Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
If you want to create an expansion for this mod or make changes to its records don't directly edit and upload my plugin but release it as a separate one which just references/overrides records from my plugin. If you use parts of my mod in your own mod your permissions for that mod have to match those of this mod.
10 new tier 3 legendary armour effects that affect weapon type damage, these got added to allow for even more specialisation in certain weapon types
Walking Arsenal (ranged weapons) comes with a +5% damage bonus, Veteran (ballistic weapons) with +7%, Brawler (melee weapons) has +20%, and all the other ones come with a +10% bonus to their respective weapon type
the new effects can spawn naturally on spacesuits, helmets, and backpacks
if you got an idea for another custom legendary effect feel free to share it with us in the respective forum topic: https://www.nexusmods.com/starfield/mods/1394/?tab=forum&topic_id=13427009
Version 1.0.2
Incendiary armour effect now also does percent max health damage just like its weapon counterpart (and most other incendiary effects in the game for that matter), it deals 8% (6% against robots) max health damage per second over 4 seconds
Incendiary armour effect's descriptions (both the item card and recipe one) were altered to reflect the change
Incendiary armour effect no longer applies to dead NPCs
removed research project requirements from the "No Mod" options in the workbenches, just removing an effect shouldn't have prerequisites
fixed order of the weapon research projects in the workbench menu
included an almost finished German translation, only the COBJ (recipes) category is missing and will still show English descriptions - feel free to create a copy of it, translate the missing pieces and publish it on your own mod page
this includes fixing some typos and ambigious wording with the game's original localisation of the legendary effects - I retained the term "Visierzielentempo" which looks and sounds atricious but it used in many other strings throughout the game and I don't want to break conistency
included missing string files for the other languages, these still contain English strings but are there so that the game doesn't report missing strings if you play in another language than English, you can also use them as a template for your own proper translations
Version 1.0.1
exported strings into separate string files, that way you can translate the mod without the need to override the entire ESM plugin
Version 1.0.0
legendary effects are craftable and require new projects to be researched first, crafting is only possible on items that already come with at least one legendary effect and is quite expensive in order to retain some balance and don't invalidate the entire looting game
there are no crafting restrictions like it is the case with legendary effect drops that follow rules that include and exclude certain effects from appearing on certain items, e.g. limiting the O2 effects to backpacks and helmets
some legendary effects got rebalanced to bring their overall power level in line with the more use-/powerful alternatives, more on that below
effect descriptions that show on the item card are mostly left alone unless they contained incorrect data or were too basic/ambiguous, additional detailed information got added to the crafting descriptions in a workbench so that you can learn what they do in detail before crafting them
reworked parts of the legendary effect drop rules in order to exclude combinations that either cause problems or don't make a whole lot of sense
Beast Hunter: increased damage reduction from 15% to 20%
Sturdy: increased damage reduction from 15% to 20%
Technician: increased damage reduction from 15% to 25%
Repulsing: increased disarm chance from 5% to 10%
Incendiary (Armor): increased ignite chance from 10% to 15%
Reactive: fixed the percent chance to trigger the effect which was completely missing and increased the chance from the intended 10% to 15%
Disassembler: increased damage bonus from 20% to 40%
Space-Adept: increased space bonus from 30% to 40% and decreased planet malus from 15% to 10%
Incendiary (Weapon): removed incorrectly applied perk reference from the effect
Med-Theft: increased chance for a Med-Pack drop from 5% to 25% to make this effect even remotely useful
Staggering: complete rework of this effect because originally it had an 8% chance to stagger enemies no matter what weapon you were using, with a slow attacker this rarely triggered and felt awful while on very fast weapons you could almost permanently incapacitate enemies, now the effect has a 35% chance to trigger on melee attacks, 20% on non-automatic weapons and 8% on automatic ones
Concussive: this effect got reworked for the same reasons and in the same vein as Staggering, the chances are 30%, 15%, and 5%, instead of a global 5%
Demoralizing: for a tier 3 effect this feels extremely underwhelming, especially when compared to the tier 2 Radioactive effect which does pretty much the same thing but also deals a considerable amount of damage at the same time, the chance to trigger got increased from 10% to 15%, there's not a lot else that could be done to improve it due to the niche nature of the demoralising effect
Elemental: was basically just a worse version of the individual elemental effects (Incendiary, Radioactive, etc.) but combined in a single effect, this means that Elemental had a global cooldown of 10 seconds and within those 10 seconds only a single of the four possible effects could trigger, paired with the overall lower chance to trigger any effect made this in most situations less favourable than going for a specific element in the tier 2 slot, now all four effects can trigger simultaneously and each one has its own internal 10 second cooldown just like their separate counterparts, to compensate the chance for each individual element to trigger got reduced from 4% to 3%
One of the primary goals of this mod is to maintain the vanilla experience and loot economy for the most part but offer some convenience and balance improvements.
Replace legendary effects on items that already come with at least one effect attached. Crafting from scratch on standard items isn't allowed and you also can't transfer the effects.
Craft assorted new/custom legendary effects or acquire them naturally via drops - they got added to the legendary loot pool. They are balanced around the vanilla alternatives so that you don't end up with lots of power creep.
Resource cost for the recipes increase with each tier, from tier 1 to tier 3. But even the tier 1 ones are quite expensive. This is to have a resource sink, make you think twice about an investment, and also make this mod not invalidate the original intended looting game.
In order to get access to the recipes you have to research 6 new expensive projects found in Research Labs, one project for each legendary tier, both on armour and weapons.
There are no crafting restrictions like it is the case with legendary effect drops. Legendary drops follow specific rules which control what effects are included or excluded from certain drops , e.g. limiting the O2 effects to backpacks and helmets. This isn't the case with LEO. You could theoretically apply an helmet-exclusive mod to a spacesuit.
Many vanilla legendary effects got rebalanced to bring their overall power level in line with each other to some degree. Most of the time the underperforming effects are pushed towards the more use-/powerful alternatives.
Improved effect descriptions on item cards by rephrasing things to make them more clear and add a couple of important details.
Even more details on an effect's workings can be found in crafting workbenches as descriptions to the new recipes. These additional details are exclusive to recipes found in workbenches due to the length of the descriptions.
Some bug fixes!
If you want to learn about every single detail of the legendary effect changes please refer to the Changelogs drop-down menu above. The paragraph on version 1.0.0 lists all individual effect changes made to the original legendary effects either for bug fixing or rebalancing reasons. Other more recent changes that got added via mod updates are covered by the Changelogs as well.
< TOOL-ASSISTED INSTALL > The files are bundled so that they can be easily installed via mod manager. Tested and found working with Vortex. Other mod managers might work as well but I haven't tested them.
< MANUAL INSTALL > If you intend to install the files manually feel free to do so but be aware that I won't provide any assistance/support in this instance. Simply drop the Data folder contained in the archive you downloaded into your game's root folder.
< FIRST-TIME SETUP > As of writing this page the game doesn't officially support loading of Bethesda game plugins (ESM, ESP, ESL, etc.). Therefore we have to use another mod in order to enable that functionality, namely Plugins.txt Enabler. This is how it is used to make it load this mod:
Download, install and set up Plugins.txt Enabler as explained on its mod page.
Download and install this mod as explained above, preferably via mod manager.
Open the file "Plugins.txt" you created in the first step with any text editor and add the following as a new line to the bottom of its content: *Dank_LEO.esm
Save and close the file. Done.
This mod modifies all sorts of vanilla records associated with legendary effects. This includes but is not limited to the following form types:
Form List [FLST]
Keyword [KYWD]
Legendary Item [LGDI]
Magic Effect [MGEF]
Object Effect [ENCH]
Object Modification [OMOD]
Perk [PERK]
Any mod that also tries to modify the same forms will conflict with LEO. Thus, ideally don't pair LEO with other mods that modify the vanilla legendary effects and related forms as well, unless you're willing to create a compatibility patch.