0 of 0

File information

Last updated

Original upload

Created by

spacefiddle

Uploaded by

spacefiddle

Virus scan

Safe to use

176 comments

  1. spacefiddle
    spacefiddle
    • premium
    • 1,281 posts
    • 57 kudos
    Locked
    Sticky
    IMPORTANT: Equipping a weapon with a non-Bethesda Legendary effect will overwrite the effect. Tell me if you have any custom effects, so I can add them.

    Unique Uniques and More Uniques are safe. They do not use the Legendary slot, but create a new basic-slot mod.


    This is just for new effects. If you craft Bethesda Legendary mods - like Craftable Legendaries - those are safe.
  2. spacefiddle
    spacefiddle
    • premium
    • 1,281 posts
    • 57 kudos
    Locked
    Sticky
    Perforation Version 3.0.1 Now Available! Rebalanced for less out-of-control stacking; still uses much less ammo than Vanilla, but there should be no more reports of taking down Behemoths with pipe autopistols....

    The Far Harbor versions also contain a bugfix for December's Child being overwritten, but honestly, it's a terrible weapon that should never be used

    Old version staying up for those who enjoy the ridiculous stacking. Happy Perforating!
    The mod is a ba2 archive since 2.4 (no loose files). If updating from prior to 2.4, make sure no loose files are hanging around in Data\scripts!

    Please note: SOME OF THE PLUGIN NAMES HAVE CHANGED. If updating, you may get a warning on game load. You can ignore it safely.
  3. spacefiddle
    spacefiddle
    • premium
    • 1,281 posts
    • 57 kudos
    Locked
    Sticky
    3.0.2 RELEASED - FIX FOR BROKEN INSTALLER IN PREVIOUS VERSION

    As in, previous version (3.0.1) didn't actually do anything after it was installed unless you noticed the FOMOD fail and moved the .ba2 file to the right place. Awesome. Argh.

    TL;DR Eman17j was right, I'm a dingbat, all better now in 3.0.2 sorry folks >.<
  4. modus666
    modus666
    • member
    • 32 posts
    • 0 kudos
    im finding that this mod causes major incompatibilities with any other mod that allows you to detach, move, or craft legendary effects for your weapons. results in a LOT of crash to desktop when trying to modify an automatic weapon which makes me sad because before this mod i avoided using automatic weapons like the plague T_T
    1. q55102gj
      q55102gj
      • member
      • 13 posts
      • 0 kudos
      Currently running Legendary Crafting Framework, no crash observed. I'm placing this mod at the bottom of my load order. However, I think when adding FO76 legendary effects to the automatic weapon, the said effects get overwritten. Just like the sticky post said. Still looking forward to the 4.0. Hope it get released soon.
  5. spacefiddle
    spacefiddle
    • premium
    • 1,281 posts
    • 57 kudos
    TODO: 4.0 Is now in progress!
    - A new magic shell game for attaching the effect, thanks to Lys and Idon;t, which will make it universally compatible with errthang, and only need one single plugin with no DLC variants (cue the trumpet fanfare and godrays).
    - Checking into making sure energy resistance is also affected, thanks to Afro
    - Anything else that comes up that suddenly seems obvious after a year-long break
    1. Talyna23
      Talyna23
      • premium
      • 361 posts
      • 6 kudos
      Suspensiooooooon!
    2. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      Egads, there's a Malkavian in my vault
    3. Talyna23
      Talyna23
      • premium
      • 361 posts
      • 6 kudos
      What? Who? Where? She is behind you! In the mirror? No, you are in the mirror! Behind you? No, in the vault! The mirror is the vault! Behind you...
      In your eyes...
    4. modus666
      modus666
      • member
      • 32 posts
      • 0 kudos
      looking forward to it, as im currently using legendary crafting framework but love the elegant solution you created for the automatic weapon issue. ^_^
  6. Lystraeus
    Lystraeus
    • supporter
    • 90 posts
    • 9 kudos
    Hello Spacefiddle, did you use the "none" attachment IDEK pointed me to? https://forums.nexusmods.com/index.php?/topic/5633682-gatling-laser-and-fusion-core-ammo-fix/page-5#entry50959842

    Just wondering if you used the same trick, might remove the beth-only legendary restriction. Great mod BTW
    1. IDontEvenKnow
      IDontEvenKnow
      • member
      • 823 posts
      • 88 kudos
      Yeah, this mod would definitely benefit from switching over to the "floating" attachment point system I discovered for that mod since it's probably the best method available in the game engine to achieve the effect of attaching hidden/technical mods to something. It's actually pretty similar to how the mod already works, just a bit more reliable and doesn't rely on any preexisting attachment points (it exploits some quirks of the engine that are probably accurately describable as bugs instead—but hey, a useful bug is also known as a feature).

      I really should start posting these sorts of things on a wiki or something... there are so many really unique techniques like that scattered throughout my mods that nobody else would know about unless they carefully read through my mods' source code.
    2. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      Thanks! And that's very interesting, I'll have to read that when it's not 3 AM and see if this can be made completely mod-agnostic which would be amazeballs. Especially if it would prevent the doubled "Placeholder" exposed by various Legendary crafting mods.

      Edit: *reads it anyway at 3 AM* OH MY DOG
      this solves what timtimman suggested but didn't work, and as Lystraeus suggests, it would COMPLETELY remove the need for the effing formlist and iterating over every possible legendary effect. which would therefore also speed up processing of a weapon by, using precise scientific terms, a jillion percent. I'm pretty sure I could also get this to XBone if I can change it to your "Spooky" (lol) ap_ usage.

      You had the same stroke (....of genius, of course) that I did, after dealing with Beth limitations: two doesn't work, let's use three! The shell game you fool the engine with is the same thing I'm doing with invisible containers to isolate the weapon (which is how it's modified silently without message spam, preserves quickslot assignment, etc). There's a link on the main descrip pagfe to the source code, if you want to check it out for silently automating the mod add.

      fun fact: while testing this mod, at one point, a user equipped Spray'n'Pray and it turned into a baseball bat. o.O

      edit again: few things are as amusing, or as frightening, as reading your own old code
      i found a comment at the end of the weapon-swapping functions "If there's anything left in the damn container at this point, I'm going home and hiding under the bed"
    3. IDontEvenKnow
      IDontEvenKnow
      • member
      • 823 posts
      • 88 kudos
      Ah, sorry it took a month for me to see this, I took a break from worrying about mod stuff for a while.

      Anyway, it's probably easiest to reverse-engineer my Gatling Laser Ammo Fix mod to see how it works (it's open source, so no worries about anything, here's a direct link if you want it), but—hey, turns out I left some pretty good documentation in one of my scripts:
      ;/ Fallout 4 troll physics:
      ; >_GAC_ModDummyTemp attaches to NONE attach point
      ; >_GAC_ModDummy attaches to _GAC_ap_DummyMod, provided by _GAC_ModDummyTemp
      ; >_GAC_ModDummy2 attaches to _GAC_ap_DummyMod2, provided by _GAC_ModDummy
      ; >_GAC_ModDummyTemp gets removed, and along with it the original _GAC_ap_DummyMod attach point it used to provide
      ; >_GAC_ModDummy is now attached to _GAC_ModDummy2, which is turn attached to _GAC_ModDummy, ad infinitum
      ; >Neither _GAC_ModDummy or _GAC_ModDummy2 is actually directly attached to the original weapon anymore
      ; You have no idea how proud of this feature I am /;

      For some reason I implemented it as a weird recursive function that would be difficult to explain, but basically it just adds _GAC_ModDummyTemp, _GAC_ModDummy, and _GAC_ModDummy2 using ObjectReference.AttachModToInventoryItem(), in that order, then pops _GAC_ModDummyTemp off with ObjectReference.RemoveModFromInventoryItem().

      At that point the NONE attachment point is free for other mods to use if they want to, and the _GAC_ModDummy/_GAC_ModDummy2 mods are both effectively permanent, unless you pop them off with a script (removing either one will make the other "fall" off since it loses its attachment point). Assuming one of the two "permanent" mods have custom attach points, you can then attach whatever you want to them.

      It probably wouldn't hurt to improve the modification function of my own mod a bit, but the way it's set up it (typically) only ever runs once per weapon, and it's over after like 10 frames, so it's not a big deal if it's briefly a little wonky.
  7. AfroGamerNinja
    AfroGamerNinja
    • supporter
    • 3,222 posts
    • 14 kudos
    Been meaning to ask: does it only work with ballistic weapons? Or does it also apply an energy resistance debuff when using laser automatic weapons?
    1. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      *blinks*

      It's been so long since I looked at the code, I cannot remember how I did it exactly and I now have a sinking feeling that I left ER out when I created the stacks and the DR debuff. Ugh. I need to dust this off now and look, thanks for asking!
    2. AfroGamerNinja
      AfroGamerNinja
      • supporter
      • 3,222 posts
      • 14 kudos
      So, what did that look bring as results?
    3. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      Um... a new job and several almost a year of not playing the game or working on mods >.>
      Replying to bump this to remind myself now that I'm back
      Edit: i just started reading the original source code and started laughing
      oh, bethesda. you make us do silly things.
  8. Eman17j
    Eman17j
    • member
    • 377 posts
    • 6 kudos
    The FOMod isn't set up correctly so when installing say the one for both DLC the ba2 goes into the "Data\01 both folder". I already fixed it for myself but wanted to let you know because there wont be any script function with the ba2 in the wrong folder.
    1. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      That's.... odd. I haven't changed the installer in ages. Are you using Vortex, still on NMM, or something else?

      Edit: aarghaghrgahrg i just tested it with Vortex, and Vortex does in fact mangle it as you describe. Marvelous.
      Fortunately my old machine is now replaced - good opportunity to test perfectly clean Nexus installs.

      How in the
    2. Eman17j
      Eman17j
      • member
      • 377 posts
      • 6 kudos
      Actually I use MO2 that's how I found out it was doing that because I was looking at the data tab and saw a file with a data folder in it and that's when I realized it wasn't installed correctly. It's happened with a couple of other mods too so I look through that tab more often now to make sure my mods are installed correctly. Good note though once I fixed the install I could definitely tell it was working quite well. :)
    3. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      Awesome, thanks again. Simple fix, idiotic error in target path, all better now in current version :)
  9. spacefiddle
    spacefiddle
    • premium
    • 1,281 posts
    • 57 kudos
    WARNING: I AM A BONEHEAD. Killing old sticky so new post goes out to Updates.
  10. Fenrok
    Fenrok
    • member
    • 8 posts
    • 0 kudos
    Hello Spacefiddle. I was wondering if there is a minimum rate of fire for this to kick in? I have an institute laser rifle with an automatic barrel and a beam agitator. It's rate of fire is 9 currently. If I keep the trigger down and don't miss, will it apply?
    1. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      How did I not see this from April eek -_-

      The ROF of the *weapon* doesn't matter, exactly - it's *landing hits* before the buff drops off that matters. You have about 2 seconds after a hit, and there's no gun whose ROF will make that matter, so as long as you land consecutive hits - and don't switch to another target, or reload, or miss entirely - the stacking works.
  11. tanglin
    tanglin
    • member
    • 62 posts
    • 0 kudos
    I'm using Splattercannon, which is a Handmade rifle with the Furious Legendary. How does Perforation work with Furious? Do their effects stack?
    1. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      It seems like they do, yeah >.< I started this mod before Nuka-World, and then Bethesda goes and makes a weapon with a similar effect baseline. Go figure.
      Since the mod I add retains any legendary mods in place, you get both.
      Splattercannon is, even with a number of make-things-harder mods installed, completely ridiculous as it is. "Overpowered" doesn't even begin to describe it. It's so pointlessly over the top - and sold at a VENDOR, ffs, not even obtained as a result of any effort - that I gave up trying to bend over backwards to work around this one-off. So - yeah. They stack. Only my mod adds the DR debuff, but both of the "increased damage per hit" effects will kick in since they each have their own counters and apply their own multipliers. Oh well. Enjoy dissolving things.
  12. WTFshoutted
    WTFshoutted
    • member
    • 31 posts
    • 0 kudos
    hi spacefiddle.
    i'm using Legendary Modifier Rebalance by SirNewbzAlot.
    it changes some of the legendary effects to be balanced around two shot.
    and some of them works fine with perforation.some got changed to enrage witch freeze enemy when crit.
    i saw that i can make a patch myself.can u tell me how to do so?
    1. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      You might not need to - I'll take a look at it to check. If he didn't change the *names* of the mods, but just their stats and data, then no patch is needed. This is probably the case since otherwise you'd have to edit the entire legendary lootdrop system to use the new mod names.
    2. WTFshoutted
      WTFshoutted
      • member
      • 31 posts
      • 0 kudos
      Thx for replying.
      And thank you very much for making automatic weapons a lot More fun to use
    3. WTFshoutted
      WTFshoutted
      • member
      • 31 posts
      • 0 kudos
      I think it was caused by certain type of weapon keywords been disallowed.
      In my case, is laser weapon wasn't allowed to have incendiary.
      But I just don't know how to fix it.
    4. WTFshoutted
      WTFshoutted
      • member
      • 31 posts
      • 0 kudos
      Gatling laser is only usable with rapid.
      But all my rapid Gatling laser end up become enrage
  13. The Wolfen
    The Wolfen
    • premium
    • 37 posts
    • 0 kudos
    HI Spacefiddle. Thanks for the great mods, I just had a couple of questions after my latest attempt to start a new run with this mod. I've successfully used Perforation with Armorsmith Extended before but recently started tryinf AE + UCO https://www.nexusmods.com/fallout4/mods/18489. I *think* this may have stopped Perforation from working but can't tell for sure.

    So, my questions are; Is there any way to tell for sure in-game that Perforation is modifying weapons correctly? Is UCO known to break Perforation?

    Thanks again, your work is great!
    1. madpaddy
      madpaddy
      • premium
      • 6,142 posts
      • 76 kudos
      This ^^ does UCO known to break Perforation?, UCO adds the ability to remove legendary perks and add them to your own items.So sounds like it my conflict.
    2. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      Hrm, I know there's a mod called Legendary Modification which can work but shows my mod as "placeholder," /eyeroll. What does UCO stand for? I'll have to take a look.
    3. The Wolfen
      The Wolfen
      • premium
      • 37 posts
      • 0 kudos
      UCO is Unified Clothing Overhaul, the link in my post should be the Nexus page for it but here it is again. https://www.nexusmods.com/fallout4/mods/18489

      It doesn't seem to show anything in the legendary slot for guns turned into automatics. There seems to be no delay in equipping automatics for the first time and I can scrap automatics after equipping them, which is what first made me think that Perforation may have stopped working.

      It adds it's own placeholder legendary to guns legendary slot when you remove a legendary ability from a gun.

      Thanks!
    4. madpaddy
      madpaddy
      • premium
      • 6,142 posts
      • 76 kudos
      Thanks for taking a look appreciate it.
    5. spacefiddle
      spacefiddle
      • premium
      • 1,281 posts
      • 57 kudos
      For the technically curious, I might be able to kludge this by renaming my placeholder into something meaningful, and then, instead of chaining one Legendary slot to it after I add my own mod, chaining together like 3 or 4. A bit silly, and you might see a bunch of blanks at a workbench when you're using another Legendary mod of some kind, but certainly better than stuff breaking. I'll update after tests. It's an interesting problem to solve.

      (Specifically: I discovered you can name an index number, like an array, for any legendary mod without having to declare anything first. If you say "put this legendary in slot 2" then it looks for a second Legendary slot anywhere on the weapon *or any of its mods,* and if it finds one, puts it there. If I do something silly, like make a total of 5 slots and put mine in 5, then anyone using 1-4 won't have an issue since those slots will be empty.)
    6. The Wolfen
      The Wolfen
      • premium
      • 37 posts
      • 0 kudos
      Thanks for taking a look at this. I hope the two mods can work together, I'd hate to have to stop using UCO.
Top