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View Code? Open in Web Editor NEWA Fallout 4 mod that overhauls the legendary drop system
A Fallout 4 mod that overhauls the legendary drop system
Containers currently do a completely random roll to determine if a legendary item is present. This could mean that an unlucky player goes a long time without receiving one. An upper limit should be established that guarantees a legendary if one hasn't been placed in a container in a long time.
The game seems to handle watches in a weird way, allowing multiple to be equipped unless you try to unequip one, which first unequips the other watches. This might be because of the armor slot it uses.
Add legendary mods for Far Harbor legendary effects. This should be a separate patch so this isn't a requirement.
I'm not sure what actually triggers them being marked, because many do get marked without opening the Pip-Boy, but it's usually behind the player. Opening the Pip-Boy marks all surrounding enemies, though.
Robots can also drop legendary Automatron parts to give your mechanical creations more abilities.
The trinket does radiation damage, and you can't sleep when there is ongoing radiation damage. There don't seem to be any condition functions to tell if a player is trying to sleep or looking at a mattress, and the Papyrus functions for finding nearby objects seem like they would be heavyweight and cumbersome.
Effects
The effects will all have to be new object effects that specifically increase damage from grenades, otherwise they will stack with weapons and make them overpowered
Specific enemies are a maybe, since swapping grenades based on enemy type is a lot more of a hassle than swapping weapons:
Damage types are a maybe, since there are grenade types that deal all of these:
Brand new effects (which can hopefully be mapped to existing names)
More Legendary Effects can be included here, too:
Conditional damage increases are a maybe, since they become so situational with a grenade:
This should be changed to a global setting
Legendary animals should drop mutated organs that grant a legendary effect for a short period of time (1 hour playtime).
Add all of the legendary effects as legendary mods for robots
Irradiated trinkets are a major downside for a lot of builds, and as such, they are hard to use. They work well for one type of build.
Other trinket types could be introduced that have other downsides (decreased accuracy with all guns, lower max AP, high weight, decreased movement speed, take more damage).
Prevent all of the overpowered and broken combinations
Add a legendary drop to animals and bugs (bile, saliva, blood - something like that) that acts as a crafting component to cleanse trinkets of their negative attributes, which should now be in objects mods.
This will require naming rules for trinkets, since the name can now be adjusted by swapping a new type of mod at the workbench. This should just specify the names of the negative effects and the cleansed status, with everything else merged from dn_CommonArmor.
Some vendors sell rare and expensive Atomic Breakdown Kits, which can be used to transfer a legendary effect from one item to another compatible item. The original item will be destroyed in the process.
Super mutants can wear non-human armor, and for most people, getting a legendary version is meaningless. Disable it by default.
Ghouls carry irradiated trinkets. These deal a small amount of passive radiation damage, but can have any legendary armor effect.
Toggles like Legendary Effect Configuration
Add all of the legendary effects as legendary mods for robots
A selector similar to Legendary Effect Configuration. For consistency, this should probably be a global control that turns off all associated rules, not just the legendary mods themselves, which would essentially package Legendary Effect Configuration into this mod with additional changes made by each toggle.
The radiation damage still builds up when fast travelling, so it's often at fatal levels as soon as the player spawns at the destination.
The legendary item system cycles through mods instead of just choosing a random one every time. This provides the player with more variety. A similar system should be adopted for the legendary mods that robots drop.
Robots drop experimental components. These components each map to a legendary effect that can be added to a compatible weapon or armor piece.
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