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  1. hexef
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    May 2020 Update
     
    Work on this mod is currently halted due to technical reasons and loss of interest. The next version is highly unstable and some features cannot work properly without script intensive workarounds which lead to poor performance.
     
    Chances are that most likely I will never come back to initiate further developments to this project.
  2. hexef
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    ---> CHANGELOGS <---


    VERSION 2.3: A patch provided by miguick.
    - Fixed broken legendary weapon assignation when they had ammo.
    - Gave Berserker a lower cap of 0 DT for damage calculations.

    Spoiler:  
    Show

    VERSION 2.2: - Another patch from miguick.
    - Tested and removed all legendary weapons from the super mutant list that they cannot use.
    - The weapon patcher script should no longer alter animation-related settings to avoid issues with their models, nor the weapons' monetary value since those are intended.
    - New visual effects for Poisoner and Wounding.
    - Legendary creatures can spawn legendary weapons in loot again.
    - Grip Weakening no longer can drop undroppable weapons.
    - Penetrating now uses a perk for the player to lower enemy DT, so the broken shield icon may appear in the HUD.
    - Also altered Shotgun Surgeon and Piercing Strike to work synergistically with Penetrating. Other mods changing them should simply use the perk operation type of Add instead of Set to alter enemy's DT, they can load after this mod.
    - Fixed Plasma Infused, now uses the weapon's own calculated damage to determine plasma damage, affected by Energy Resistance and other such modifiers for plasma weapons.
    - Fixed Demophobic so the damage varies correectly with the distance.
    - Made more checks for legendary effect assignation, hopefully getting rid of a few potential problems.
    - Hypersonic no longer rolls on weapons not using a projectile of the "missile" or "lobber" categories.
    - Ammo-related modifiers should no longer roll in weapons with no ammo, or unplayable ammo, like recharger weapons when fixed by YUP.
    - Resolute now works with weapons that consume more than 1 ammo per shot, will not roll on single-shot weapons.
    - Defiant only rolls in weapons with a clip size at least 4 times bigger than their ammo use, now works with the weapon's last shot and accounts clip size weapon mods.

    VERSION 2.1: - Provided by miguick. Kudos to him for doing all of this stuff.

    - Added a new global to control how legendary weapons are altered before loading your game, xqLNWCompareWeapons:
    * 0 or less - no changes to legendary weapons.
    * 1 - will patch legendary weapons with statistcs from a weapon list which uses all unique and GRA weapons possible.
    * 2 or more (default) - will patch legendary weapons with statistics from another weapon list which uses only regular weapons when possible.
    No models are changed in the patching, other than icons and shell casings.
    NOTE: weapon damage is also copied, so weapons with no unique looks don't get a damage buff when the patcher runs.

    - Also, added another such global controls how weapon mods on legendaries are treated in the above system, xqLNWRemoveMods:
    * 1 or less: applies the weapon mods and statistics from the corresponding list (see above). Mod's alternate models can't be copied, so it's up to the user to patch legendaries with those (I'm not keen on doing that with the gazillion WMX has...)
    * 0 (default): weapon mods are not touched, so they'll be as defined by default. Probably the best option for someone who actually does the effort to give them to legendaries as previously described.
    * 1 or more: all weapon mods are removed from legendaries.

    These globals are constant, they have to be changed from outside before starting the game!
    Future versions shall include a config file to ease changing them.

    - Included statics and textures for the preorder 10mm pistol and caravan shotgun, just for usability.
    - Added the legendary 10mm and .22 pistol to the framework.
    - Freezing now uses a suited paralysis effect, with Frost resist type and plays the shader from there.
    - Wounding affects both health and limbs, countered by DR, and cannot affect robots.
    - Agonizing now uses a base effect to damage fatigue so that it may be affected by DR and difficulty modifiers, will not lower fatigue if the enemy is already knocked out.
    - Upped Poisoner to 4dmg/20s, because Poison Resistance by default ramps up a lot with Endurance.
    - Fixed ordering of Incendiary's effect, to display the fire's flames.
    - Added missing Powerful.
    - Limbs are now notified as crippled for Kneecapper, or their damage from Crippling is capped so that the real attack will finish crippling them.
    - Any extra health damage is capped at 1 pt of health so that it may be the real attack that kills the target.
    - Used a form list for NPC races that should be ghouls.
    - Frenzy will not affect essential (unkillable) actors.
    - All form lists in the game are updated on game load so that if a weapon is present in them, the legendary version will also be.
    - Super Mutant weapon list is always updated with this mod's legendary weapon list for them.
    - Removed Legendary Automatic Rifle and SMMG from Super Mutant weapon list since they lack animations to use them correctly.
    - Some minor tweaks to effects' descriptions.

    VERSION 2.0:
    - Every Legendary weapon now has a Legendary effect attached to it. See the Legendary Weapons Effect table available in the files section or in the mod description for more info;
    - The xqLNWLegendaryChanceMult global now accepts float values;
    - Legendary NPCs will heal their limbs too when mutating;
    - Fixed an exploit in which you could make the game try to convert NPCs to Legendary by simply moving and leaving from the same cell continuously. Now, the game will try to convert NPCs to Legendary only if the currently visited cell does not belong in the last 30 visited cells;
    - Fixed grenade launchers and other weapons that launch explosive projectiles spawning when PC was at very low levels;
    - Fixed some NPCs not having the "Legendary" prefix;
    - The weapon the NPC had before being converted to Legendary is removed and replaced with a Legendary weapon;
    - Added the 10mm and .22 pistols and Recharger Rifle to the Legendary weapons pool;
    - Added the FO4 sounds when an NPC mutates or when finding a Legendary weapon;
    - Added a message box when picking up a Legendary weapon which contains the Legendary effect's description;
    - Added a new element, "EFF", in the Pip-boy. It is located at the top center of the Pip-Boy's Weapons tab screen, which shows the Legendary effect of an weapon;
    - Pressing the "Activate" key while your mouse is over a Legendary weapon in your Pip-Boy will bring up a message box containing the Legendary effect's description.


  3. littledeimos34
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    Is it normal for my E-DE to be legendary?
  4. originalusername73
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    Is there any way to make every npc legendary including the named ones?
  5. NoraCHUCHU
    NoraCHUCHU
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    This mod definitely needs a remake
  6. SmoKKz0r
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    can u make a file with only legendary enemies :)
    1. coole88
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      The mod author mentions a way to change the multiplier with "set xqLNWLegendaryChanceMult to X" so if you set x to like 100 I'm sure it will change everything to legendary or almost everything.
  7. BOOMSHAKALAKA99199
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    awesome mod, but for some reason every car from the frontier is legendary(legendary items appearing in the vehicles inventory so its definitely the car itself)
  8. Acleacius
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    Thanks for your work and sharing, Kudos given and Endorsing! 

    Tried reading everything but could have missed it, do the Legendary Enemies give Boosted XP?
    That would make this even more amazing.
  9. JakeffMods
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    Question: does the legendary weapons work with the overhauled animation sets made by Rockbiter and Hitman?
  10. jzjax
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    Any way to make it so I can put weapon mods on the legendary weapons?
  11. whithebunny
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    is it compatible with ttw?
    1. jzjax
      jzjax
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      Yep
  12. daddyattitude
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    I had to install both versions of the mod in order for the mod to load correctly. The newer version would not upgrade the older version. Nor could I remove the older version and replace it because the newer mod wanted some .esp file that only the older version had.
    While playing, I kept noticing errors in the console for your mod.

    "Error in script 0F00A41A (xqLNWSetLegendaryEffectForWeapon) in mod Legendary NPCs and Weapons.ESP
    Cannot evaluate Numeric Variable := Form
    Operator := failed to evaluate to a valid result
    Script line approximation: Let ##iEffect := arEffects[iEffect]## (error wrapped in ##'s)
    Where iEffect=26, arEffects=arrray size 53
    File: Legendary NPCs and Weapons.esp Offset: 0x03C1 Command: Let

    There are more errors, But I was only able to capture using screenshot F12 during game play.
    If there is a methodology for trapping errors into a text file let me know and I will do this.
    Thank you for your time.

    EDIT:
    OLDER VERSION: 2.0
    NEWER VERSION: 2.3
    1. whithebunny
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      I have the same errors and I don't know how to solve it.