About this mod
Legendary weapons and armor now share standardized stats allowing them to always perform better than a non legendary variant of the same type. This is in addition to the main effect or effects. A number of legendary effects have also been changed due to being overpowered or boring (according to me).
- Requirements
- Permissions and credits
Almost all legendary weapons have 25% greater damage and 25% reduced weight. Any weapon that already receives damage as it's primary effect does not receive a damage buff, but retains the weight reduction. Plasma infused, explosive, bleeding, etc. The only exceptions are the damage to x enemy type, Hitman's, and some melee only effects.
Armor already received a +2 physical and energy damage resistance buff in the base game, so I doubled it and added 5 radiation resistance. Now every legendary armor piece will spawn with +4 physical/energy resistance and 5 rad resistance. I also reduced the weight of all Legendary armor pieces by 20%. This will hopefully allow legendary pieces to be superior and worth using.
I also changed the caps value to be somewhere in-between 50% to 200% at the greatest, instead of a flat 400% for every item. Legendary items are now valued based off of how useful they are (according to me, you may disagree). 200% is mainly reserved for unique effects found only on specific weapons.
Fixes:
I added value to the Radioactive Legendary effect as it lacked it in the base game. I also made sure to forward what made sense from the Unofficial Patch.
Weapon changes:
Vats Enhanced Gun changed to Accurate: 30% greater accuracy and improved vats hit chance. No longer changes VATS cost.
Assassin's: 75% More damage to Humans, up from 50%.
Blazing: Does 5 Fire damage in addition to its normal effects.
Cavalier's: 20% less damage while blocking and sprinting, up from 15%.
Charged: 5 Elecritical damage in addition to its normal effects.
Crippling: 75% Limb damage, up from 50%.
Explosive: I almost got rid of this one as it is the singularly most broken thing in this game. I still might if I come up with a good idea. 3 damage instead of 15 and reduced the size of the explosion by a lot. That should hopefully make this a bit less broken. It still scales with perks so it's probably still fairly strong.
Exterminators: 75% more damage to Insects up from 50%.
Frigid: 5 Cryo damage in addition to it's normal effects.
Freezing: Now does 10 Cryo damage instead of 10 energy. A bit more unique now.
Violent changed to Atom's Wrath: 15 Radiation damage, and 15 Fire damage over 3 seconds. I wanted to make something Atom related and violent always seemed boring.
Ghoul Slayers: 75% more damage to Ghouls up from 50%.
Never Ending changed to Gunslinger's: 20% greater reload speed and aim down sights. No longer fires indefinitely as I found it rather immersion breaking and occasionally buggy.
Hitman's: 25% better accuracy and damage when aimed down sights.
Hunter's: 75% More damage to animals, up from 50%.
Two Shot changed to Impetuous: 40% faster fire rate, but 50% worse recoil control and accuracy. I don't like two shot. I think its very boring and overpowered, so I replaced it with something that I think is also quite strong but doesn't offend me.
Incendiary (Both): 5 Fire damage in addition to the normal effects.
Mutant Slayer's: 75% damage to Super Mutants, up from 50%.
Nimble: 30% faster aiming and movement speed while aiming.
Penetrating: Ignores 50% of the target's damage and energy resistance.
Poisoner's: Now does 5 points of poison damage in addition to its regular effects.
Powerful: 25% more damage with 25% more weight. This means it weighs 50% more than the average legendary, but only 25% more than a normal weapon. It also does 50% more damage than a normal weapon, but only 25% more than another Legendary.
Sentinels: 20% reduced damage while standing still, up from 15%.
Troubleshooter's: 75% damage vs. Robots, up from 50%.
Wounding: If you didn't already know, this is another overpowered legendary. It now does 2 damage a second for 15 seconds, totaling 30 damage. I also applied the extend duration on recast flag in the hopes that might do something, but my knowledge of such things is exceedingly limited.
Armor changes:
Acrobat's: Now also improves carry weight by 15.
Assassin's: 20% reduced damage from Humans (up from 15%) and +2 Charisma.
Cavalier's changed to Barbarian's: Grants increasing damage resistance the lower your health (up to +35).
Duelist's: 15% chance to disarm melee attackers, up from 10%.
Exterminator's: 20% reduced damage from Mirelurks/Insects (up from 15%) and +2 Endurance.
Fortifying: 30% increased damage and energy resistance. (This multiplies the base armor value of whatever it is applied to, so it scales with better armors. However, this doesn't apply to heavy, sturdy, etc. as those are mods applied on top of the base value.)
Freefall: Now adds 25 carry weight.
Lucky now Gamma Shielded: Adds 250 Radiation Resistance. Why not?
Ghoul Slayers: 20% reduced damage from ghouls (up from 15%) and +2 Agility.
Hunter's: 20% reduced damage from animals (up from 15%) and +2 Perception.
Mutant Slayer's: 20% reduced damage from Super Mutants (up from 15%) and +2 Strength.
Punishing: Reflects 20% of melee damage taken back on the attacker (up from 10%).
Sharp changed to Reflective: 40% improved Energy resistance.
Cunning changed to Resistant: 40% improved Physical damage resistance.
Safecracker's: +2 Luck in addition to making Lockpicking easier.
Titan's changed to Synth's: Grants increasing energy resistance the lower your health (up to +35).
Troubleshooter's: 20% reduced damage from Robots (up from 15%) and +2 Intelligence.
Vats Enhanced: 15% reduced vats costs (up from 10%).
Anything you don't see in either of these lists only receives the basic changes to weight, value and damage/resistance. Some effects I'm not confident in my abilities enough to change, such as instigating or kneecapper, which leads me to compatibility. I designed this mod to go along with a couple mods by another author.
Legendary Effect Configuration and More Legendary Effects
One allows you to remove legendary effects using mcm and the other adds in a bunch of interesting effects (that you can also pick and choose using mcm). I have included a patch under files for More legendary Effects so that my standardized stats apply to them and their names aren't messed up. Make sure you use the hard coded option when prompted! My patch probably won't work otherwise!
There is also a patch for my Armor Overhaul and Randomizer as it sadly doesn't work out of the box without being a requirement or the naming being messed up.
I also recommend this mod if you want Legendary Enemies to actually use these weapons and armor.
Make sure to load any patches after the mods in question so that they work properly! I tried to name them so that you know exactly which mods they are for. If in doubt, xedit is your friend. By the way, this mod is an esl flagged esp. So it should be pretty light weight.
Obviously, any mods that touch vanilla legendary effects are most likely not compatible. You may also have to patch mods that tweak the legendary explosive, bleed or poison effect. These are very simple things to do for the most part, but it is something you will have to consider.
As always, thanks for showing interest in my mod and any feedback is welcome. Have fun!
My other mods:
Weapon Randomizer
More Explosive Gore