how do you scrap the legendary effects to get techinicail documents I tried using the settlement workshop and the chemistry station neither work? What am I missing?
Would it be possible to make a version of this mod that works alongside/with LEO? Not sure how it could be done, but giving Technical Documents an ACTUAL use for the player beyond a frankly terrible way to make caps is an idea I'm really disappointed hasn't been done much if at all.
Hey, I'm looking to change the amount of technical docs received per Legendary item deconstructed. I've looked everywhere, but can't seem to find what value I need to change? Any pointers? Thanks so much!
Hmm, alright. Well, thank you for taking the time to answer my question and informing me about that. I was actually going to decrease the amount if possible. I wanted it to be more of a challenge. I guess I'll have to find some other way. Thanks for the mod by the way. I like that it uses base game items to add legendary crafting. Very creative!
Wim95 crafted a mod named "Reproduce Equipment", which can pull omods off of weapons and armor, and scrap almost anything for its basic components. This mod has a setting to return EVERYTHING when scrapping. With this setting, it actually *DOES* return 10 documents for every scrapped legendary. Apparently, Wim has removed everything from here, and put it on Discord, but alas I have no idea how to get to it there! Such a mess, Discord.
can you add legendary effects exclusives of power armor like that which reduce fusion core use and dlc legendary effects too. for ps4. I really love this mod.
Hi, is there any way you could work in multiple legendaries like in Fallout 76, maybe the number of legendary slots is decided by luck per item?
Also the X-111 is way too cheap, it should cost Radaway + Blood Samples or the ingredients for Radaway + Blood Samples. 5 vials of non-human blood does not equal medicine, the Brotherhood likely isolate something with a centrifuge and then add that to regular Radaway/Radaway ingredients.
Multiple legendaries are quite a mess to deal with. I’m also unsure of how they work in ‘76.
X-111 is kinda weird, its more effective than Radaway and in Survival mode it has no side-effects. It’s also only half the cost by default.
How it would work I dunno: serum extraction, specialized blood platelets / WBC, digested in a pill? If you leave some blood standing still it will naturally separate, centrifuge not necessary.
It would make more sense to have it as a combo of Rad-X and Radaway, rather than a cheaper Radaway+. Like many things in Fallout, I grok not the decisions made by Bethesda lmao
Yeah. Easy to make I can understand - but that cheap, crazy. Especially when it’s 2+x as good as RadAway.
Tho I never looked to see if it was affected by Combat Medic, like RadAway. If not, it should - taking a couple pills is easy-peasy to do. Even if they’re big enough to choke a horse.
Bit of a necro, just wanted to point out that mods adding additional legendary slots do it by creating copies of the all the legendaries and a new legendary keyword to associate them. This means that mods adding legendaries aren't compatible with these new slots as they keywords won't match (meaning you can only put them in the first slot).
I think you should create new legendary mods standalones that add 2 legendary effects in one. To do so, you should make all the possible combinations and make them buildable in chem workbench, then remod the item with the new legendary effect. I mean is quite a huge work.
Man I love this Mod, it is quite a game-changer and helps get rid of those useless items with useful Legendary mods.
Fact is that I thought this should be avaliable only if working with BoS and after talking with Proctor Quinlan and maybe make it possible to sell those Legendary Mods (if you scrap them you get half tech doc, right?). I get it would be Hard/Impossible to do, so I took the freedom to add a "Folder" as component to unmod the item (you know as a recipient for those Technical Documents), since these are not so common, to increase the balance to this option.
This is just so amazing... I've seen and used several mods to swap out legendaries and move them from one weapon/armor item to the other, but this one beats them all. And that isn't even the main function of this mod! Thanks for sharing this, bionicyardiff.
I have, however, encountered some tiny bugs that I thought I should just let you know about: my current SS does not have any points in the Chemist perk, so there are a few legendary mods that she should NOT be able to craft. And in most cases, this is done correctly. However, the Acidic weapon mod is still accessible to her, and so is the Poisoner's armor mod.
What you’re probably seeing is some special conditions: a few items allow use of either Chemist or Science. So long as your character has one or the other, the legendary can be created.
The game was never designed to show that kind of thing in the build menu, so it can look like you require both.
Ah, thank you for your quick response, and for the explanation. Indeed, in all the cases I've seen so far, TWO perks were always indicated, and I always already had one of them. I have, in the meantime, found several other issues like these, but I won't report those as bugs now, because clearly, they merely indicate the limits of the game engine :)
any chance you can make it so that Technical Documents spawn prior to the BoS quest? would be fine with them being rarer and less likely to spawn, it just always seems weird that Danse mentions keeping any you find to sell to the BoS, but they don't spawn until you get the quest.
You can also install the "Game Configuration Menu" mod with the patches. Once in, go to the MCM and down to factions or quests, I can't remember which one right now. Anyhow, there should be a slider in there for Technical Documents set to 100. That is a 100% chance NOT to spawn. If you change it to 90, then the documents have a 10% chance to spawn.
The alternate esp of Rowan's Request also makes it so they spawn prior to the BoS quest, and adds an NPC in Goodneighbor that'll buy technical documents. And Technical Documents in the Institute makes sense, too.
You should be able to do without the mods, actually. There is a global variable named BosFFTechDocs which, by default, is set to 100.0000. Simply using the console to set that to 90 should do the trick!
EDIT: Reporting successful use of the console command: set BosFFTechDocs to 90 I've already found 11 (eleven) Technical Documents in about 10 hours of play with a fresh character.
Does this only begin working once the relevant BoS quest is begun? I have some early-game legendaries I'm trying to tear apart, and I just get a 'can't be scrapped' text block when trying to scrap them at a weapon bench...
You can scrap Weapon and Armor legendaries at any time, even before the BoS quest begins. (Note that I've not tried to scrap the unique ones that you buy.)
It sounds as if the mod has not been installed properly.
BoS does not have to be in the 'Wealth for this to work. You can't scrap uniques like the Party Starter or Spray 'n Pray. Could it be that the weapons were in your inventory before you installed the mod?
44 comments
If you are unable to do this, then you have a mod conflict.
for ps4. I really love this mod.
Also the X-111 is way too cheap, it should cost Radaway + Blood Samples or the ingredients for Radaway + Blood Samples.
5 vials of non-human blood does not equal medicine, the Brotherhood likely isolate something with a centrifuge and then add that to regular Radaway/Radaway ingredients.
X-111 is kinda weird, its more effective than Radaway and in Survival mode it has no side-effects. It’s also only half the cost by default.
How it would work I dunno: serum extraction, specialized blood platelets / WBC, digested in a pill? If you leave some blood standing still it will naturally separate, centrifuge not necessary.
It would make more sense to have it as a combo of Rad-X and Radaway, rather than a cheaper Radaway+. Like many things in Fallout, I grok not the decisions made by Bethesda lmao
Tho I never looked to see if it was affected by Combat Medic, like RadAway. If not, it should - taking a couple pills is easy-peasy to do. Even if they’re big enough to choke a horse.
Radaway + ViableBloodSamplex5
Fact is that I thought this should be avaliable only if working with BoS and after talking with Proctor Quinlan and maybe make it possible to sell those Legendary Mods (if you scrap them you get half tech doc, right?). I get it would be Hard/Impossible to do, so I took the freedom to add a "Folder" as component to unmod the item (you know as a recipient for those Technical Documents), since these are not so common, to increase the balance to this option.
Thanks for sharing this, bionicyardiff.
I have, however, encountered some tiny bugs that I thought I should just let you know about: my current SS does not have any points in the Chemist perk, so there are a few legendary mods that she should NOT be able to craft. And in most cases, this is done correctly. However, the Acidic weapon mod is still accessible to her, and so is the Poisoner's armor mod.
What you’re probably seeing is some special conditions: a few items allow use of either Chemist or Science. So long as your character has one or the other, the legendary can be created.
The game was never designed to show that kind of thing in the build menu, so it can look like you require both.
You should be able to trigger tge quest via console command, have a hunt around in the interwebs.
You should be able to do without the mods, actually. There is a global variable named BosFFTechDocs which, by default, is set to 100.0000. Simply using the console to set that to 90 should do the trick!
EDIT: Reporting successful use of the console command: set BosFFTechDocs to 90
I've already found 11 (eleven) Technical Documents in about 10 hours of play with a fresh character.
It sounds as if the mod has not been installed properly.