855 comments

  1. DankRafft
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    I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page (and relevant articles) first. I will not answer questions that arise from ignoring those resources.
    Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.

    I wish you a good time and thank you for your support.
  2. DankRafft
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    Reports from users running the alpha version of RobCo Patcher (NG) will be ignored or deleted going forward. I don't have the time to investigate issues that arise from ignoring the warning both on LEO's description and on RobCo Patcher's download page, using a highly unstable mod version, and expecting me to fix the issues you created yourself. Report your problems with the alpha build on the RobCo Patcher page where they belong.
  3. eeeeh
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    Do the extra legendary effects not show up on the weapon card? Also, does the order for legendaries matter?
    1. DankRafft
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      If, by "weapon card" you're referring to the stats table, then yes, they should be reflected.
      The order doesn't matter in terms of mechanics.
    2. eeeeh
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      Weird, because for me only the legendary effect I install on the vanilla slot shows up, unless this is just how it is and we are talking about different things    
    3. DankRafft
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      Are you talking about the legendary name and their effect description shown in the inventory, in the inspection menu, or a workbench menu, at the top of the screen, perhaps? If so, then yes, the item name and effect description will only reflect the first legendary effect applied. This is intended behaviour.
    4. eeeeh
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      Yeah I was talking about the effect you see directly under the weapon's name in the workbench, I thought it would work like in 76. Seems like there are no issues then, thanks!
    5. DankRafft
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      In order to enable it to work like in FO76 I'd have to directly modify and override (parts of) the UI. It was on my to-do list at some point and I considered adding it but I never got around to it and ultimately decided against it.
    6. DankRafft
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      Btw, would you mind removing the broken image from your previous reply? The site constantly tries to load it and gets caught in a long loop.
    7. eeeeh
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      Ah sorry, it loads just fine on my end but yeah sure
  4. cdeyoung
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    Since this allows a weapon to have multiple legendary effects - not something vanilla needs to worry about - how do additional effects combine with Two-Shot?

    I know vanilla two-shot isn't really twice everything; one projectile gets the various bonuses and the second is base damage only. Is that true for additional legendary effects also, like Instigating or Explosive? Are both projectiles from two-shot explosive, or only the first one?

    (Instigating might be even more complicated, since technically after the first projectile hits the target is no longer at full health - assuming the two don't arrive simultaneously.) 
    1. DankRafft
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      I know vanilla two-shot isn't really twice everything; one projectile gets the various bonuses and the second is base damage only.
      That is incorrect. The engine evenly splits all damage dealt between all projectiles. If there's only one projectile, it deals 100% of the overall damage. If there are two projectiles, like in most Two-Shot scenarios, the overall damage is split 50:50 among the two projectiles, so you still deal 100% overall damage if both projectiles hit. But Two-Shot additionally increases your gun's base damage by 100% to account for the split damage, reduced accuracy and increased recoil.

      Is that true for additional legendary effects also, like Instigating or Explosive?
      All modifiers should apply to every setup, whether there are one, two, or more projectiles.

      • Instigating doesn't care how many projectiles you have. It applies its bonus to your overall damage at the end of the calculation, so the number of projectiles doesn't matter. It just an external multiplier, separate from your gun damage.
      • And explosive is a projectile override. If you have an effect that adds more projectiles, you end up with more explosive projectiles.
      The somewhat unintended side-effect that Bethesda hasn't accounted for, is using the explosive effect on multi-projectile weapons, like shotguns. Due to the explosive effect having a fixed explosive damage value directly attached to the projectile override, you actually deal more damage the more projectiles you have because that bonus damage isn't affected by the multi-projectile-split-damage mechanic. The shotguns base damage follows the same rule as detailed before, it is evenly split among the number of projectiles. But then the explosive effect adds an additional fixed value on top of each one of them. Therefore, Two-Shot (or shotgun) + Explosive is an infamous combination. But other than that all effects interact with each other as you'd expect.

      Instigating might be even more complicated, since technically after the first projectile hits the target is no longer at full health - assuming the two don't arrive simultaneously.
      This would only be true if your projectile is a physical object with varying travel speed. But since most projectiles in the game are hit-scan (instantaneous) it shouldn't matter. From my testing years ago, multiple hit-scan projectiles are treated as one when it comes to damage calculation, provided all of them hit the target.
  5. Chipsic
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    I can't exit the armor crafting table
  6. blacktarprophecy
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    Quick question: how exactly do I configure this so I can only add/remove legendary mods from existing weapons? I noticed the magazines still exist in-game with the settings I chose, and I'm not sure if I did it wrong, or that's just intended behavior.

    Love this set of mods, btw; fills in all the little things that got overlooked in development. Vanilla+ is the way I like these things.
    1. DankRafft
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      Simply disable all crafting options either in the holotape or MCM. The perk magazines won't disappear but with crafting disabled they serve no purpose, just ignore them.

      I'm glad you like my mods.
    2. blacktarprophecy
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      Gotcha, thanks for the clarification!
  7. zg9
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    Thanks for your work kind sir, really marvelous mods.
    1. DankRafft
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      Thanks for the kind words.
  8. Filipo231
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    I can't seem to find the Legendary Specialist, perk or do i even need it?
    1. Filipo231
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      nevermind
  9. LoneWolfShinobi
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    Is there a LEO version that doesn't require Recipes? because I been playing for over 20 hours and have not found one yet. I can
    1. DankRafft
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      I'm not sure I understand the question. What recipes are you referring to? And what is it that you haven't found in over 20 hours?
    2. LoneWolfShinobi
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      Sorry for the lack of explanation. When I try to add a second legendary effect, it tells me for example I need a "L1 Kneecapper" and Legendary 15 microchips. Does the kneecapper comes from a recipe or comes from legendary enemy that can drop a weapon with that type of effect? So in my 20 hours of playing time after I installed LEO, I haven't found anything that I can add as a second legendary mod slot.
    3. DankRafft
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      That is explained by LEO's description. In your example you need to detach the Kneecapper effect from the L1/vanilla slot which returns it as a loose mod. That loose mod is the prerequisite for crafting that same effect on slot L2 to L5. It is a simple conversion, from one slot (L1) to any of the other four. If you don't have that effect available on your weapons and you chose to keep legendary crafting recipes enabled, you can craft the effect on L1 and then detach it right after.
    4. LoneWolfShinobi
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      Thank you so much for all your help, I manage to fine a legendry weapon and remove the legendary effect and put it on another weapon, so now that weapon has two effects on. You did mentation ability to craft a recipe, is that at the chem station?
    5. DankRafft
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      No, crafting of effects on the vanilla (L1) slot is available on the Weapons Workbench, directly when modifying the weapon, provided you have LEO's crafting recipes for the L1 slot enabled.
    6. LoneWolfShinobi
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      Thank you all my question you were able to answered. Now that I understand, everything is working.
  10. AceContender
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    I Looked and I couldn't find an answer. When hovering over a the legendary mod slot for weapons, my game freezes. Escape freeze doesn't
    help. Armor has no issues.
    G(OldGen), correct F4SE. NEO/LEO/ECO all installed. No issues in MO2 or LOOT.


    Fixed: I'm using a mod to fix rank 3 of Idiot savant to grant xp while crafting, and it removes the level requirement. 
    Patch: https://www.nexusmods.com/fallout4/mods/13605?tab=files

    It contains a patch for Better Idiot Savant No Level and Perks Unleveled. Load the respective patches AFTER (below) Better Idiot Savant or Perks Unleveled.

    Credit to GamerPoets: making rules in LOOT so plugins load how they need to when sorted.
    1. DankRafft
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      That part is covered by the FAQ:
      When I pick up or modify a legendary item my game crashes. What's going on?
    2. AceContender
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      Load order has been corrected, but it still freezes.

      Edit: I spawned Final Jugement, dropped it on the floor, and picked it up and equipped it. No problems picking it up.
      I poked around xEdit a little and LEO mods were winning the conflicts they should.
    3. DankRafft
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      Try to put LEO's plugins in proper order dead last in your load order. And by dead last I mean dead last and not before a sorter plugin, like one from Simple/Complex Sorter, FallUI, etc. Many users forget about them and don't update them when changing their load order.

      If the former fails, try to disable all your other mods for testing purposes, possibly even all extensions and patches for LEO if you use any (to prevent any potential order issues and conflicts between them). Then start a new game, try to recreate the problematic situation and enable your other mods in chunks until the problem appears again.
    4. AceContender
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      Luckily I have a profile for just the thing. Currently, all LEO plugins are loaded just before the WSFW script override plugin, which is also instructed to load at the bottom.

      After extensive testing I think It was creations, but I'm not sure. No freezes modding any weapons. I had slocum installed since there were a few cool SS2 plot packs/city plans which needed it. No idea how that could cause a freeze on this one mod.
      Found the culprit. A mod to fix Idiot Savant so rank 3 allows bonus xp when crafting.

      Found a patch here:https://www.nexusmods.com/fallout4/mods/13605?tab=files
      Apparently any mod which removes levels from perks causes this bug. Nothing to do with LEO plugin load order.
    5. DankRafft
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      Thanks for coming back with a detailed explanation of the source of your problem. That might help others in the future. Stay safe.
    6. AceContender
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      Might be a good idea to mention this in the "Compatibility" section. The mod I used only affected Idiot Savant, But apparently any perk overhaul which removes level requirements can cause the bug. I'll edit the main post to reflect my findings. 
  11. LuRenJun
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    A piece of advice. This mod doesn't work with "Even Better Mod Descriptions" by Infamous95. (https://www.nexusmods.com/fallout4/mods/36105)
    The game can load but it somehow disables the function of scrapping legendary item and swapping legendary effect.
    1. DankRafft
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      It's not meant to work with that mod because LEO's descriptions for legendary effects are already "even even better" (more elaborate and precise) than those of that mod. Besides, that mod's descriptions of some of the legendary effects are incorrect.
      If you absolutely have to use that mod - overriding a bunch of vanilla forms just for a miniscule and aesthetic change in descriptions is rarely a good idea, unless you know what you're doing and can fix conflicts yourself - then make sure to have it sit before LEO in your load order, so that LEO wins the conflict. If not, it is no wonder that that mod overrides and breaks some of LEO's functionality, including legendary scrapping and swapping.
  12. Blud123
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