Version 1.1 overhauls the trinket system. After some play-testing, I've found this new system to be much more fun and engaging. Let me give you a quick rundown on how it works.
First, there are now three different types of trinkets, each of which occupies a different armor slot: rings, lockets, and pocket watches. As before, trinkets can get any legendary armor effect (except those that are exclusive to the legs or chest). However, they now get a random negative effect as well:
Fatiguing - Maximum AP -30
Heavy - Weighs 20x as much
Irradiated - Passive radiation damage to the wearer (1 Rad / second)
Unsteadying - All weapons are 25% less accurate
Weakening - Take 25% more damage from all sources
If you get a trinket with an effect you want but the negative effect is just too much for you, don't throw it away! Legendary animals have a chance to drop Mutated Bile which can be used at an Armor Workbench to cleanse a trinket, removing its negative effect altogether.
It's safe to update from 1.0 mid-game, but your old irradiated trinkets will no longer be irradiated. If you want to "fix" them, do the following:
Drop the trinket on the ground
Open the console
Select the trinket
help "Irradiated" 0 omod
Read the form ID (which will look something like FE05F160) and use it in this command:amod FE05F160
This mod is criminally unknown! This has always bothered me more than I knew. I like the sound of the penalty system, makes the game's drop system feel like a roguelite.
Is there a way to tone down how often the items spawn on legendary enemies vs vanilla legendary item rate? They spawn all the time on legendary enemies, and a lot tend to be either rings or the tendon stuff, and it feels like I'm missing out on legendary weapons.
This replaces the vanilla legendary system. Only enemies that carry weapons and armor can get legendary weapons and armor. Animals will always give you mutated organs and ghouls will always give you trinkets like the rings.
Looking into this mod for FOLON. Making a personal patch for FOLON, but I would appreciate an official one. I am sure FOLON has more legendary effects it has added.
This may be a troublesome question, but where do the empty "content" folders go. I am on Linux and can only install mods manually. I already have f4se and MCM installed. Thanks!
As I understand it Stuff of Legend has a configuration menu similar to Legendary Effect Configuration that allows the player to remove effects from the game. Say I remove Legendary Effects like Explosive or Two-Shot, will the vanilla uniques with these effects be given a random effect (much preferable imo) or will they become normal weapons without any effects?
This is amazing! finally a somewhat balanced legendary rework mod instead of mods just adding more OP effects next to existing ones. I love the possible drawbacks also; all in all it reminds me of how artefacts worked in STALKER. Thank you.
I love the sound of this mod, but whenever I have this mod installed, I cannot start a new game. It just sits on the initial loading screen of the new game cutscene indefinitely. I've tried moving the mod around in my load order but to no avail. I am assuming it's conflicting with another mod I have installed (I have a lot) and I'm struggling a bit to figure out which mod is causing this one to not allow me to start a new game.
Is this a known issue? Has anyone else encountered this or know what mod conflicts with it in this way? If I disable this mod, I can start a new game just fine. I have not tested starting a game and then enabling the mod later. I'm worried that it's any loading screen that will do this and I don't want to corrupt my save file by removing mods after I've started a game.
I've never heard of this problem before. I have played through a new game with this and 310 other mods right from the start, so you might be right about some kind of conflict, but I can't figure out how this could cause an infinite loading screen. It's got a couple of behind-the-scenes quests to manage the features and besides that it's just a bunch of items and associated abilities. I can't think of how that would make the game load forever regardless of what else is there.
I might backup my save and bite the bullet, and experiment with enabling the mod after the initial start of the game to see if it's just the cutscene that won't load. Are there any adverse effects of enabling this mod after starting a new game?
So it seems to work just fine if I enable the mod AFTER starting a new game. Seems to just be the beginning cutscene that won't load. I do have an ultrawide resolution mod that edits the beginning cutscene, but I don't see how that could possibly be interfering with this mod in that way. I'm honestly not sure why it was happening, but if anyone else happens to have this issue, you can just let them know to start a new game first then enable the mod in or after leaving the vault.
Know theres been a while since this comment, but I have this same issue consistently when modding Fallout 4. Usually it's because the game has like a confirmation box opened behind the loading screen. Easy fix is to press enter a couple times until you get out of the loading screen.
Already have to do this on each new game. Several mods that do this unfortunatly, but luckily it's not such a big issue.
i love this but it appears to overwrite the legendary drops from set legendaries in: "Unique NPCs - Creatures and Monsters of the Commonwealth" which is a bit unfortunate
I checked Unique NPCs - Creatures and Monsters of the Commonwealth, and it doesn't conflict with this mod. There are no overlapping overrides, and they don't modify the script that normally gets used to give legendary enemies their items.
I'm not too familiar with how Unique NPCs interacts with legendary items - I don't see anything obvious in the mod or on the description page - so can you please explain what you were expecting to happen?
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First, there are now three different types of trinkets, each of which occupies a different armor slot: rings, lockets, and pocket watches. As before, trinkets can get any legendary armor effect (except those that are exclusive to the legs or chest). However, they now get a random negative effect as well:
If you get a trinket with an effect you want but the negative effect is just too much for you, don't throw it away! Legendary animals have a chance to drop Mutated Bile which can be used at an Armor Workbench to cleanse a trinket, removing its negative effect altogether.
It's safe to update from 1.0 mid-game, but your old irradiated trinkets will no longer be irradiated. If you want to "fix" them, do the following:
help "Irradiated" 0 omod
amod FE05F160
Will have to give it a try.
Thanks!
Is this a known issue? Has anyone else encountered this or know what mod conflicts with it in this way? If I disable this mod, I can start a new game just fine. I have not tested starting a game and then enabling the mod later. I'm worried that it's any loading screen that will do this and I don't want to corrupt my save file by removing mods after I've started a game.
EDIT: Great mod so far too btw!
Already have to do this on each new game. Several mods that do this unfortunatly, but luckily it's not such a big issue.
I'm not too familiar with how Unique NPCs interacts with legendary items - I don't see anything obvious in the mod or on the description page - so can you please explain what you were expecting to happen?