Fallout 4

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About this mod

Adds 15 Armor, 12 Weapon, and 1 Power Armor Legendary Effect mods to FO4.

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Adds 15 Armor, 12 Weapon, and 1 Power Armor Legendary Effect mods to FO4. This mod is standalone, but will need a mod that allows the addition and/or removal of Legendary Mods from weapons and armor if you want to craft them. Requires Nuka World and Far Harbor DLC for some effects to work.

All mods have a 2-3 perk requirement to craft them, as the majority of them have balanced yet powerful effects.

Mod List

Armor:
Buckler/Shield/Aegis
- Adds 50/100/150 Resistance to most Damage Types. Requires Science 2/3/4 and Armorer 2/3/4
Shell/Barrier/Wall- Adds 10%/20%/30% Damage Reduction from most Enemies. Requires Science 2/3/4 and Armorer 2/3/4
Kinda/Extra/Super SPECIAL - Adds 1/3/5 to all SPECIAL stats. Requires Science 2/3/4 and Armorer 2/3/4
Secret Agent - Increases Active Stealth Abilities, such as Lockpick sweet spot and crouched aim. Requires Hacker 3, Lockpick 3 and Armorer 4
Shadowdancer - Increases Passive Stealth Abilities, such as Movement Speed and Noise. Adds a partial Stealth Field when crouched. Requires Sneak 4 and Armorer 4
Medic - Increases Medical Abilities, such as heal rate, rad resist and limb damage resist. Requires Medic 4 and Armorer 4
Bladedancer - Increases Melee/Unarmed Damage and Abilities. Requires Big Leagues 2, Blacksmith 3 and Armorer 4
Gunslinger - Increases Firearm support Abilities, such as Reload Speed, Aim Stability and Critical Chance. Requires Gunslinger 3, Rifleman 3 and Armorer 4
Mechanized - Increases Physical Abilities and Action Point Refresh Rate. Requires Robotic Expert 1, Science 4 and Armor 4

Weapon:
Heartpiercer
- Ignores 50% Armor, Causes Mild Bleed Damage and Stagger Chance. Requires Penetrator 1, Science 3 and Gun Nut 4
Shocking! - Adds Electrical Damage, Mild Paralysis and Stagger Chance. Requires Science 4 and Gun Nut 4
Firefly - Add Incendiary Damage and changes projectile to Incendiary. Ballistic Weapons Only. Requires Science 3 and Gun Nut 4
Mad Chemist - Adds Poison, Acid and Radiation Damage. Requires Chemist 4 and Gun Nut 4
Bulletstorm - Adds x5 Projectiles and Damage, Mild Bleed Damage and Stagger Chance. Works Best with Ballistic Weapons. Requires Penetrator 1, Science 4 and Gun Nut 4
Force of Nature - Add 20 of most Damage Types. Requires Chemist 2, Nuclear Physicist 3, and Gun Nut 4
No Mercy - Like a combo of Bulletstorm and Force of Nature. Requires Penetrator 2, Nuclear Physicist 3 and Gun Nut 4
Cleave - Reduces Target Damage resist 2 per hit. Requires Big Leagues 4 and Blacksmith 3. Restricted to Melee and Unarmed Weapons.
Precision - Slow time and slight increase to damage while aiming. Damage increases over distance. Requires Sniper 3 and Gun Nut 4. Restricted to Ranged projectile weapons.
Coldfire - Adds a juxtaposition of Incendiary and Cryo Damage. Targets Burn 5 points for 3 seconds. Freezes Targets on  Critical Hit. Requires Science 4 and Gun Nut 4
Firestorm - Adds Incendiary and Electrical Damage. Extra Damage vs. Power Armor. Chance to Paralyze on Critical Hit. Target burns 5 points for 3 seconds. Requires Science 4 and Gun Nut 4
Coldshock - Adds Cryo and Electrical Damage. Extra Damage vs. Power Armor. Chance to Paralyze and/or Freeze Target on Critical Hit. Requires Science 4 and Gun Nut 4
Dual Nature - A weapon mod made in the spirit of the Dawnfang/Duskfang from the Oblivion Shivering Isles DLC, this mod adds either Fire Damage and stagger chance, or Cryo Damage and paralysis chance, depending on if it's day or night. Currently a beta work in progress, so please report any bugs you find with it.

Power Armor:
Almost Impervious
- Adds 50 Ballistic and Energy Resistance, 10% Damage Reduction from all Enemy Types, x10 Durability, and 10% Less Fusion Core Drain. Requires Robotics Expert 2, Nuclear Physicist 3, and Armorer 4
Secret Agent (PA)
Bladedancer (PA)
Gunslinger (PA)
Mechanized (PA)
Medic (PA)
- For these, see the descriptions above.


A word of warning: Multiple armor/clothing pieces with the same effect DO STACK. Too much of some effects can have strange side effects, so use in moderation and at your own risk. (i.e. If you have multiple armor pieces with Barrier/Wall, or if you have Almost Impervious on your PA pieces while wearing a normal armor/clothing with Shell/Barrier/Wall, Enemies WILL RUN AWAY FROM YOU, and refuse to engage unless they are scripted specifically to do so.)