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Exoclyps

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  1. Exoclyps
    Exoclyps
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    Added a new optional. "Legendary Rearmed - Deadeye".

    This patch adds a condition on the Deadeye Enchantment to make sure that you've equipped something that actually uses the Deadeye Modification.

    Why did I make it a separate patch? 
    The reason I didn't add it to the main mod and made it optional is because it doesn't actually fix the bug causing Deadeye double-stack with other mods. It just prevents the effect from taking place if you're not having it equipped. This means that you'll still have the Enchantment on you, checking if it can "get applied" all time.

    Probably not an issue as a lot of stuff are doing so all the time. But I didn't feel comfortable adding a "fix" that just hides the symptom rather than fixing the cause into the main mod. Hence why I wanted to give you guys the choice to use it or not as optional.
  2. Dani1981
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    Are the balance adjustments optional in the main version as I don't much mind them being more powerful?
    1. Exoclyps
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      It's not.
  3. jackbigpid92
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    dunno if this is something that anyone can help me with ive been using this mod for some time and have only really come across like 3 legendary mods on guns as ive been playing with it for a while i wanted to test out some of the other effects but cant because im unable to craft the crafting requirements is there a legendary mod id i can use to give myself them so i can test them out?
    1. Exoclyps
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      It might be a bit confusing (limit of the engine I'm afraid) but you can't craft Legendary Effects with this mod.

      All it does is let you detach the ones you've found to move to other weapons/armors.
    2. jackbigpid92
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      ah right ok so other than finding the weapon with that effect on it there is no way to really test them all 
    3. Exoclyps
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      Not without console. The goal here is to let you customize things to your liking, but still maintain some of the "hunt" for the stuff you want.
    4. douglsad
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      From what I saw in my Playthrough, you won't see some legendary weapon mods until certain levels. Unless you get a mod that sets them all to level 1, which is something else and I don't know if it would play ok with this mod.
  4. PurpleBat686
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    Good afternoon. I apologize in advance for a possibly stupid question, but is your mod compatible with ECO Redux and other INNR editing mods? As far as I understand INNR affects only the name of armor, weapons, etc. and the potential conflict can only be in the displayed name? 

    Also, there is a patch for Complex Sorter on this mod page. I use Complex Sorter, but as far as I understand this patch is only needed to change weapon names. Am I right? I just can't figure out if I need this patch or not.
    1. Exoclyps
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      It's compatible. The "Sorter" is just for the added "Shock" legendary to be recognized in the naming.
    2. PurpleBat686
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      Got it, thanks.
  5. JoJoJo235
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    it does not work, i remove a legendary effect from a weapon and i cant put it back on any weapon. its lost
    1. Exoclyps
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      Sounds like a potential mod conflict then.
    2. Loverboy5136
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      I have same problem, but I read reply that it's a "Mod Conflict" so I just guess which mod that has a conflict to each other, then I found out that it's "Better Mod Descriptions Mod" and now it works

      My guess and suggestion, try disabling "Crafting add-on mod" or something, if you going to do it, try backing up your save file just in case
    3. Exoclyps
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      In the end. Best advice I can give you both is to learn how to use FO4Edit. With this it'll unlock so many more mod possibilities and combinations that you otherwise would not be able to use.

      https://www.youtube.com/watch?v=YuQ0lJat_w0
  6. ednemo13
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    Nevermind. Mod Conflict.
  7. CheezyBallz
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    Does this work with Legendary Modifier Rebalance? https://www.nexusmods.com/fallout4/mods/5406/
    1. Exoclyps
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      Most likely not I'm afraid.
  8. JedBurger
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    Perfect, works superb.  I have been using the original mod for quite a while with no issues at all, but it 'is' ready for an update, and this is just right.  Simply Find it, Swap it.

    Cheers
  9. Sy3Fy3
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    First, I'd like to start with a HUGE thank you for all your patches and fixes. It's making my modding experience a lot easier. Now, onto my question: does this differ from Legendary Effect Overhaul? From my understanding, this is a lighter take on it. Is this correct? I apologise for asking, it's just I've never dabbled with weapon mods/legendary mods before.

    Thanks again!
    1. Exoclyps
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      Yeah, that one adds a lot more features, while this one sticks to just letting you swap the legendary effects.

      If you wanna keep it simple, I'd suggest going with this, but if you want the extra stuff, go with LEO.
    2. Sy3Fy3
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      Thanks for the reply! I prefer the simpler approach, so I'll be grabbing this one!
  10. Substaticman
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    For some reason Sentinel's option is not in the list for armor, even after removing it from a drop and having multiple of the crafting material.
    1. Exoclyps
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      Double-checked. Should work as intended unless there is some mod-conflict at play.
      Which I suppose is easy enough as I made it a dang .esl file =p
  11. iamamitten
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    The legendary effect that's on the Nuka-World item "Nuka-Girl Rocketsuit" can be detached, but doesn't provide a mod item, so it can't be attached to anything else as a result.


    EDIT: Additionally, I seem to be receiving no mod items from anything when detaching legendary effects in survival.