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Cyan Ian

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49 comments

  1. CheezyBallz
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    So it's a 20% drop but I'm pretty sure something is wrong because I've searched like 30 legendary enemies and no component. What kind of mod could even be incompatible? I checked FO4edit and found no conflicts. It works with the latest version of the game right?
    1. audiogarden21
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      Yes. The chance was actually boosted to 25% at the last minute and I forgot to notate it. You can verify it's working by loading up a save, opening the console and typing:

      set cllegendarychance to 0

      Then type:

      help legendary 0

      This will search for a legendary enemy, then type their ID into the console as such to summon one: (use Page Up/Page Down to scroll)

      player.placeatme ###### <--- ID there

      Kill the enemy, and check the corpse.

      I just loaded it up myself and did the above and got the drop every time. For some reason it seems that the drop rate doesn't line up with the percentage chance, but that's probably just confirmation bias at work. However, because it felt a little too rare in my last playthrough, I decided to bump it up from 10% to 25%.
    2. CheezyBallz
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      It does work. I wonder why I didn't get any yet. Could it have to do with modded creatures and/or legendary enemies dying to my turrets/settlers before I can shoot them?
    3. audiogarden21
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      I don't know. It's possible. That would be my guess. I was beginning to think that was the case when I had Danse as my companion in the last playthrough which is why I bumped up the drop chance, but when I tested it a moment ago I had Dogmeat as my companion and I didn't even attack the legendary enemy and it dropped the component every time so I don't think it's a companion issue. I suppose it all just depends on how the death of an enemy is attributed upon dying, whether it counts as a "player" kill, or not.

      The mod uses the Perk Entry "Add Leveled List On Death". Who knows what it does behind the scenes.
    4. audiogarden21
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      I should also mention that there's a keyword condition for the perk entry to even apply to the enemy, and that is the EncTypeLegendary (encounter type). So if the modded creatures don't have that keyword, then it won't add it to them.
    5. 123hello456
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      Always save before killing legendary enemy as inventory of living creatures and npc's always resets and changes when you reload. So if you had no luck first time, reload and repeat until you are lucky. This way farming legendary components looks easy.
  2. 123hello456
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    Awesome mod!
    1. audiogarden21
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      Glad you like it. Cheers.
  3. CheezyBallz
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    Does this work with Legendary Modifier Rebalance or will it need to be patched?
    1. audiogarden21
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      As long as they're just editing the base game mods then it'll be compatible. I'm sure that's what they did, or else they'd have to also edit the legendary quest scripts that generate and apply legendary mods to the items themselves.
    2. CheezyBallz
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      Perfect
  4. Dunga87
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    Evening,

    I just installed this mod(being my first one) on the updated version of the game.

    I got the legendary component after several kills and then created Legendary Weapon - Kneecapper.

    I have cleared my inventory of all other weapons just leaving a modded(not legendary) 10MM pistol. i equipped it and have it favorited in my no1 slot. i then used the Legendary Weapon item in my Aid section and it says "no item equipped in slot"

    i think have tried it with several other weapons both normal and legendary with the same message showing.

    I guess i am doing something wrong. please assist

    Thanks
    1. audiogarden21
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      Are you using F4SE?
    2. Dunga87
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      The updated one released on 30th April?

      If so yes i started a new game when it released

      I have Fallout 4 Script extender (F4SE) version 0.7.1 CLM2 Source Scripts v 1.0 and this mod 1.05

      should i remove F4SE?
      EdIt - disabled it and it worked. thank you
      or not it now uses the item but no caps are taken and the effect doesnt seem applied?
    3. audiogarden21
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      The mod requires F4SE to function.

      If you are launching the game with F4SE and it's telling you that you don't have the item equipped, then make sure you have it equipped.

      Also, you do not need the source scripts.
    4. Dunga87
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      I am running Fallout 4 Next Gen update i heard that messed with mods hence i waited to see one that was updated since its release

      OK so reapplied:

      F4SE 0.7.1
      CLM2 Source Scripts 1.0
      Cyan's Legendary Mod 2 v 1.05

      When i equip the weapon so i have it out ready to shoot it says: : "No item equipped in slot" It says the same whether the weapon is favourite or not. Also the same if its not equipped.

      Is there a particular thing i need to do to equip a weapon?


      Sorry if i am being a noob its the first mod i have ever tried on Fallout.
    5. audiogarden21
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      This mod is 100% custom and would not be affected by any official update since it doesn't utilize any DLLs. Go ahead and remove the source scripts, you don't need them unless you intend on modding this mod yourself for whatever reason. They're there for modders to look at, and are not needed for general use.

      I haven't updated, and probably won't for a long time, to the next gen update so I can't really test it myself.

      If you're getting the "no item equipped in slot" error even though you clearly have the item equipped, that means you don't have F4SE installed correctly and/or are not running the game using F4SE executable. The script runs this check:

      ;No armor equipped in slot
      WornItem = PlayerRef.GetWornItem(ItemIndex)
      If (WornItem.Item == None)
      CLNoItemEquippedMessage.Show() 
      Return false

      When the script gets to the GetWornItem() function, it's telling the game that you have nothing equipped because it doesn't know what GetWornItem() is since the compiled source isn't in your scripts folder (Fallout 4\Data\Scripts) or because the game wasn't launched using F4SE and thus the game isn't aware of F4SE's scripts at all. When the above happens, the game says, alright, WornItem.Item is equal to None so show the message.
    6. Dunga87
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      thank you working as intended.

      there was never anything wrong with the mod just me learning how to get the script one working.
    7. audiogarden21
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      Good. Enjoy.
  5. kevkas
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    Make sure you only have one of that type of item in your inventory at one time (the function used to add the mod to the item cannot distinguish between two items of the same type in your inventory)
    Question: what happens in that case? Do we get a notification to drop one of the copies? or the legendary mod just goes to one of them randomly?
    1. audiogarden21
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      The mod will instruct you on any failures encountered during the application process in the top left corner of the screen. If an application fails then nothing happens until you correct the failure state.
    2. kevkas
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      Ah gotcha, thanks again.
    3. audiogarden21
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      You bet. :)
    4. kevkas
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      @audiogarden21: I have a question. While I like that the mod adds the legendary mods to the chem station in a simple way without messing with removing legendary mods, swapping them, etc etc, I do feel it's a bit odd to have access to them right from the start and without any perk requirements. While changing 'when' the player gets the recipes would be more time consuming probably, adding some perk requirements to the recipes should be at least easier so I've been meaning to do that.

      Here's what I had in mind more or less, if you are curious about what I intend to do (feel free to provide feedback if you want):
      Spoiler:  
      Show
      - Tier 1 legendary Armor mods:
      Require: Armorer level 1

      - Tier 2 Armor legendary mods:
      Require: Armorer level 2

      - Tier 3 Armor legendary mods:
      Require: Armorer level 3

      - Tier 1 Weapon legendary mods:
      (I'm using the wiki here to check the 'lootable weapon type' column to determine in which weapons they can drop)
      For effects that can drop on Melee and/or Unarmed weapons, require: Blacksmith level 1
      For effects that can drop on any ranged weapons: Gun Nut 1
      For effects that can drop on any type of weapon: Blacksmith level 1 or Gun Nut 1

      - Tier 2 Weapon legendary mods:
      For effects that can drop on Melee and/or Unarmed weapons, require: Blacksmith level 2
      For effects that can drop on any ranged weapons: Gun Nut 2
      For effects that can drop on any type of weapon: Blacksmith level 2 or Gun Nut 2

      - Tier 3 Weapon legendary mods:
      For effects that can drop on Melee and/or Unarmed weapons, require: Blacksmith level 3
      For effects that can drop on any ranged weapons: Gun Nut 3
      For effects that can drop on any type of weapon: Blacksmith level 3 or Gun Nut 3

      Edit:
      After I started adding the requirements the only issue I encountered is that the crafting recipes requiring blacksmith OR gun nut will show up in game as still having one perk locked (if you don't have both unlocked I mean) in the crafting UI because the UI itself doesn't have a way to display 'or', but I figured that's still acceptable if one plans on specializing only on melee weapons for example and all of a sudden you have to start taking ranks in Gun Nut just to access higher level legendary modificacions, or vice versa. Still, the perk you do have unlocked will show up as unlocked and the recipe won't be greyed out so it'll show up as available and it will be craftable.


      My question is if adding perk requirements to the crafting recipes you added could have any conflicts with the scripts you have in the mod, as there aren't any source files for the scripts inside Main.ba2 file so I can't tell exactly what the scripts are doing to know if adding requirements would break anything, so I figured I should ask you directly.
    5. audiogarden21
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      From my experience, I always floated far more legendary components than I could even afford to utilize. I found the caps cost limitation to be enough on its own. You're free to add perk requirements if you want, however. It won't affect the scripts.
    6. kevkas
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      Yeah if I had the perk requirements I'll probably adjust the caps costs a bit to compensate for that.

      Thanks for replying.
    7. audiogarden21
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      You're welcome. I'll upload the source files for you to tweak as you desire.
  6. Koocai1
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    Very interesting mod, and the only one I've found where the crafting of legendary effects actually costs something and isn't cheaty. I think I'll give this mod a try.

    Although I find it strange when thinking about why caps are required when crafting the different tiers of legendary effects. I understand and agree with the philosophy that crafting them should cost something of some sort, although it's hard to imagine what's actually happening to the caps when they're used. Is some sort of spell occurring where the human-perceived value of the caps is magically imbued into the legendary effect? Seems a little too fantasy-ish for Fallout. The only alternative I can think of to explain what's going on here is that it's shorthand roleplaying to try and explain your character doing more than what's happening on screen, such as paying for certain materials or craftsmen to do the crafting of the legendary effect for them.
    1. audiogarden21
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      Well, I don't know about you, but I have a hard time conceiving how you make all manner of things out of super glue, an ashtray, a rubber ball, and a spring, but here we are.
  7. OmniWrld
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    this doesn't work for me I've tried a lot and I don't think I have any mods that affect legendaries themselves, but don't really wanna tear down my modlist rn xd. it's a really cool idea though. i endorse
    1. audiogarden21
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      It's nearly impossible for any other mod to conflict with this one because it only changes one record, the "ap_Legendary" attach point keyword. Everything else is custom.

      What exactly are you trying to do that isn't working? Also, did you check the requirements? You'll need F4SE for this to work.
    2. OmniWrld
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      yeah its confusing me as to why its not working ive tried it all, ive  tried it with tons of guns, modded to unmodded guns. maybe i misread something, i equip the  weapon and make sure i dont have any other weapons that could take that legendary and then i use the component as a consumable and it should just appear on the gun?
    3. audiogarden21
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      Does it give you any kind of message when you attempt to apply the mod? Are you using Fallout 4 Script Extender?
    4. OmniWrld
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      yeah I'm using script extender, I'm not getting any message pop up when I use it, is it possible I have a mod that is messing with the message box?
      although I''m relatively new to fallout modding im an old skyrim modder so I understand how to do basic things.
    5. OmniWrld
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      It doesnt have any visible overwritten mods or conflicts maybe im just being dumb lol
    6. audiogarden21
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      Well the easiest way to test if the messaging is working properly is to try to apply a weapon mod without a weapon equipped. That should pop-up a message telling you that you don't have one equipped. If that works, double check to make sure the scripts are installed. Check your data folder for "Cyan's Legendary Mod 2 - Main.ba2". If it's there then the scripts are as well.

      The only other thing I can think of is to enable logging under the Papyrus options in the Fallout4.ini. Load up the game and try to mod an item as normal, then check the Papyrus.0 log that's created in the Logs folder which can be found in the same folder as the Fallout4.ini file. Search for anything that starts with the letters CL. If there are errors it should tell you and you can report them to me.

      Be sure to disable logging after you're done so your client doesn't needlessly report papyrus logs.
    7. OmniWrld
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      Not in the data folder, should I manually put them in it, I already tried it and it did nothing but I only put it "Cyan's Legendary Mod 2 - Main.ba2"
      I assume that since its not in data that is the problem and nothing else
    8. audiogarden21
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      There should be two files in the data folder, "Cyan's Legendary Mod 2.esp" and "Cyan's Legendary Mod 2 - Main.ba2". The .ba2 file is an archive file containing all scripts, meshes, textures, sounds, etc that a given mod contains all in one neat package. If both of those aren't there then it will not function.
    9. OmniWrld
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      i appreciate your help, I've been trying to figure this out for a few hours so i'm gunna take a break. It's a really cool idea tho. I was trying to figure out the logs thing and I'm not sure where to find the logs themselves, I enabled them though.
    10. audiogarden21
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      When you enable logging and load up a save, the game will create a new folder called "Logs" in the same folder that you found the Fallout4.ini which is in Documents > My Games > Fallout 4. It's also the same folder that contains your save files.
    11. audiogarden21
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      If you were having issues trying to apply a mod to a weapon that should have been able to accept the mod, try the latest update. I found an issue with the keyword checking part of the script that wasn't checking OMODs on the item for keywords to tell if the weapon in question is a pistol or rifle, only the base object itself.
    12. pndragon65
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      The problem might the usage instructions in the description. It says to use the weapon at the workbench when what you need to do is activate the legendary mod from the aid menu to apply it.
    13. audiogarden21
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      ?Now, instead of being able to add/remove legendary mods freely, you'll now be crafting the mods directly at a Chemistry Workbench and applying them to your equipment via potion effect. Legendary mods are no longer removeable.

      It doesn't say anything about using the weapon at all, and specifically states you'll be crafting them at the Chemistry Workbench then applying them to your equipment via a potion effect. Nobody else seems to have had any issues figuring it out.
    14. SpiderJerusalem
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      Having the same problem. I go to use the potion and I get "No item equipped in slot." message. I've tried both guns and armor, different types, clearing any other items out of my inventory, etc. Just won't work for me. I am however using Fallout 4 VR, so maybe there's a version issue there, dunno. Anyway, neat idea, I just can't seem to use it.
    15. audiogarden21
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      It's probably related to the fact that this mod uses F4SE and the versions of that are different between normal and VR editions.
    16. SpiderJerusalem
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      NVM, I'm actually an idiot, LOL
      Turns out I thought I had F4SE enabled but didn't. Works perfectly in VR.
      Sorry about that.
    17. audiogarden21
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      Well one good thing came out of your mistake. Now we know it works in VR. =)
  8. lowl
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    the tiering seems to be based on common builds where % based bonuses are better and more available at high lvls. nice
    1. audiogarden21
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      That's the idea. =)