Fallout 4

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darthvince22

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darthvince22

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56 comments

  1. TattletaleWeaver
    TattletaleWeaver
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    As soon as I download, there's an update xD. Good to know it isn't dead at least.
  2. Overlai
    Overlai
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    I'm getting a missing master warning claiming this mod depends on "ccbgsfo4046-tescan.esl" Edit - I wish these were named better, that's the tesla cannon. >_> 
    1. darthvince22
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      Hey, sounds like you selected the tesla cannon patch in the installer but don't own the tesla cannon cc.
  3. seraphael
    seraphael
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    I haven't been interested in similar mods as matching any legendary effect with any weapon can and will be extremely imbalanced, making combat too easy while also severely limiting viable legendary weapon combos. I do like the restrictions this mod brings and also the compatibility with RobCo Patcher (though I assume it won't be compatible with mods that already balance legendary effects?) so will give this one a shot on my upcoming playthrough. Thanks for continuing to update it!
    1. darthvince22
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      Hey, thanks. Yes, mods that make changes to the Object Modifications would still need a patch. Maybe it will change in the future if Robco Patcher updates to include the OMOD properties I edit.
    2. stormrider778
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      is there a way to not allowregular armor legendaries to be transfered to power armor? power armor is already OP   without them
    3. darthvince22
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      Hey, the restriction is possible but the issue would be with unique legendary power armor pieces. You would be able to detach them but not reattach.
      Though since I'm working on an option to make unique legendaries undetachable, I could make it work with that. No promises but I'll consider it.

      EDIT: alternatively it would be easy to restrict armor legendaries but allow Punishing, Powered, VATS Enhanced, and Bolstering. (those that exist as uniques)
  4. AgentOfC
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    Hi. I am using FallUI series of mods besides yours (I love it btw) and I noticed a conflict in the armor naming part featured in FallUi.
    I do not know much about Fallout modding, but pretty sure is related to 00184BC1/dn_CommonArmor.
    Could you make a little patch for it? Or at least tell me what I need to do to fix it myself, in case you are busy. Ty
    1. darthvince22
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      Hi, I never used FallUI, but my mod doesn't touch dn_CommonArmor (or any Instance Naming Rules) so if there's a conflict it would be somewhere else.
      Sorry I can't be more help at the moment, I haven't played or modded FO4 in a while. (I meant to add more patches for Creation Club stuff, and optional support for additional legendary effects from 76 but never got around to it in the past year...)

      Edit: Found this in the FallUI - Inventory mod description, could be your issue.

      Typical Item Sorter Mod problem: Item not renamed / keep old tags

      This problem exist for most weapons and apparel if you install/change the item sorting mod in an existing save game.
      But this can be fixed with this tricks:

      • Just drop the weapon/apparel and retake it. This should fix most naming problems. If not, try 2.
      • Change it at a workbench. (Just change any part that change the name and change it back)
      • If 1. and 2. don't work the item is unique and/or renamed. In this case, you must add the tag manually via workbench rename. Look in your item sorter for the matching keyword, than remove the old (if exists) and just type the tag before the item name, e.g. : "Pistol" to "[Pistol] Pistol" or maybe "[Ranged] Pistol".
        TIP: Use FallUI - Workbench to for easy tag assignment with one click. It shows a menu with all available icons direct in the game. (Can add and change icon tags)



      Hint: De-favorite your item before dropping. The favorite flag prevents item renaming.
    2. AgentOfC
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      Hi, uhm according to FO4Edit it does conflict. It is not a big deal but still, I really like FallUI feature in which clothes and armor pieces keep their name, with some little tags bellow to show properties like class (light/medium/heavy), mods installed, etc, instead of being totally renamed based in such stuff.

      In any case, do not worry. I am really enjoying your mod, some of the others featuring the same are also changing too many stuff causing way more conflicts and have not being updated since years now.
    3. darthvince22
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      You're right. My previous answer was based on looking at my current .esp where I had removed the dn_CommonArmor entry. But it's still there in the latest released version. It only contained a typo fix ("nanofilament"), which isn't really within the scope of what this mod should do. You can either delete the dn_CommonArmor from my mod, or make a patch that only contains a copy of the FIS entry for dn_CommonArmor.

      Maybe this will finally give me the motivation to update the mod soon-ish...

      Thanks.
    4. AgentOfC
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      Update: Fixed now, no issue at all. Thanks for everything!
    5. darthvince22
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      Glad it worked out :)

      (And thanks to you I opened FO4Edit and saw a number of small changes for the mod I had been sitting on for a long time.)
    6. AgentOfC
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      Looking forward to someday check that too!
  5. Rechinul13
    Rechinul13
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    Does this mod still work without the DLCs needed?
  6. nonyrauwu
    nonyrauwu
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    Thank you for this great mod, but i have issue with Two-Shot mod. Removing it, I am not given a mod and I cannot return it back. As far as I noticed, only with this mod there are problems. I tested with "Big Boy" and two range weapons with this effect. Any suggestions?
    1. darthvince22
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      Hi, do you have the same issue with other legendary effects?
      Can you check in your inventory, in the mods tab if the mod item is there when you take it off the weapon?
      - If it's not there, maybe it's a compatibility issue with a mod that touches object modifications - anything that would either tweak the effect (maybe even specifically a mod that makes the Two-Shot effect actual double damage for shotguns or something?) or a mod that would change descriptions.
      - If the mod item is there but can't be attached to some weapons, it may be that the weapon records get overwritten by a mod that makes changes to weapons.
      In any case, the easiest way to check for compatibility issues (and to fix them) is always to use FO4Edit.
    2. nonyrauwu
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      Hello. The two-shot mod is missing from the inventory when I remove it from the weapon, but any other mod items are there.
      During the fo4edit check, I found a conflict with Weapon Mod Files - WMF. surprisingly, only two lines conflict with it.
      Also, there were many conflict with... Even Better Mod Descriptions. (but not only related to the description)
      I decided not to change/overwrite files, and just changed the order of loading mods. now I have a worse description of mods, but everything works. Thanks for the help.
  7. JedBurger
    JedBurger
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    Brilliant!  Wished I'd found it sooner.  Was hoping there was a simpler way to swap effects as most of the legendary collected are usually not my chosen weapon route. Cheers
  8. GObonzo
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    "Legendary effects can be detached from weapons and armor, then attached to different weapons and armor".

    this not working as described. using this i can remove all Legendary mods from weapons & armor but cannot directly re-attach them to compatible items. each time they have to be re-built into that item using up gold and other materials. they do reside in my workbench but cannot just be used again like normal weapon/armor mods. when removing the Legendary mods it costs no resources to replace them with "No legendary" but when re-attaching it does.

    nothing else installed related to weapons or armor so there is no mod conflict.
    1. darthvince22
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      Hi. This has to be a mod conflict, my mod doesn't contain any crafting recipe.
    2. GObonzo
      GObonzo
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      and there are no other mods installed related to crafting, weapons, or armor; so it isn't.
    3. darthvince22
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      Your best bet would be to check every mod in FO4Edit for Constructible Objects that create legendary OMODs at the cost of materials.
  9. RyzenRadeon117
    RyzenRadeon117
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    Seems to conflict with Equilibrium, mod works great and even the modifications remain after its removal. But I rather have useful weapon damage, I'd like to see if you could make it compatible. Idk why this mod would touch weapon damage values, but it seems like it does.
    1. darthvince22
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      Hi, my mod doesn't change damage values but it adds keywords to weapon records, which makes it conflict with Equilibrium and other mods that edits weapon records. This sounds like a very easy patch in FO4Edit (easy but a bit time consuming and repetitive). You would probably just copy the weapon records from Equilibrium then add my keywords.
  10. RevvEmUp
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    Will you consider a feature or addon for a Fallout 76-style Legendary system with multi-slot Legendary mods on a single weapon? Or will you focus on vanilla Fallout 4-style?
    1. darthvince22
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      It's not something I would want in my own game. Out of curiosity I looked at how it is done in ECO, in case I might make an optional file for you, and the process is a bit too convoluted for my taste. It would involve creating duplicates of all legendary effect OMODs (and MISCs) and create recipes to craft a L2 effect from the L1, so you can use L1 effects on L1 slots, and L2 effects on L2 slots.

      So if it was more straightforward I'd gladly help you, but it doesn't look like something I would want to put my time into.