About this mod
This mod changes useless legendary effect for better ones.
(I have updated the permissions so anyone can work on this mod if they want to.)
- Requirements
- Permissions and credits
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Translations
- Donations
This mod modifies and rebalances all legendary effects .
Check your old stash of useless legendaries—like that annoying "More damage to mirelurks."
Now it might actually be useful!
COMPATIBILITY
- Mods that alter vanilla legendary effects may conflict with this mod.
How to unistall
- Unequip all items, save the game and then remove this mod.
My other works
- C'Syringe - Adds more syringe ammo with interesting new effects and revamps existing ones. Even at high levels, they are worth using!
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This mod allows you to extract legendary effects from your items as a weapon or armor mod called a Legendary Token. You can then apply this mod to another weapon or armor of your choice.
Alternatively, you can craft any legendary effect using five of these Legendary Tokens directly onto your weapon or armor. This works similarly to applying a standard modifier to your gear.
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Legendary armor - All legendaries armor have remove the bonuses +2 DR and ER.
Incendiary - Melee attackers take 10 fire damage per second for 10 seconds, causing them to receive 25% more damage during that time.
Cryogenic - Melee attackers take 50 cryo damage and are frozen for 1 second.
Cloaking - Stealth duration is doubled, granting a 50% bonus to movement speed while active. When the user is struck by a melee attack, it generates a stealth field for 15 seconds and provides a 100% speed boost for 5 seconds.
Unyielding - +1 to all SPECIAL stats, health regeneration and action point regeneration for every 25% of missing health.
Auto Stim - When your health falls below 25%, automatically use a stimpak, with its magnitude and duration increased by 20%. This effect has a cooldown of 5 seconds.
Rad Powered - +5 Strength. Radiation damage now heals you at a 1:1 ratio, but while below 500 rads, you will continuously receive radiation damage.
VATS Enhanced - Reduces Action Point costs in V.A.T.S. by 15%.
Powered - +10 AP, +5 AP Regeneration.
Chameleon - While sneaking and stationary, you gain the Stealthboy effect. Being struck by a melee attack generates a stealth field for 15 seconds and grants a 100% speed boost for 3 seconds.
Duelist's - +25% chance to disarm melee attackers on hit, and blade weapons deal +10% more damage.
Cavalier's - +50 health, +5 Action Points, and +10 damage with melee weapons. Reduces incoming damage by 15% while blocking or sprinting.
Titan's/Sentinel's - While standing still and not moving or using a weapon sight, gain +5 AP regeneration and reduce incoming damage by 15%.
Hunter's - Reduces damage from animals, bugs, and mirelurks by 15%.
Exterminator's - +5% damage, +5% critical chance.
Ghoul
Assassin's - Sneak attack damage multiplier is increased by 10%.
Troubleshooter's - Reduces damage from robots by 15%, makes you 35% harder to detect by robots, and gives you one additional word in hacking.
Mutant
Acrobat's - Reduces falling damage by 40%, grants +5% movement speed, and increases jump height by +15%.
Thief
Martyr's - Entering in combat temporarily slows time significantly for 10 seconds, and when your health is at 20% or less, it slows time again for 15 seconds.
Poisoner's - +25 poison resistance. Melee attackers take 10 poison damage per second for 10 seconds and deal 25% less damage during that time.
Punishing - Reflects 100% of melee damage back onto the attacker.
Bolstering - While at 100% health, gain +100 physical and energy damage resistance.
Sprinter's - Increases movement speed by 5%, and sprint speed by 20%.
Nuka-Girl - +100% damage with Alien Blaster and +2 charisma.
DiMA - +1 Agility, +1 Endurance, +1 charisma and +1 Intelligence.
Diver Suit - You cannot drown and have 100% increased swim speed. (Also grants 500 radiation resistance, and the weight is set to 15)
This legendary's effect was not modified
Cunning - +1 Agility and +1 Perception.
Sharp - +1 Charisma and +1 Intelligence.
Lucky - +2 Luck.
Champion/Fortifying - +1 Strength and +1 Endurance.
Grognak's Loin-cloth - +2 Strength, 20% Damage Modifier to melee weapons.
Legendary weapons
Defiant - The last two shots in the magazine deal double damage. Additionally, weapons with magazines containing more than 25/50/100 bullets receive an additional 150% / 300% / 5000% damage bonus.
Resolute - +50% more damage, can't shoot without V.A.T.S.
Hitman's - Perfect accuracy and deal 10% more headshot damage while aiming.
Steadfast - +50% more damage, V.A.T.S can't be used.
Deadeye - Aim slow the time.
Resilient - After reloading with no bullets left in the weapon, gain a 75% damage bonus for 6 seconds.
Blazing - +10 fire damage. Blocking an attack deals 20 fire damage per second for 10 seconds, causing the target to receive 25% more damage during that time.
Duelist's - Disarms attackers on a successful block.
Charged - +10 electrical damage, blocking an attack deals 100 electrical damage and deals 100% more damage against robots.
Frigid - +20 cryo damage. Blocking an attack deals 50 cryo damage and freezes the target for 1 second.
Stalker's - Outside of combat you have total V.A.T.S. accuracy but it costs 100% more AP.
Penetrating - Ignores 80% of the target's damage and energy resistances.
Wounding - Targets receive 7 damage per second for 5 seconds. (Effect is stackable.)
Staggering - Chance to stagger on hit: 5% for automatic guns, 30% for guns, and 50% for melee.
Kneecapper - Cost 15% more Action Points to use, but critical hits to the legs while using V.A.T.S. cripple the target's leg.
Lucky - Critical shots deal double damage, and critical meter fills 20% faster.
Freezing - +10 cryo damage, critical hits will freeze targets for 1 second and do 50 extra cryo damage.
Powerful / Mighty - +30% damage but it costs 10% more AP to use.
Junkie's - +10% more damage per withdrawal effect and +30% more damage while under the effects of drugs.
Instigating - Deals double damage if the target is at above 90% of its max health.
Bloodied - Targets with health below 30% receive 300% more damage from this weapon.
Crippling - +100% more limb damage.
Violent - +30% damage and limb damage, but increases recoil by 20% and reduces its accuracy by 15%.
Nocturnal - +50% damage at night, and +50% more damage at midnight.
Poisoner's - Targets receive 5 poison damage per second for 60 seconds, and their damage is reduced by 25% during that time.
Berserker's - While this weapon is unsheathed, your energy and ballistic resistance are set to 0, and while both resistances are at 0, you deal double damage. When your health is 30% or below of its max value, the damage is doubled again.
Hunter's - +50% damage to mirelurks, animals, and bugs.
Exterminator's - +10% damage, +5% critical chance.
Veteran
Assassin's - Sneak attack damage is increased by +50%.
Troubleshooter's - Each shot fired has a 50% chance to misfire, dealing no damage. Successful shots deal 250% damage.
Humanoid
Enraging - -50% critical damage. Critical headshot cause the target to Enraged .Enraged enemies suffer critical damage from this weapon, resetting the duration of enraged with each hit.
Incendiary - +10 fire damage. Hits set the target on fire, dealing 5 fire damage per second for 10 seconds and reducing their damage and energy resistance by 5 for the same duration.
Cavalier's - +10 health, +5 Action Points, and +10% damage with melee weapons. Reduces damage taken while blocking or sprinting by 20%.
Sentinel's - While standing still or aiming down sights, gain +5 AP regeneration and reduce incoming damage by 15%.
Nimble - This weapon has 75% less weight. While this weapon is active, it grants 30% prestidigitation, and sights don't slow you down.
Plasma infused - +10 energy damage, 35 radiation damage, and can turn enemies into goo.
Irradiated - +75 radiation damage.
Rapid - +25% faster fire rate, +25% faster reload.
This legendary's effect was not modified
Furious - Increased damage after each consecutive hit on the same target by 15%.
Explosive - Bullets explode on impact doing 15 points area-of-effect damage.
Quickdraw - Costs 25% less Action Points to use.
Relentless - Refills Action Points on a critical hit.
Two shot - Fires an additional projectile but increases recoil and dispersion by 15%.
Never Ending - Sets ammo capacity equal to the amount one is carrying.
VATS enhanced - +25% V.A.T.S. hit chance, 25% less Action Point cost.
VATS enhanced - 40% less Action Point cost. (melee)