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This page was last updated on 15 April 2025, 12:15PM
- Changelogs
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Version 1.9.1
- added a tiny patch for AWKCR as an alternative to ECO integration to the extensions tab
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Version 1.9.0
- MAIN PLUGIN: reverted Two-Shot effect to its vanilla state where it adds a single projectile instead of multiplying a weapons projectile count so that users who don't want to split their damage on shotguns even further have that option again
- MAIN PLUGIN: the multiplicative approach was transferred to a new/custom effect called "Two-Shot [Multi]"; as previously, it takes a weapons base projectile count and multiplies it by 2
- MAIN PLUGIN: the new/custom effect was added to holotape and MCM so that you can inject it into the legendary effect pool; both effects (vanilla and multi) can be active at the same time if you so desire
- MAIN PLUGIN: added two new recipes to the LEGENDARY EFFECT OVERHAUL section in a Chem Bench that allow you to convert the loose mods from the vanilla Two-Shot effect to the multiplicative one and vice versa
- ECO-LEO SYNERGY PLUGIN: now also allows you to move the holotape recipe and also the two aforementioned conversion recipes to the Universal Workbench if that option is enabled within ECO's holotape or MCM
- MICROCHIP CRAFTING PLUGINS: the holotape mover recipes were removed to prevent overlap with the ECO-LEO Synergy plugin
- if you want to learn why the Two-Shot effect has two variants again you can learn about it here: https://www.nexusmods.com/fallout4/articles/5339
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Version 1.8.1
- new fix for Capital Wasteland Mercenaries (Creation Club content) was added to the extensions installer; it fixes the Good Fighter's legendary effect whose VATS cost reduction wasn't working, also makes it detachable, applies LEO's extra slots, enables you to scrap items that have it applied (but you won't get any microchips in return) and brings everything else in line with LEO
- new basic mod support for America Rising 2 was added to the extensions installer; makes America Rising 2's Purifier legendary effect fit into LEO's systems by applying LEO's extra slots and making it detachable
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Version 1.8.0
- the vanilla combined perk form "ModLegendaryCommonPerk" got split up into individual perks in order to make them easier to manage and also remove the need for excessive keyword references and checks
- removed "HasLegendary" keyword references from ObjectMod forms in slots L2 to L5 so that only the legendary effect in slot L1 determines the dynamic naming (INNR) of the item
- replaced "HasLegendary" keyword used for INNR on the Furious effect with a custom one so that it no longer is also used in one of the effect's associated scripts
- Far Harbor's Deadeye effect no longer checks for its "HasLegendary" keyword used for INNR but a custom one
- removed the keyword check from Nocturnal's perk form
- buffed Nocturnal effect, the values at night are unaffected but the negative values at day aren't as punishing anymore, only decreasing damage by 50% (instead of 67%) at most
- made items with the Freefall effect scrappable
- removed pointless properties from some of the FO76 weapon effects
- fixed Piezonucleic Lining effects in slots L2 to L5 still using the broken vanilla function
- updated the ECO-LEO plugin as well, according to the above changes
- the extensions pack includes a new fix for the custom legendary effect on the Early Retirement weapon part of Noir Penthouse (Creation Club)
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Version 1.7.1
- the extensions were removed from the main mod's installer and put into a separate and optional installer under the OPTIONAL FILES section
- new extension for VAFS Redux that combines VAFS' legendary mod descriptions with LEO's legendary mod rework, if you don't care for VAFS' description you can skip this one and simply put LEO after/below VAFS in your load order
- new extension variant for Legendary Mod Additions, this one is for users of the non-ESL variant of LMA; previously some users refused to read the option's description and borked their setup because they installed the extension that only worked with the ESL-flagged variant of LMA into their setup with the non-ESL-flagged variant; this can still happen but now it should be more obvious that there's something going on that requires a wee bit of the user's attention
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Version 1.7.0
- reworked and extended the FOMOD installer
- included full expansions for the following mods: Legendary Mod Additions, Legendary Modification Enhanced, More Legendary Effects, Mythic Legendary Modifications
- the full details on those expansions can be found in their respective description articles in the article section
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Version 1.6.12
- new catagory in the FOMOD installer: Microchip Crafting
- four options: Materials, Materials (ECO Support), Free, and Free (ECO Support)
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Version 1.6.11
- cleaned up the archive by removing two files that weren't supposed to be in there
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Version 1.6.10
- added Fashionable Valentine's "Outfit Token" armour form to RobCo Patcher's exclusion list to prevent it from adding attach points and making the workbench lock up when that armour piece is selected within a workbench
- the more elegant solution would be if you'd remove the "DogmeatNoVisualsOnRetrieve" keyword from the armour form in question as it serves no purpose and only leads to unintended interactions with other mods
- restructured the folders and updated the FOMOD installer accordingly
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Version 1.6.9
- RobCo Patcher supports filtering OMOD forms for specific attach points since v3.5.2, therefore LEO's RoboCo Patcher plugin is now able to apply LEO's additional two slots ("LS: Extra Legendary Slots" and "SO: Scrap Option") to every legendary effect in your load order that doesn't come with them by default
- this feature was previously exclusive to users of the LEO Legendary Patcher for Complex Sorter
- if you're using both Complex Sorter (incl. its legendary OMOD option) and RobCo Patcher than either one would be redundant, nothing bad will happen when using both, it's just pointless
- consider this new feature experimental as I only ran some basic tests in a smaller load order
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Version 1.6.8
- HiSaZuL's CryoFix got included so that the Freezing legendary effect (and other cryo effect) no longer breaks NPCs
- the vanilla bug with the damage resistance reduction effect tied to cryo/freeze effect should be fixed as well, so that it no longer lingers on (dead) NPCs and can't be stacked indefinitely, even peristing after respawns; this still requires some testing as I couldn't confirm it working as expected
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Version 1.6.7
- removed the More Legendary Effects (MLE) support plugin from the installer because it was replaced by a full-blown expansion released on its own mod page, just like the LMA plugin in v1.6.4
- the MLE expansion can be found here: https://www.nexusmods.com/fallout4/mods/74099 (also listed in the Requirements drop-down menu, under "Mods requiring this file")
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Version 1.6.6
- the fix for the Deadeye effect from v1.6.2 prevented the effect from working in some instances, this should be resolved now
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Version 1.6.5
- the mod supports Canary Save File Monitor now, it's optional, you don't have to use it but there's no downside in running it, more on the mod can be found here: https://www.nexusmods.com/fallout4/mods/44949
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Version 1.6.4
- removed the Legendary Mod Additions (LMA) support plugin from the installer because it is getting replaced with a full-blown expansion for LMA released on its own mod page
- the LMA expansion can be found here (once available): https://www.nexusmods.com/fallout4/mods/73908 (also listed in the Requirements drop-down menu, under "Mods requiring this file")
- new framework script got added, that one is being used by the LMA expansion and other planned upcoming expansions
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Version 1.6.3
- fixed a mishap with the FOMOD installer that prevented the ECO-LEO Synergy plugin from being installed
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Version 1.6.2
- Wounding (bleed) weapon effect no longer applies to non-organic NPCs, forwarded fix from "FO4 Fixes And Technical Enhancements"
- Poisoner's (poison) weapon effect no longer applies to non-organic NPCs
- included a fix for the Deadeye effect triggering when it shouldn't, forwarded fix from "FO4 Fixes And Technical Enhancements"
- fixed Piezonucleic Lining effect that does nothing in vanilla; bug found by robotized who fixed it with their mod "Piezonucleic Lining Fix": https://www.nexusmods.com/fallout4/mods/45952; my implementation differs from theirs, so I'd love to get some feedback from you if it is now working as intended
- added the Nuka World DLC extension plugin as master to the ECO-LEO support plugin to ensure that the latter always loads after the former
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Version 1.6.1
- removed optional extensions "Legendary Modification Enhanced" and "Mything Legendary Modification" from the installer and reenabled the original and separate mod pages
- if you don't know where to find those mod pages open the Requirements bar on LEO's description page and under "Mods requiring this file" they are listed
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Version 1.6.0
- the toggles for vanilla, FO76 and custom legendary effect recipes in the holotape/MCM affect respective recipes in all five slots again instead of just the ones in L1
- to compensate users who only want to hide crafting recipes in the L1 slot, e.g. because they want to get the effects only from drops (and swap them around), a new toggle was added to the holotape and MCM that disables all legendary crafting recipes in L1
- the recipe for the Water Breathing legendary effect is no longer incorrectly controlled by the recipe toggle for vanilla effects but the one for LEO's custom effects because it is a custom legendary effect
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Version 1.5.7
- fixed the descriptions of both "No Legendary" options, they previously mentioned the "Equipment Enhancement slot" which is part of ECO, this was changed to "Extra Legendary Slots" instead
- moved the extensions to a separate page within the FOMOD installer
- added images to most options in the installer
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Version 1.5.6
- all of my own extensions for LEO, that were previously available on separate mod pages, are part of the FOMOD installer for convenience now
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Version 1.5.5
- removed perk requirements from all legendary effect recipes in slots L2 to L5, those were pointless since the perks are covered by the L1 variants (prerequisite) already
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Version 1.5.4
- included LEO's new/separate DLC extensions in LEO/Legendary Patcher's (Complex Sorter plugin) logic
- LEO/Legendary Patcher ignores the dummy armour forms from Unequip Pipboy mod, i.e. it skips its processing, to prevent a soft-lock in workbenches when they are selected
- the armour patcher file for RobCo Patcher no longer processes the dummy armour form from Unequip Pipboy mod to prevent a soft-lock in workbenches when they are selected
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Version 1.5.3
- the RobCo Patcher file is an optional part of the FOMOD installer now, in case you have RobCo Patcher installed but don't want every piece of equipment in your load order have the vanilla legendary attach point
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Version 1.5.2
- just like ECO, LEO got its own trace log system to simplify debugging the mod
- the log entries are now being written into the file "Dank_LEO.0.log" in the papyrus log subfolder "User", instead of using the game's primary log file "Papyrus.0.log"
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Version 1.5.1
- this time the correct main plugin is included, in v1.5.0 I accidentally included v1.4.0's main plugin
- reverted Atom's Judgement's unique effect back to its vanilla state (using the legendary attach point instead of the Upgrade one) so that it is no longer getting deleted when users that have acquired the weapon already install LEO
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Version 1.5.0
- LEO no longer depends on the DLCs, instead the DLC records were put into their own DLC expansion plugins (ESL-flagged) to allow users that don't have some of the DLCs or GOTY edition of FO4 to make use of LEO
- the DLC extensions contain all functionality associated with the DLC legendary effects, that is making LEO's additional slots available on them, adding in crafting/scrapping recipes, making them swappable and being able to toggle their ability to drop/being lootable
- you could skip the DLC extensions even if you own the DLCs but then you won't be able to access the aforementioned features on those effects; you can always install them at a later point if you change your mind
- if you don't install the Far Harbor extension then the respective category in the holotape and MCM will be disabled
- if you don't install the Nuka World extension the automatic removal option for Nuka World's obsolete legendary drop rules is disabled, this obviously won't matter if you haven't installed Nuka World to begin with
- there's now a plugin/patcher file for RobCo Patcher included that applies the first/vanilla legendary attach point to all equipment in your load order; it'll automatically do that once you install RobCo Patcher, otherwise it'll remain inactive
- all files are bundled in a convenient FOMOD installer now, options that you don't fulfill the requirements for are greyed out and inaccessible
- all files that were previously found separate in the Optional Files category are now included in the installer, if you have any of them currently installed you can remove them
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Version 1.4.0
- crafting recipes in the L2-L5 slot are no longer controlled by the Custom, FO76 and Vanilla options in the holotape/MCM
- this was done to make it possible to have legendary effects just be transferrable (once found) and convertable (to the other slots), for users that disabled their recipes in the L1 slot
- higher resolution perk magazine textures are available in the optional files section now
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Version 1.3.2
- reduced perk magazine textures to half their dimensions (from 1024p down to 512p) to be equal to vanilla comics and magazines, as a result the mod's file size got reduced significantly
- it was quite wasteful to have a texture for a single tiny object to be this large in size when most likely 99.9% of all players never get remotely close enough to see individual pixels
- the main download also includes the papyrus script source files now
- the four textures and four material files now come as loose files so that I could get rid of the BA2 archive that was just a nuisance for users that were close to the archive limit
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Version 1.3.1
- slightly increased Wounding's damage per tick again
- vanilla value was 5 damage per tick and per instance applied, in v1.2 I reduced it to 2 and now it is 3 per tick and per instance
- I overestimated the effect of armour penetration the bleed effect comes with, so I increased the base damage again
- Wounding is now among the most powerful legendary effects again but no longer outshines Incendiary and Poisoner's by a mile
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Version 1.3.0
- unique mods/attachments/effects that were moved to the NULL/None attach point - this was done when the mod was still part of ECO - were reverted to their vanilla attach point, the default legendary one
- this was done to prevent ECO Redux and other mods, that use the NULL/None attach point for processing, from removing the effects without being able to reapply them
- unfortunately that means the legendary slot on the associated items is now occupied again, to compensate I have applied LEO's additional slots to those effects and they can be detached and reapplied
- also some effects now have the term "dummy" in their title, those don't do anything, Bethesda most likely just added them to have a description for the item's special effect; they can be removed/overwritten safely
- the optional Automatron plugin was updated as well
- the ECO-LEO INNR plugin was moved from ECO's mod page to LEO's
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Version 1.2.0
- removed vanilla "+2 damage and energy resistance" bonuses from certain armour effects, they appeared arbitrary and didn't make a whole lot of sense in the grand scheme of things
- reduced the value (caps) modifier on all effects, their original/vanilla state added four times the base value, that is kinda ridiculous when paired with LEO's multiple effects, now all of them only add another 100% of the base value
- custom effects added in by this mod now have the tag [LEO] in their title
- added another tag to the "VATS Enhanced" effect's name in order to differentiate between the gun and melee version
- Sneaker's effect (FO76 armour) was changed to work identical to the Sneak Bobblehead, that way it is more desirable and unique
- Atomic Physicist had its effect reduced to 25%
- removed pointless second perk from Punishing effect, for some reason it also applied a completely unrelated one that is used by other effects and doesn't do anything for Punishing
- removed broken and pointless data from the Relentless effect
- Incendiary and Poisoner's weapon effect are now stacking in damage instead of duration
- increased Incendiary's duration to 5 seconds (up from 3) in order to increase stacking capabilities and bring it in line with Poisoner's and Wounding
- reduced Wounding's damage to 2 (down from 5) per tick but I kept it's armor-/resistance-ignoring property, it's still the most broken and easily available DOT in the game
- those three DOTs are now somewhat equal in power and have their distinct roles where they excel at:
- 1. Incendiary is now the most powerful DOT against enemies with low energy resistance and at low stacks
- 2. Poisoner's is now the most powerful DOT against enemies with low poison resistance and in longer lasting fights, if you can stack it many times
- 3. Wounding is still the most powerful DOT against armoured (or energy-/poison-resistant or -immune) enemies but is outclassed by the other two against enemies with low defences
- effect names reflect the mechanics of their effects' inner workings:
- 1. effect modifiers that are multiplied with other bonuses (e.g. local gun damage & global/multiplicative gun damage) have "(Multiplicative)" in their title
- 2. effect modifiers that can be stacked with the same type of effect either on the same item (other legendary slots) or another item have "(Accumulative)" in their title
- 3. if both cases apply, both of the aforementioned terms will appear in the title
- terminal script fragments were moved to another folder
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Version 1.1.1
- updated the Legendary Patcher to exclude certain unused vanilla OMOD forms that use ap_legendary as attachment point
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Version 1.1.0
- removed legendary effect conversion recipes for slots L2 to L5
- instead the effects in slots L2 to L5 are now directly convertible from the crafting menu in armor and weapon workbenches, the recipes require a couple of Microchips and the loose mod from the L1 slot
- changed many EditorIDs to make them consistent between the COBJ, OMOD and MISC forms connected to each other; that's purely internal stuff
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Version 1.0.2
- changed file paths of the perk magazine materials and textures
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Version 1.0.1
- changed some EditorIDs, this has no impact on the game
- updated the Complex Sorter files accordingly
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- Author's activity
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April 2025
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15 Apr 2025, 12:15PM | Action by: DankRafft
Attribute change
'Summary changed.'
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15 Apr 2025, 10:27AM | Action by: DankRafft
Attribute change
'Description changed.'
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06 Apr 2025, 10:53AM | Action by: DankRafft
Attribute change
'Description changed.'
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06 Apr 2025, 10:53AM | Action by: DankRafft
Attribute change
'Description changed.'
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06 Apr 2025, 10:45AM | Action by: DankRafft
Attribute change
'Description changed.'
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06 Apr 2025, 10:40AM | Action by: DankRafft
Attribute change
'Description changed.'
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03 Apr 2025, 7:44PM | Action by: DankRafft
Attribute change
'Description changed.'
March 2025
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25 Mar 2025, 1:53PM | Action by: DankRafft
Attribute change
'Description changed.'
February 2025
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13 Feb 2025, 1:08PM | Action by: DankRafft
Attribute change
'Description changed.'
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10 Feb 2025, 1:02PM | Action by: DankRafft
Attribute change
'Description changed.'
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09 Feb 2025, 5:16PM | Action by: DankRafft
Attribute change
'Description changed.'
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09 Feb 2025, 5:16PM | Action by: DankRafft
Attribute change
'Description changed.'
January 2025
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11 Jan 2025, 10:24PM | Action by: DankRafft
Attribute change
'Description changed.'
December 2024
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10 Dec 2024, 6:28PM | Action by: DankRafft
Attribute change
'Description changed.'
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07 Dec 2024, 2:40PM | Action by: DankRafft
Mod edited
'List of all LEO legendary effects and their description'
October 2024
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31 Oct 2024, 5:32PM | Action by: DankRafft
Changelog added
'Change log added for version 1.9.1'
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31 Oct 2024, 5:31PM | Action by: DankRafft
Attribute change
'File \'LEO - Extensions\' category changed to Old versions.'
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31 Oct 2024, 5:31PM | Action by: DankRafft
File added
'LEO [version 1.9.1]'
September 2024
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28 Sep 2024, 10:36AM | Action by: DankRafft
Primary image changed
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28 Sep 2024, 10:36AM | Action by: DankRafft
Mod image added
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- Mod page activity
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May 2025
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19 May 2025, 12:14AM | Action by: VileAffinity
Tracked
'Legendary Effect Overhaul (LEO) - Crafting - Drops - Modifications - And More'
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18 May 2025, 11:09PM | Action by: IvyPlasma
Endorsed
'Legendary Effect Overhaul (LEO) - Crafting - Drops - Modifications - And More'
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18 May 2025, 12:36PM | Action by: R3tr0C4t
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18 May 2025, 4:31AM | Action by: FKL33
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17 May 2025, 8:38PM | Action by: GeistOps
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17 May 2025, 5:22PM | Action by: Nazgul115
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17 May 2025, 1:24PM | Action by: Smartchicken
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16 May 2025, 1:25AM | Action by: Texasking713
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16 May 2025, 12:42AM | Action by: Sergio9000
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15 May 2025, 7:54PM | Action by: Rawr40k
Untracked
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14 May 2025, 4:35PM | Action by: James85Dan
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14 May 2025, 7:40AM | Action by: VV19
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14 May 2025, 7:40AM | Action by: VV19
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14 May 2025, 6:05AM | Action by: BandMan812
Endorsed
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14 May 2025, 2:09AM | Action by: ghghgghggh
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14 May 2025, 12:48AM | Action by: Moshcov
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14 May 2025, 12:29AM | Action by: petteuk
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13 May 2025, 9:03PM | Action by: B1gr3db3ar
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'Legendary Effect Overhaul (LEO) - Crafting - Drops - Modifications - And More'
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13 May 2025, 9:03PM | Action by: B1gr3db3ar
Tracked
'Legendary Effect Overhaul (LEO) - Crafting - Drops - Modifications - And More'
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13 May 2025, 5:53PM | Action by: Zhyrez
Tracked
'Legendary Effect Overhaul (LEO) - Crafting - Drops - Modifications - And More'
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