Modder teaLz has created a workbench method of attaching Legendary Mods. I recommend you check it out. Link is in my main post. _____________________________________________________________
BE SURE TO FULLY READ THE DESCRIPTION - I will add to the list of other issues whatever bugs some players may have come across, if they posted here in comments or in the Bug section.
Also as a reminder:The Weapon and Armor Lists are included to provide users a means of quickly setting up another bat file of any mods I did not make a bat file out of. The steps are quick and easy.
To make a bat file for a specific Legendary Mod from the List: 1. Open up the included Weapon or Armor List 2. Save a copy of it as "attach[mod]", with "[mod]" replaced by whatever mod you want that I did not create, such as "attachlucky" or "attachsprinter" (In Notepad: File -> Save as...) 3. Delete all but that specific Mod code (attachmod [ID String]) in the file, and save 4. Place the new "attach[mod]" txt file into your Fallout 4 folder with the other bat files 5. Test it in-game
If it isnt working for your NCR armor then you most likely have the item ID code for the armor wrong. Frequently mod authors will name their actual item id weird things to help them when creating the mod, especially true if the mod has a lot of pieces to it.
You should update your method. This one doesn't work that well, as you'll constantly get "Non-AV Object" messages.
Do it like this:
1. Drop the desired item on the ground. 2. Grab it by holding** 'E'. 3. While holding it, press tilde '`'. 4. Type 'getplayergrabbedref'. -- That number displayed is the held item's reference ID number. You input that next. 5. Enter [insert reference id].amod [desired mod] Example: ff001e12.amod 1cc2ad
Never fails. I've created about 40 Legendary weapons and armor, many of which are DLC weapons that otherwise didn't work with the provided method. There's also a lot more legendary perks you can use other than the limited provided amount.
The only time my method fails is if you attempt to apply a mod that doesn't correspond that that particular item. (Mostly armor mods on clothing, never weapons.)
I figured it out. Since Game cant find ID Code of new made weapons. You must first find some if you have problém with Weapon's ID code. Click on the weapon and nothing happen? Because Weapon doesnt have ID. Thats work fine for me even with new spawn or made weapons: Throw weapon from your inventory. After gun lay on the ground. So Quick save. After That Quick Load. Since now weapon have ID code. So you can use Command console to attach mod's. Enjoy.
It's part of the Silver Shroud questline in Goodneighbor, just tune into Silver Shroud Radio when entering and listen to it, then follow the quest it gives you.
Anyone have any idea what the side effects of adding plasma damage to a laser weapon are? Will they either turn into a pile or ash OR goo, or both at once? XD
(And before anyone asks, that's my Purple Laser Retexture mod.)
An alternative way to get an ID is to grab an item (hold E), then execute the command "getplayergrabbedref". That will display the ID (in the console, of course) of the item you're holding. Then execute the command "prid <id>", replacing <id> with the ID that was displayed earlier. This works with any item you can grab, no need to mod it.
Oh, this works for EVERYTHING by the way - I was able to attach a legendary mod to the Gauss Sniper (something the author said he couldn't figure out how to do):
This should be Piezonucleic Power Armor code : attachmod 0022879c ^ ^ it works for me. However is there a way to change names of power armor sets? Something like " X-01 Mk. Piezonucleic chest"
60 comments
_____________________________________________________________
BE SURE TO FULLY READ THE DESCRIPTION - I will add to the list of other issues whatever bugs some players may have come across, if they posted here in comments or in the Bug section.
Also as a reminder:The Weapon and Armor Lists are included to provide users a means of quickly setting up another bat file of any mods I did not make a bat file out of. The steps are quick and easy.
To make a bat file for a specific Legendary Mod from the List:
1. Open up the included Weapon or Armor List
2. Save a copy of it as "attach[mod]", with "[mod]" replaced by whatever mod you want that I did not create, such as "attachlucky" or "attachsprinter" (In Notepad: File -> Save as...)
3. Delete all but that specific Mod code (attachmod [ID String]) in the file, and save
4. Place the new "attach[mod]" txt file into your Fallout 4 folder with the other bat files
5. Test it in-game
Do it like this:
1. Drop the desired item on the ground.
2. Grab it by holding** 'E'.
3. While holding it, press tilde '`'.
4. Type 'getplayergrabbedref'.
-- That number displayed is the held item's reference ID number. You input that next.
5. Enter [insert reference id].amod [desired mod]
Example: ff001e12.amod 1cc2ad
Never fails. I've created about 40 Legendary weapons and armor, many of which are DLC weapons that otherwise didn't work with the provided method.
There's also a lot more legendary perks you can use other than the limited provided amount.
The only time my method fails is if you attempt to apply a mod that doesn't correspond that that particular item. (Mostly armor mods on clothing, never weapons.)
(And before anyone asks, that's my Purple Laser Retexture mod.)
Ok, that was terrible. But it's true, I've only gotten gooey piles from Plasma-boosted Lasers.
Here, have a kudo cookie! Sorry, they aren't edible! :D
http://i.imgur.com/t09gWEi.jpg
...and even the Flare Gun, ya know, just cuz I can! XD
http://i.imgur.com/BJSbkIb.jpg