I don’t think this mod was made for very hard/survival or at least not some of the legendaries. On survival with this mod imo instigating is underpowered since most enemies will still take a lot of shots to kill making the first shot damage bonus not that valuable. I’d change it to 50% personally (and I will in fo4edit). Also furious is overpowered in survival compared to everything else since 15% per shot makes it better than powerful at just 3 shots and most enemies will take more than that to kill. I think 5% bonus per shot still makes it fill it’s niche on high health enemies and high fire rate guns so if I can figure that one out too I’ll fix it for myself.
Hi. I have a qn: with version 8.7, will a shotgun with incendiary effect deal 25 fire damage with each projectile (totaling 200 damage if all projectile hits)? Does the enchantment apply per projectile?
Hey, you should try injecting the perks via quest for consistency:
https://www.nexusmods.com/fallout4/mods/41231
Follow my format, use my own scripts too. The Object-Effect should add the Magic-Effect only if there's no perk to the subject. The Quest is ran at the start, and only once, and it will inject the perk so that it's not added over and over again when the legendary weapon is equipped.
Freezing effect is my favorite. It looks best on the Institute pistol because of the blue laser. The problem with the freezing effect is that it is useless at higher levels since most high level enemies are immune to the freezing. I hope this mod can fix that.
Try my Laser-Plasma Overhaul, it actually changes the energy weapons to have their own elemental effects, such as freezing for institute rifles, radiation for plasma rifles.
Hell, the burning damage applied by the incendiary effect is INSANE! Well, as I always wanted to say when chewing through enemies with a deluge of incendiary tracers, "Feeeeeeeeeeeeeeeeeel the Magneeeeeeeeeeeesium Buuuuuuuuuuuuuuuuuurn!" Granted, it still does jack against some of the nastier ones out there, but guess what? It's not as if an .45 incendiary tracer would do much damage against an MBT (or a house for that matter) in real-life, so, yup.
That's actually what I was going for. The Incendiary effect is intentionally resisted by energy resistance to make it more effective against lightly armored enemies, while Wounding ignores armor but deals a much smalller DoT. The breakpoint should be somewhere around 80 armor (ie slightly more than a full set of Sturdy Combat armor).
Unforunately, Incendiary effect causes game to crash with "runtime error r6025" after stacking several times (I used Ashmaker minigun). Seems like the game can't handle stacking either visual or DoT effects.
Wait, so does this actually nerf the VATS Enhanced mod? Or does it just buff the Quickdraw mod to give more AP reduction in comparison? And what about VATS Enhanced Armor?
Does this mod still require teaLz's ""Legendary Modification" and "Legendary Modification - DLC and Additional Fixes" mod or is this just a total revamp of the project and I can use this as a standalone? Since it doesn't have a "required" tab. I know you have "What I use and you should too", but wasn't sure.
You only need the Legendary Modification mod if you choose the "Detachable legendaries" main file, the other main files ('scrappable' and 'vanilla') shouldn't need it.
216 comments
https://www.nexusmods.com/fallout4/mods/41231
Follow my format, use my own scripts too. The Object-Effect should add the Magic-Effect only if there's no perk to the subject. The Quest is ran at the start, and only once, and it will inject the perk so that it's not added over and over again when the legendary weapon is equipped.
Granted, it still does jack against some of the nastier ones out there, but guess what? It's not as if an .45 incendiary tracer would do much damage against an MBT (or a house for that matter) in real-life, so, yup.
The breakpoint should be somewhere around 80 armor (ie slightly more than a full set of Sturdy Combat armor).