Rebalanced and fixed legendary effects. Settings holotape and optional MCM that allow to add LMA's effects to the legendary loot pool and apply them to up to 5 legendary slots.
Soft requirement; LMA comes with up to 3 perks as crafting requirement for its effects, and this mod adds a 4th one in some cases, but the vanilla workbench UI can only display 2 at most, thus FallUI which removes that limitation
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Changelogs
Version 1.1.1
[LMA] got added as a suffix to all object mod (OMOD) and loose mod (MISC) forms so that they can be identified more easily within an inventory and the workbench menu
Version 1.1.0
the No Mercy effect had its crafting cost increased to 15 microchips as it is more powerful than it's brother Force of Nature
disabled crafting recipes for Secret Agent (PA), Bladedancer (PA), Gunslinger (PA), Mechanized (PA), and Medic (PA); they were (almost) identical to the default armour variants which you can also craft on PA, or swap over the loose mods, and I see no reason to have them featured twice on PA
removed L2 to L5 variants of those effects for the same reason, as they no longer serve a purpose
removed item type condition checks from all recipes because they made the workbench menu look weird when you had a loose mod for an effect that was restricted to another item type still appearing in an ineligible item's menu at the very top of the list; as an example: previously effects restricted to PA that you had loose mods for in your inventory would have still appeared in a standard armour's legendary menu at the very top of the list because the actual crafting recipe wasn't available on standard armour, but you could have still applied that PA effect loose mod to the item; that effectively defeated the purpose of limiting recipes via condition check to begin with
the previous change results in you being able to craft PA-specific effects (like Almost Impervious) on default armour, and melee-specific effects on guns (and vice versa), right away with microchips, they just might not work depending on a given effect's function; this behaviour is identical to LEO's legendary effect crafting
Version 1.0.0
CHANGES RELATIVE TO THE ORIGINAL MOD:
[COBJ]
All recipes' vanilla component cost got replaced by LEO's Legendary Microchips in counts of 5, 10, and 15, equivalent to their original count values.
All recipes had one of LEO's Legendary Specialist perk tier (2-4) added.
All recipes had a toggle implemented so that the crafting in the vanilla legendary attach point (slot) can be disabled via holotape or MCM.
The recipe for the Bulletstorm effect had a keyword check for WeaponTypeBallistic included.
The original weapon keyword checks on the recipe for the Precision effect were replaced by the vanilla implementation of WeaponTypePistol and WeaponTypeRifle.
The original weapon keyword checks on the recipe for the Cleave effect were extended by two keywords from the vanilla implementation, namely WeaponTypeHandToHand and WeaponTypeUnarmed.
The recipe for the Coldfire effect had the keyword check for WeaponTypeBallistic removed.
[ENCH]
The Object Effect for Cleave now has a duration of 5 seconds which turns it into a DoT, instead of dealing direct damage only once.
[MISC]
All loose mods had "L1" added as a prefix so that they can be differentiated from their counterpart loose mods in the L2 to L5 slots.
All loose mods had a new keyword added so that they get tagged as valuable items when using Complex Sorter.
All loose mods had their value equalised to 100 caps so that they are sorted alphabetically in workbenches instead of just most of them alphabetically and the rest by caps value.
[OMOD]
All mods had the "L1:" prefix to their names so that they match LEO's implementation and in order to differentiate them from the L2 to L5 slot.
Some mods got the Description slightly changed. Those are only minor/cosmetic changes, like adding a missing period or changing a capital letter into a lowercase character (or vice versa).
Also some parts of weapon effects' descriptions were changed or removed when they didn't match what the effect actually does. E.g. there were a couple of effects that said something like "Damage Output x2" but their damage modifiers added x2 on top of the original damage, effectively trippling the weapon's damage.
All effect had two new attach point keywords, "SO: Scrap Option" and "LS: Extra Legendary Slots", added to their Attach Parent Slots entry.
All effects had their value modifier value reduced from 4 to 1 in order to have them match LEO's implementation.
All effects had their general Damage Reduction (on armour effects) and Damage Increases (on weapon effects) removed so that only their primary effects, those that are described in an effect's description, remain.
Shield and Aegis had a missing Poison damage modifier added so that they match the first level of that effect (Buckler).
Increased Shocking!'s electrical damage bonus in order to bring it more in line with the power level of the other effects.
Removed the projectile count increase from the No Mercy effect since the effect's description doesn't mention it and I also saw no other reason why it would exist.
Reduced the physical attack damage increase on the Bulletstorm effect from x3 to x2, energy damage down from x6 to x2 as well, as suggested by the effect's description.
Changed Precision's value modifier function from addtive to a multiplicative one to make it match the other effects.
Reduced the physical attack damage increase on the Cleave effect from x2.5 to x2, and added a x2 energy damage multiplier to the effect so that energy melee weapons can benefit from it as well.
Removed the health (durability) modifier from all PA effects since they basically invalidated the existence of the Almost Unbreakable effect, and to some degree LMA's own Almost Impervious.
By default Adviser69's Legendary Mod Additions only allows to craft its new/custom legendary effects. This mod expands the original mod's feature set by several completely new features, made possible by utilising LEO as a framework.
<<< CONTENT >>>
All of LMA's armour (excluding PA) and weapon effects can be injected into the legendary loot pool, or removed from it if you previously injected them, the same way you can control the effects part of LEO.
All of LMA's effects are available on all 5 of LEO's legendary attach points.
As per usual with LEO, if you want to use the effects on L2-L5 you have to convert their L1 counterpart.
Crafting the effects costs LEO's Legendary Microchips instead of a selection of vanilla components the original mod comes with.
LEO's Legendary Specialist perks (all four tiers) were added to the recipes. You have to run FallUI - Workbench if you want to see all of them displayed because LMA by itself already comes with 2-3 perk requirments while the vanilla UI can only display 2 of them at most.
LMA's generic resistance and damage multipliers/modifiers, that existed on every of LMA's effects in addition to a given effect's primary bonuses, were removed from the majority of effects to make them more balanced relative to vanilla effects. They are still way more powerful than any vanilla or LEO alternatives.
Fixed a couple of minor bugs and inconsistencies with the original mod. For additional details check the changelog above.
The MCM config part of this mod becomes available as soon as you install Mod Configuration Menu. If you don't want to use/install MCM then there is the holotape available, which can be crafted from the LEGENDARY EFFECT OVERHAUL section in the Chem Station, that offers exactly the same functionality as the MCM config.
<<< COMPATIBILITY >>>
The plugin comes as an ESL-flagged ESP. It won't count against your ESM/ESP plugin limit and can be sorted like any other ESP. Only conflicts with mods that make changes to LMA as well.
<<< FREQUENTLY ASKED QUESTIONS >>>
Can I update this mod mid-playthrough? Yes, updates in a running play-through are possible and recommended unless the changelog specifically says otherwise. So, for your own good, form a habit of reading Patch Notes / Change Logs before updating any mod. That saves you from a lot of trouble in the long term.
How do I update this mod? The same way as any other mod. Your mod manager (usually Vortex or Mod Organizer 2) can update mods automatically. In addition to that make sure to read the changelog before you update. In some rare cases updates in an already running play-through should be done with caution. There is a warning in the changelog when that case applies. If you're managing your mods manually then simply override the old files from the previous version with the new ones. But keep in mind that I won't provide support in that case.
Why do settings reset to Disabled/Off when I try to inject the effects? You most likely reached the limit of rules being able to be stored in the Legendary Rules array. Check the corresponding indicator in the holotape or MCM. The latter might require a reload of the menu to update. 128 is the maximum number of entries the array can hold. That number can only increased by using F4SE to extend the engine's capabilities. If you already removed Nuka World's rules from the array then the only way to add other rules is to remove already enabled ones.