Almost all legendary weapons have 25% greater damage and 25% reduced weight.
Does this mean that all the listed effects are secondary to the above changes? If so, could you make a version without these changes?
Some comments to the balancing:
1. Assassin's (weapons): This might be too strong since most of the strongest alternatives have been nerfed, and humans are very common. How about retaining the +50% race-specific damage and adding a secondary effect like +25% critical damage? 2. Nimble: Seems a bit weak. How about adding a +15% buff to movement speed in general when the weapon is equipped? 3. Wounding: Seems strong compared to other general damage legendaries since it bypasses armor and stacks with itself. Your version might be even stronger than the original, as the longer duration effect won't matter much against tough enemies. 4. Freezing: Didn't it already do cryo damage as a primary effect and freeze/slow targets on crits?
It should be compatible with Legendaries They Can Use as that only affects the script that spawns them in. Stuff of Legend also seems to be primarily script based, so I don't think it'd be strictly incompatible? But it seems to be doing it's own thing, so I'm not sure about that one.
Basically, I tried to give every Legendary weapon better damage, but if it already improved damage as it's main effect I only added reduced weight. As for balancing, I made this mod a while ago and my understanding of the game and my abilities to mod have improved greatly since then. I was working on a version of this with a different design philosophy for a while. A brand new mod really, but I haven't touched it in a while. I don't know if I'll update this one, but feel free to tweak things yourself if you like.
Thanks for the reply. I might tweak it if I decide to use VAFS Redux and its VATS legendary effect changes. I won't be starting my playthrough for a while yet, so I hope you'll have found the time and motivation to resume work on your mod by then. Cheers!
Yes, I felt it needed a nerf. Although there are a lot of mods that affect that particular legendary effect now. I like the idea of limiting it but I wouldn't know how to implement it. If anyone knows how and want's to explain it or knows of a guide I could follow I wouldn't mind giving it a go.
CrazydealLegalized Top Tier Legendary Effects differentiates the explosive legendary effect depending on the weapon type. Adding a secondary effect such as extra limb damage or increased stagger, is a good alternative to more boring pure damage though.
Im currently doing an realistic game using True damage, Scourge etc hoping this mod will help with a more semi realistic game but still keeping to the RPG style
Not sure how well my mod would fit a more realistic game. I mostly made this because I wanted to make every legendary useful to an extent.
I also tried to nerf the explosive and bleeding legendaries and removed two shot. But that's pretty much where my nerfs end. I added 25% bonus damage to most legendaries and left a bunch of powerful ones in. I only removed the ones I thought were too boring or too powerful.
However, one of the mods I linked and made a patch for allows you to remove legendaries you don't like from the game. There are other mods that do this also if you'd like to make a patch yourself.
Try it out and tell me how it works for you. I hope it's to your liking and any feedback is appreciated!
This mod def gets rid of some of the more problematic legendarys so they can still be in a Semi realistic game but also still have a fun element at the time i had no f*#@ing clue what i was doing but it works really well from the couple legendarys i have used so far i mostly wanted to just nerf the s#*! out of explosive and bleeding
though now ive been modding for a bit and see all these differnet mods im just not sure at this point cause i want legendarys to be special but not overly powerful and i have a feeling when I intentionally made that comment i was just skimming through and saw a nerf to both the effects and monkey brain hit download so im probably gonna check out the patch you mentioned as that 25% more damage is pretty hefty buff even if its not a fully realistic playthrough as at the time my modlist was buggy asf
Well, I'm glad you're figuring it all out. There's a lot of mods out there. The 25% buff is a core part of this mod, and correct me if I'm wrong, but that patch won't remove it. 25% sounds like a lot, but it really depends on the weapon.
I really like the premise of this mod a lot. If it isn't too much to ask, seeing as you are maintaining a few patches already, would there be a possibility of adding patch support for Legendary Effect Overhaul (LEO)? No worries, if not, as from your suggested mods in the description, I assume you don't use that mod. I would just like to keep a lot of the anti-scrap keyword features and other little additions from that mod, while having your changes to the actual effects. Either way, thanks for the work put into this mod!
Well, one of those patches is for my own mod so that's pretty easy to maintain. The other is a mod I use so its always in my load order. I considered using the mod you mention a while ago. I don't know that it would be very compatible since I'm not sure how it works under the hood. If it uses the vanilla effects but broken up into multiple slots, then it'd be a bit broken to have multiple stacking 25% multipliers from my mod. I might take a look at it when I have time, but I'd also strongly encourage you (and anyone else) to learn how to make your own patches in xedit. It's usually pretty straightforward if not a little time consuming, but the rewards are having a fully functioning load order. My mods in particular are very easy to patch.
All good, I have messed with making my own personal patches before, but I was a little hesitant on this one since there were a few conflicts I wasn't too certain how to resolve in the best way with the aforementioned mod, so I thought I'd leave it to others who might be more knowledgeable. I'll give it another go. Thanks all the same!
I've always seen that the splash of Explosive renders it nearly useless outside of edge cases. Can't use it mid or close range because of the self-damage, and can't use it with any friendly units around, including followers. And since many fights are either in close quarters or in mixed groups with hostile, neutral, and friendly NPCs able to just show up at any time, I've almost never used Explosive.
My friend, the explosive Legendary effect is easily the most op. The damage it offers scales with multiple perks, it does extra damage to limbs, and if you find it on a shotgun it does extra damage the game doesn't even register due to the multiple projectiles. It's a multiplicative nightmare, hence my severe reduction of it's base damage. The entire meta in 76 back in the day was explosive everything and for good reason.
18 comments
Some comments to the balancing:
1. Assassin's (weapons): This might be too strong since most of the strongest alternatives have been nerfed, and humans are very common. How about retaining the +50% race-specific damage and adding a secondary effect like +25% critical damage?
2. Nimble: Seems a bit weak. How about adding a +15% buff to movement speed in general when the weapon is equipped?
3. Wounding: Seems strong compared to other general damage legendaries since it bypasses armor and stacks with itself. Your version might be even stronger than the original, as the longer duration effect won't matter much against tough enemies.
4. Freezing: Didn't it already do cryo damage as a primary effect and freeze/slow targets on crits?
Basically, I tried to give every Legendary weapon better damage, but if it already improved damage as it's main effect I only added reduced weight. As for balancing, I made this mod a while ago and my understanding of the game and my abilities to mod have improved greatly since then. I was working on a version of this with a different design philosophy for a while. A brand new mod really, but I haven't touched it in a while. I don't know if I'll update this one, but feel free to tweak things yourself if you like.
On Full automatic's it's overkill, so maybe if it could only be on semi auto's?
I also tried to nerf the explosive and bleeding legendaries and removed two shot. But that's pretty much where my nerfs end. I added 25% bonus damage to most legendaries and left a bunch of powerful ones in. I only removed the ones I thought were too boring or too powerful.
However, one of the mods I linked and made a patch for allows you to remove legendaries you don't like from the game. There are other mods that do this also if you'd like to make a patch yourself.
Try it out and tell me how it works for you. I hope it's to your liking and any feedback is appreciated!
though now ive been modding for a bit and see all these differnet mods im just not sure at this point cause i want legendarys to be special but not overly powerful and i have a feeling when I intentionally made that comment i was just skimming through and saw a nerf to both the effects and monkey brain hit download so im probably gonna check out the patch you mentioned as that 25% more damage is pretty hefty buff even if its not a fully realistic playthrough as at the time my modlist was buggy asf