About this mod
A first attempt at modding. Alters some vanilla legendary effects that I felt were lacking. Just an .esp done in xEdit. Please tell me if there are issues as I use this mod myself. Highlights include stacking poison and incendiary damage, buffed Junkies, and +100% fire rate Rapid.
Now has additional DLC and OP changes, listed below.
- Permissions and credits
This is a mod I made for myself but thought I might as well upload. It changes some vanilla legendary effects that I either never used or I thought were totally worthless. There are other mods that do this but some either didn't work properly or didn't achieve what I wanted so I did it myself. In the images is a list of the changes as well as my reasoning for it. If you download this mod and there seems to be a problem, please tell me as I use this mod myself and would like there to be no issues when I play.
The mod is just a series of changes I made through fo4edit, so it's a small .esp
I don't really know what I'm doing so if there's a problem I'm super sorry.
I tested most of these using a floating damage value mod, the one uploaded by kassent. However, I didn't test it thoroughly (used only a 10mm pistol and didn't try all of the Favored Enemy mods).
Issues and concerns:
- The penetrating legendary does not work on energy resistance, this is a problem from the base game, at least according to wiki sources and my own testing
- Certain damage based legendaries, namely the junkie's, need you to equip then close and re-open the pipboy for any changes in damage values to occur, these damage changes may also seem to apply to other weapons when the junkie weapon is equipped
- I don't know if there's a limit to the number of stacks you can do with the new incendiary and poisoners, I've heard too many (such as with the ashmaker) can crash or break your game
For those who don't want to go into the images the legendary changes are below too, in poorly formatted text.
Assassins, exterminators, ghoul slayers, hunters, mutant slayers, troubleshooters all do +100% damage
[Since each is situational I though it would justify a higher bonus, especially since carrying six guns in survival seems pretty spaghetti to me]
Crippling - 150% more limb damage
[I've always killed my enemies before crippling them so I bumped this up massively. I think kneecappers still has a use because its effect doesn't need precise aiming]
Incendiary - increase damage to 10/s for 3 seconds, stacks
[I wanted it to burn twice as hard for half as long, same damage but it stacks now so that's cool]
Penetrating - ignore 50% of damage resistance
[I think ignoring half the armour value is a good place to be, the 30% felt like nothing and over 50% seems too powerful, personally]
Poisoners - 15 dmg/s for 4 seconds, stacks
[double the damage and it stacks, I thought this was pretty justified since it doesn't work against certain enemies unlike wounding]
Powerful - 60% damage
[I'm kinda iffy on this since I want it to compete with two-shot, but for now 60% seems like a safe bet - may increase in the future]
[Changed to +100% in the OP file]
Quickdraw - 40% fewer action points
[More dakka]
Rapid - 100% faster firerate, +50% faster reload
[I wanted visceral carnage with Rapid, I think this is fine since the dps boost is offset by potentially ludicrous recoil and chewing through hella ammo]
Staggering - has four conditions:
- semi ranged - rng <= 30, changed to 45 [I wanted more oomp behind those shotgun shots]
- auto ranged - rng <= 5, changed to 10 [I know it's automatic but even then, 5% feels really low to me]
- melee 1h - rng <= 50, changed to 70 [I think this makes melee fun but still makes it so its not totally flawless]
- melee 2h - rng <= 50, changed to 70
Violent - 40% for both bonuses
[50% makes this more or less equal with crippling so I made it just under it but still powerful enough]
[Changed to +80% in the OP file]
Vats enhanced (ranged) - 60% accuracy boost, 10% AP reduction
[We already have quick draw, I felt like having another AP reduction was double dipping, so I just made it aimbot]
Junkies - 25% damage boost per addiction, allowing a total of +325% when having 13 addictions
[I'm always scared of developing addictions and never use chems, I figured this was a pretty good incentive]
Freezing - Always freezes targets, no more crits needed
DLC Legendary Changes:
Weapons:
Blazing: 95% for 75 damage [a reliable source of blocking damage, though the fire damage seems to be greatly inhibited]
Charged:make it 30% for 200 damage [higher damage than blazing but much lower chance]
Defiant: make it +200% aka triple damage [Two shot, powerful and hit man's exists, I wanted to make this one stand out]
Frigid: make it 50% [I really like this one so I made it 50%, no real reason otherwise]
Hit man's: make it 75% [Powerful and two shot already exist, and this one requires aiming - so make it a good buff at least]
- note: the effect takes a moment to activate and reactivate so some aimed shots may not get the effect if shot immediately after scoping
Armour: - Armour balance is iffy because you can wear multiple pieces of armour, so I'm sorry if these are spaghetti
Cryogenic: 25% every 10 seconds[A decent percentage but not as high as incendiary, because freezing is some great cc]
Incendiary: 40% every 10 seconds [A request, seems more than reasonable]
incendiary and blazing use the same fire spell magnitude: 75 damage (Although like I mentioned this magnitude is a big fat liar)
note: the fire damage on blazing and incendiary is heavily affected by resistance, where a magnitude of 55 and a defence of 30 led to a result of 26 final damage. 75 is the magnitude I put in, and documented, but the results are less than desirable - still, better than vanilla.