Is there any list of the legendary effects ID's? I want to use the attachmod to make some crazy combinations (Like i've already made the Explosive Gatling laser or World League Flamer and i want to make more crazy combinations of weapons and effects)
This doesn't seem to work consistently. Quad, sometimes, increases ammo capacity to an unpredictable degree, usually less than 4 times. And sometimes using double doesn't double it. And sometimes the legendaries don't work at all.
Oops. Well, I've noticed that this is actually true of all legendaries, base game and all added by mods. They don't ever seem to work consistently and as they're labeled.
This seems to crash a new game when enabled before starting the new game. When starting a new game, when it gets to the point where it's loading this mod's new legendary effects into the leveled lists and stuff, it crashes.
If you start a new game first and enable everything else in your modlist to fill up, then save, exit, then enable this and let it add its effects, there seems to be no problem.
It might be a conflict with other mods going on, probably overloading the papyrus queue or something. If I load just this mod into a new game its all good.
in the early days it was said that npcs and companions can not or do not use modded weapons. that the effect is nullified. and based on their performance i believed it. however that must be off because enemies spawned legendary weapons. ...blah blah blah... that being said. Will adding some boss level effects for equipment and weapons for my settlers and companions make them better fights and tougher survivors??? for myself i am pretty bad ass setup, now i just want some 'less than useless' friends for when the sh*t gets real.
it makes the big boy not a fat man anymore. so i deleted this mod when i have not be in diamond city. bug is gone. but if i deleted this mod after i have be in the city, bug is still there.
This mod adds new effects to the quest that spawns legendary items. It doesn't touch anything related to unique items and it doesn't override anything from the base game unless you use the hard-coded naming rules, and that only changes the naming rules.
You also shouldn't remove mods from your saved game. Fallout 4 doesn't handle that well.
How exactly does the hard-coded naming rules things work? Because I'm getting very weird names for everything while using FIS and I'm not sure how to fix it. I tried creating an xEdit patch but that just made everything worse somehow?
Yeah I use FIS. I’m away from my computer so I can’t remember exactly, can upload images when I return. But one example I remember for sure was the trinkets from Stuff of Legend, Locket Weakening Locket. It seems like everything gets two names, and sometimes the sorter is in the middle. Like [MetalLegL] was in the middle of one instead of at the front where it’s supposed to be so that it doesn’t become visible at all.
I don't think the FallUI Item Sorter requires patches to work for most things. But like I said, I tried to patch it anyway, and that just seemed to make things worse. Maybe I just don't know as much as I thought I did about xEdit lol. Is there any way to just... turn the naming off?
Between this and Power Armor to the People, I've made around 80 legendary / unique effects for the game. I have largely exhausted my ideas for things that are interesting, fun, feasible, and not overly complicated. I have a couple of ideas in reserve for unique power armor in Power Armor to the People, but that's basically it.
I'm also not planning on sticking around to mod much. I made a brief return to deal with some compatibility stuff and patches for Power Armor to the People, but I have other things that my time and thoughts need to go towards.
There is also the problem of having too many legendary effects in your game. There can only be 128 legendary rules, and the base game plus Far Harbor takes up more than 70 of those, I believe. Already this mod plus Power Armor to the People gets close to the limit, if you configure some of the unique effects in Power Armor to the People as legendary in the configuration you definitely go over. I have an option to get around that with an F4SE plugin called LL_FourPlay, but I have no idea if there is or will be a new version of that for Next Gen. I haven't been able to track one down, and making it complicated for people to just use my mods together for the sake of adding more effects isn't very appealing.
seems to be a new version in the works for LL_Fourplay so maybe you could increase the legendary limit in the new version once it gets updated to a stable tested version? would love to be able to have more than 128 as i have quite a few mods that add new legendaries (mainly I use LEO and all the legendary mod patches it supports) so only being able to use 128 is simply not enough lol
Awesome, thanks for linking this. You can try it out if you want, I don't do anything special with it so it should be drop-in. I will take a look at this at some point.
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help aristocrat 0 omod
That will give you the form ID to use for amod.
help "Weightless" 0 omod
If you start a new game first and enable everything else in your modlist to fill up, then save, exit, then enable this and let it add its effects, there seems to be no problem.
It might be a conflict with other mods going on, probably overloading the papyrus queue or something. If I load just this mod into a new game its all good.
that being said. Will adding some boss level effects for equipment and weapons for my settlers and companions make them better fights and tougher survivors???
for myself i am pretty bad ass setup, now i just want some 'less than useless' friends for when the sh*t gets real.
so i deleted this mod when i have not be in diamond city. bug is gone.
but if i deleted this mod after i have be in the city, bug is still there.
You also shouldn't remove mods from your saved game. Fallout 4 doesn't handle that well.
Are you using a sorting mod? Do you have an example of a name?
It looks like FIS has three modes. I haven't used it, I don't know how all of their things work.
Between this and Power Armor to the People, I've made around 80 legendary / unique effects for the game. I have largely exhausted my ideas for things that are interesting, fun, feasible, and not overly complicated. I have a couple of ideas in reserve for unique power armor in Power Armor to the People, but that's basically it.
I'm also not planning on sticking around to mod much. I made a brief return to deal with some compatibility stuff and patches for Power Armor to the People, but I have other things that my time and thoughts need to go towards.
There is also the problem of having too many legendary effects in your game. There can only be 128 legendary rules, and the base game plus Far Harbor takes up more than 70 of those, I believe. Already this mod plus Power Armor to the People gets close to the limit, if you configure some of the unique effects in Power Armor to the People as legendary in the configuration you definitely go over. I have an option to get around that with an F4SE plugin called LL_FourPlay, but I have no idea if there is or will be a new version of that for Next Gen. I haven't been able to track one down, and making it complicated for people to just use my mods together for the sake of adding more effects isn't very appealing.
seems to be a new version in the works for LL_Fourplay so maybe you could increase the legendary limit in the new version once it gets updated to a stable tested version? would love to be able to have more than 128 as i have quite a few mods that add new legendaries (mainly I use LEO and all the legendary mod patches it supports) so only being able to use 128 is simply not enough lol