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JonathanOstrus

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JonathanOstrus

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About this mod

Allows you to remove legendary modules from existing items, or find them around the verse, and place them on others.

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What is this mod?

This mod provides the ability to remove legendary module effects from one item and place them on another.

There are 3 ways to acquire legendary modules and cores.
  • Remove them from existing legendary items (armor/weapons).
  • Purchase from the recycler. They are fairly expensive as this is intended to be a late game feature. What else are you going to spend credits on?
  • Find them in boss chests / boss kills as you explore.

Getting Started


There is a permanent placed recycler in the basement at The Lodge. You can also build one at your outposts, on your ship, or your player home.

You interact with the recycler using the standard interact key/button. On PC the default is E. The first time you will be greeted by the instructions. Choose to turn them off if you wish. After proceeding you will be in a container transfer window. Switch to your character inventory and it will be restricted to weapons and armor. Simply transfer your desired item(s) then you want to prepare empty slots on, or remove legendary modules from. After exiting the trade window you can find your processed items in the output container directly in front of the recycler.

You can then proceed to a workbench to attach the legendary modules to different items.

The material cost to do so is as follows (without research skills):
Slot 1 - 1x legendary module, 3x legendary cores
Slot 2 - 1x legendary module, 3x legendary cores
Slot 3 - 1x legendary module, 3x legendary cores

If you have maxed out the research to reduce crafting costs then the core costs will be reduced to 1x core each. When removing modules from items you are given 1x core for each module removed.

Trading Cores/Modules

You can use the trade interact at supported recycler's to open the trade window which will let you buy/sell modules and cores. 

If you find yourself with a surplus of modules you won't use (here's looking at you Space-Adept), or otherwise do not want. You can sell them to the recycler for increased value. While you can always sell them at regular vendors as well, they will give you next to nothing for them.

The recycler trade system can potentially help you find modules you have difficulty finding on gear naturally. This is the only place to purchase modules and cores. The trade vendor has varying modules based on level. With all modules having a chance to be available after reaching character level 15.

You can also find cores and modules in boss chests as you explore. There is no level restriction on what can spawn in the boss chests.

Information for other mod authors

The following is information for other authors or users who want to change the behavior of this mod. All example records below are given with the plugin load order index of 02 as if you load xEdit (or CK when available) with just this plugin and the required masters that is the location it will show up.

If you want to change how many cores are given for removal of a module from a particular slot. Then you will need to override the following global records. They are constant value so modifying it in game will not stick they must be changed via a plugin edit. This is necessary so that NG+ will use the desired changed value. Values changed in game do not persist through NG+.
GLB_LegendaryModRecycler_CoreReturn1 [GLOB:0200090C]
GLB_LegendaryModRecycler_CoreReturn2 [GLOB:0200090D]
GLB_LegendaryModRecycler_CoreReturn3 [GLOB:0200090E]

Extending support to 3rd party/DLC/CCC added legendaries
Spoiler:  
Show

The system requires a few things.
The Object Modification record (OMOD) must add a unique keyword to identify that it has been attached. The base game uses HasLegendary keywords.

From here on it is presumed that you have a functional OMOD, which has an attached KYWD to identify when it is applied.

Using the xEdit script

The script requires xEdit 4.1.5e or later. Download the script in the optional files section of this mod page into the [xEdit install location]\Edit Scripts folder.

  • Load up xEdit with this mod's plugin .esm file along with the plugin .esm from the mod that contains the new legendary OMODs you want to add support for.
  • For simplicity sake we'll start by locating the template quest in this mod's plugin. It is named LegendaryModRecycler_EXTENSION_TEMPLATE. Right click it and choose Copy as new record into... do not choose to copy as an override.
  • Change the EditorID when asked to do so. Do not leave it the same.
  • Select the option to create a new file.
  • Name the file.
  • Select the newly created file in the left tree view and right click on it. Choose the Add Masters option.
  • Select the plugin which contains your new legendary mods that you want to support.
  • Now navigate into the plugin where those legendary OMOD records reside. Multiselect the OMODs.
  • Right click the selected skills and choose Apply Script.
  • Select the script you installed from the optional files Starfield - Legendary Recycler Configuration Template Generator - materials and recipes for OMOD.
  • If it was correctly installed you will be presented with a window to select a file and record. Choose the patch file and the newly copied and renamed quest record and press OK.
  • It will then start creating the necessary data and setting up the script properties in the template quest.
  • When it is done the cancel box will go away and you should be finished.

You can review the messages log to make sure the keyword and misc object pairs match up. Or check the properties were added to the template quest. When freshly copied new it will have only the ManagerQuest property. After adding some module configuration data there will be additional properties whose names will look like ModsToAdd[TYPE]Slot[N]

Manually Adding The Data

For each OMOD you want to support:

  • Create an IRES which is used by the following MISC. This is so that the MISC item has a component and will show up under the Resources category.
  • Create a MISC which has a component of the IRES. Make sure it has the keyword LegendaryModResource. 
  • Create a COBJ which uses the IRES as the crafting component with an appropriate number of cores to produce the OMOD. See one of the COBJ from this mod for an example.

You will need to copy the template quest
LegendaryModRecycler_EXTENSION_TEMPLATE [QUST:02000911]

Add your new data to the appropriate array of struct based on which slot your module uses. You will need to have a correlation of which MISC item to give when it detects which KYWD. See the setup quest LegendaryModRecyclerSetupQuest for examples. If you're using xEdit then the simplest is to copy the template as a new record into your plugin. Then compare the new copied template record to the setup quest. Drag over and copy the entire VMAD to your template. Then make changes so you have an easy structure already setup. Afterwards remove all the left over data (if any). Leaving it will needlessly load up the limited array space on the management script.

This quest is a run on start, run once. So if you add additional items to your plugin after first publishing you will need to make a new copy of the template and add the new items there.

This is the minimal amount to get support to remove your modules.

If you want them to be available in the leveled list from the trade vendor or from boss chests then the MISC item will need to be added to one of the following leveled item lists depending on the slot. It will then just get mixed in to the pool with the other modules of that slot.
LL_LegendaryModulesArmorStar1 [LVLI:020008E6]
LL_LegendaryModulesArmorStar2 [LVLI:020008E7]
LL_LegendaryModulesArmorStar3 [LVLI:020008E8]
LL_LegendaryModulesWeaponStar1 [LVLI:020008E9]
LL_LegendaryModulesWeaponStar2 [LVLI:020008EA]
LL_LegendaryModulesWeaponStar3 [LVLI:020008EB]

For them to be visible in the recycler vendor the MISC item must have the following keyword. I would also suggest comparing my MISC items for the pricing. There is a special perk that adjusts the pricing for buy and sell on the recycler vendor.
LegendaryModResource [KYWD:020008D4]

Here are some reference records from this mod's plugin to use for comparison
co_mod_Legendary_Armor_01_Chameleon [COBJ:02000851]
res_mod_Legendary_Armor_01_Chameleon "Chameleon Armor" [IRES:0200084E]
misc_mod_Legendary_Armor_01_Chameleon "Legendary Armor Module Chameleon" [MISC:0200084F]
LegendaryModRecyclerSetupQuest [QUST:02000910]



Known Limitations:
  • Due to the limits in the Papyrus script system, this mod can only handle up to 128 module types per legendary slot per item type. The base game has 10-S1, 11-S2, 11-S3 for armor, and 11-S1, 11-S2, 10-S3 for weapons. This still leaves quite a lot of room for extensibility for 3rd party modules or any added by DLC and Creations.
  • If you feed an item to the recycler which has a legendary that is not in the base configuration, or a supported addon mod. Then the effect is left intact. You will not receive a module or core. You can overwrite it at the workbench but to remove and reuse it a patch must be made to add support for it. In such cases a patch plugin will need to be made using the above documentation in the Extending support to 3rd party/DLC/CCC added legendaries section.

Known Issues:
  • Treasure Map reward items will show more stars than modules attached. This is a vanilla game bug. Code added in v1.10 to remove the faulty mod when processing the item at the recycler. After processing it will show the correct number of stars and color title based on how many legendary modules are actually attached.