod that requires other shitty mods, rather than alter them.  If a modder takes pride in their work, they will listen to feedback and upgrade accordingly.  There is no good reason to include AWKCR, and because after YEARS this mod still does, I won't use it.  Pretty sad.
    12. athal1337
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      Many thanks, Aleios!
  10. aveCHAOS
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    Hm... The Option for two Legendary Modification isnt working, i only could add one Legendary :/
    1. hidayato
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      you need to build 2LM workbench in settlement build, then craft the weapon / armor that you want to have 2 legendary modification. that mean your previously acquired legendary weapon/armor can only have 1 legendary slot.
  11. aku77
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    I dunno if its only in my game, but if you put the explosive trait on laser weapons they start shooting bullets.
    1. hidayato
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      that also happen on unmodded Fallout 4
  12. Jambo11
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    Why is Armor Keywords required for Legendary Modification DLC and Additional Fixes, but not for the base Legendary Modification plugin?
    1. MaSt3RofDraGOns
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      If it's such a big deal, then load up Keywords in xEdit and delete the bloat. Be warned, this could break mod dependency, but I haven't had any such issues. Gambit77 says it will break compatibility with mod sorting, but VIS-G works just fine (another of his mods that depends on AWKCR).

      Open FO4Edit and select ArmorKeywords.esm. In the left pane, expand ArmorKeywords.esm so the top level sections are shown. Select all of the sections except for File Header, FormID List, and Keyword, right-click, and delete. Then, go into Keyword and FormID List, and select/delete any items that are yellow - yellow means they are modifying a vanilla form, which we do not want. Then exit FO4Edit and make sure it saves your file.

      Test on a new game thoroughly. And once again, this could break mod dependency. 
    2. Nooberd
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      Agreed.  And suggesting "just alter the mod" is not a satisfactory response.