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  1. spacefiddle
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    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
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    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
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    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. Lystraeus
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    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
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      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.
  5. Eman17j
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    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
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      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
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      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
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      Awesome, thanks again. Simple fix, idiotic error in target path, all better now in current version :)
  6. spacefiddle
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    WARNING: I AM A BONEHEAD. Killing old sticky so new post goes out to Updates.
  7. AfroGamerNinja
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    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
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      *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
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      So, what did that look bring as results?
  8. Fenrok
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    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
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      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.
  9. tanglin
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    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
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      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.
  10. WTFshoutted
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    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
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      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
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      Thx for replying.
      And thank you very much for making automatic weapons a lot More fun to use
    3. WTFshoutted
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      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
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      Gatling laser is only usable with rapid.
      But all my rapid Gatling laser end up become enrage
  11. The Wolfen
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    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
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      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
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      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
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      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
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      Thanks for taking a look appreciate it.
    5. spacefiddle
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      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
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      Thanks for taking a look at this. I hope the two mods can work together, I'd hate to have to stop using UCO.
  12. mrudat
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    Would it be feasible to do what https://www.nexusmods.com/fallout4/mods/12363/? does; it injects an invisible mod that adds new attachment points, rather than re-using exiting attachment points.

    In theory, you just need to inject or not an invisible mod, I'm reasonably certain they only add new attachment points because their attachments add new geometry.

    Alternatively, wouldn't an invisible perk (eg. the survival perk that lets you fill bottles with water) that has a limitation that it requires the automatic keyword achieve the same end effect with a lot less bother?

    I had been wondering for a while where the "Placeholder" came from.
    1. spacefiddle
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      This *does* add an an invisible mod. From that mod you linked:

      "To apply any of the above upgrades, the weapon must be compatible with this mod. Any gun not compatible will simply not have the upgrade slots and will be the same as they have always been."

      In other words, that mod modifies all vanilla weapons. Any weapon will need to be altered in order to work with his mod. The goal of this mod was that it would work with any weapon, vanilla or mod-added, without altering those weapon records or needing any compatibility patch. The attachment points are necessary whether they have graphics or not; so he edits every vanilla record. My goal is to make no vanilla edits.
    2. mrudat
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      I've poked around a little about how it works; the weapon records aren't edited; what he does do (as far as I can tell) is has a script watching for weapons added to the player's inventory, and if it's on a formlist of supported weapons, injects the invisible mod that adds the three new attach points; as far as I can tell the invisible mod has no attach point itself, it's just added to the weapon.

      Edit, looked up how the other mod is doing things: Specifically xx004FC2 in TacticalMods.esp has a NULL Attach Point, so doesn't go in any existing slot; it can be manually added (or, obviously, via script), but won't show up at a crafting bench; it adds 3 new attach parent slots, which do show up at a crafting bench. In theory if you set Attach Point to NULL (formid 00000000) you should hopefully no longer need to contemplate Legendary effects at all.

      The 'only supported weapons' bit is because the laser sight/bayonet/flashlight models all attach to different 3D positions on each of the supported weapons, and would look funny if the mod just arbitrarily added a 3D object in an arbitrary position to an arbitrary weapon; adding support for more weapons involves figuring out where the laser/bayonet/flashlight should attach, and adding a new record that puts the model for the attachment in the right position.

      I added support for attachments for the 2LM Gatling Laser by adding its formid into the appropriate formlist, and the script added the invisible mod as expected; this was easy as the 2LM Gatling Laser is a slightly modified copy of the Gatling Laser, but the 3D model is still the same as the original.
    3. spacefiddle
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      ....he set the attach point to null and it didn't fail to attach to a weapon? fml x_x

      When i was researching how to do this, the Creation Kit wiki was pretty clear about how mods and attach points needed to work. Apparently Bethesda is unaware of this tidbit. I'll see if it's applicable to what I'm doing. Thanks for the research. Sometimes you have to remember to try the things that shouldn't possibly work.... especially in a Beth game....

      srsly fml

      Edit: this method would mean the Perforation mod always shows up at a crafting bench, which is undesirable but might be the lesser evil.
    4. mrudat
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      as far as I can tell, the OMOD itself doesn't appear at a crafting bench, only the new attach points it defines; so if you set attach point to NULL, it should be completely invisible as far as I can tell.

      I'm reasonably certain the only point of setting the attach point is to show up in a crafting bench; which in the usual case of an OMOD, is exactly what you want.

      I haven't yet tried to find out if any vanilla OMODs have a NULL attach point.
    5. mrudat
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      Upon further investigation, I suspect that more work will be necessary for universal compatibility; it seems that (similar to any other attach parent) only one OMOD with a NULL attach point can be attached to a given thing at any point in time; meaning that if more than one mod goes "I see a new weapon that doesn't have my OMOD, lets add it", you get into a loop where both mods keep adding their OMOD that attaches to NULL, then having it removed when the other mod gets a look in.

      It might be best to depend on AWKCR, get a new OMOD with a NULL attach point added to AWKCR that has a slew of hidden attach parents, as well as getting those same hidden attach parents added to all vanilla weapons.

      As far as I know you can then try to add your OMOD, if it doesn't work, add the AWKCR OMOD, then your OMOD, and everyone should be happy.

      For vanilla weapons you'll have compatibility with mods that use the NULL attach point, for mod-added weapons, mods that use a OMOD with a NULL attach point conflict with AWKCR, and have a documented fix.
    6. mrudat
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      https://forums.nexusmods.com/index.php?/topic/3556260-armor-keywords-community-resource-akcr/page-246#entry54361528 <-- post suggesting potential general solution to conflict between two mods using an OMOD with a NULL attach point
    7. spacefiddle
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      Thanks for that, interesting idea since there's no 3d model to worry about. I'll look into that next, but I wanted to get 3.0 up with the rebalance and the bugfix right away.
    8. spacefiddle
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      Urgh. Bad news: Tactical Weapon Mods makes a new attach point, and adds it to every weapon in the game. This is exactly what my system was designed to avoid: he has to edit every vanilla weapon in the game, and that's why he has DLC patches - he edits those too. You can't script adding an attach point, the wiki specifically mentions that -_- so I used the Legendary slot since every weapon has one. I make no vanilla edits. This makes me compatible with any mod-added weapon without needing a patch. The conflict occurs when someone else uses the Legendary slot for whatever they're doing.

      I'm not sure why he's using an attach point called NULL since the weapons are all edited. It's possible you were missing data or a master and your editor had nothing to load, hence showing you 00000000. In my tests, trying to add something to a point that didn't exist made it go poof.
  13. OrangeShade
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    Hey spacefiddle, when you say "reset the counter" do you mean that the counter stops increasing or does it actually reset back to 0 and fluctuate between 0 and 5 when landing hits?
    1. spacefiddle
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      Well it effectively goes back to 1, but yeah. Otherwise you wind up with huge chunks being taken off per shot far greater than that of a semi-auto per shot and it gets OP fast. This way the automatic is essentially considering damage per *burst* instead of per bullet, meaning you want to land all the shots per 3-5 round burst, but doing so gives greater rewards.
    2. OrangeShade
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      That makes sense, I wonder though why it wouldn't make more sense to just cap the counter at 5, and allow it to decay if hits aren't being landed?
    3. spacefiddle
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      Logically it makes the most literal sense, but in terms of gameplay, in every test it was just way too overpowered.
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