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stuff-of-legend's Issues

Guarantee a legendary in a container if the player has been unlucky

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.

Multiple watches can be equipped

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.

Far Harbor legendary effects

Add legendary mods for Far Harbor legendary effects. This should be a separate patch so this isn't a requirement.

Unable to sleep with trinket equipped

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.

Legendary grenades

  • Allow some types of grenades to have legendary attach slots
  • Add a configuration option to choose how often grenades will be the chosen weapon, when available
  • Configuration to toggle legendary grenade effects
  • Naming (which can hopefully be done just using dn_commonweapon to avoid a need for any injection or sorting mod support)

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

  • Powerful - 25% more damage
  • Instigating - Double damage if the target is at full health
  • Irradiated - Does 50 points additional radiation damage
  • Junkie's - More damage for each addiction
  • Penetrating - Ignores 30% of the target's Damage and Energy Resistance
  • Poisoner's - Targets are poisoned for 10 seconds
  • Wounding - Targets bleed for 25 points of additional damage, spread over 5 seconds

Specific enemies are a maybe, since swapping grenades based on enemy type is a lot more of a hassle than swapping weapons:

  • Assassin's - 50% more damage against humans
  • Exterminator's - 50% more damage against mirelurks and bugs
  • Ghoul Slayer's - 50% more damage against ghouls
  • Hunter's - 50% more damage against animals
  • Mutant Slayer's - 50% more damage against super mutants
  • Troubleshooter's - 50% more damage against robots

Damage types are a maybe, since there are grenade types that deal all of these:

  • Explosive
  • Freezing
  • Incendiary
  • Plasma Infused

Brand new effects (which can hopefully be mapped to existing names)

  • Duelist's - Disarms all enemies caught in the explosion
  • Enraging - Cause all targets to frenzy
  • Furious - Damage increased by 15% for each enemy in the blast radius
  • Kneecapper - Cripple the legs of each target in the blast radius
  • Relentless - Refills Action Points
  • Resilient - +150 Damage Resistance for 10 seconds after throwing
  • Staggering - All enemies in the blast radius are staggered
  • Violent or Explosive - Increased blast radius
  • Nimble? - Grenade range is twice as far
  • Two Shot - Throws two grenades?

More Legendary Effects can be included here, too:

  • Executioner's - Deal 50% more damage if the targets are at 40% health or lower
  • Ghost's - Generate a stealth field for 2 seconds
  • Medic's - Heals you and your companions
  • Stockpiler's - Chance to not consume the grenade?
  • Suppressor's - Reduce all targets' damage output by 25% for 5 seconds
  • Vampire's - Gain health regeneration (maybe redundant with Medic's)

Conditional damage increases are a maybe, since they become so situational with a grenade:

  • Aristocrat's - Deal more damage the more caps you have
  • Hoarder's - Deals more damage the closer you are to your carrying capacity
  • Juggernaut's - Deal increasing damage the higher your health

Mutated Organs from Animals

Legendary animals should drop mutated organs that grant a legendary effect for a short period of time (1 hour playtime).

  • Split organs between Bugs and Animals
  • Find appropriate models for each organ in the base game

Add other types of trinkets

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).

Allow trinkets to be cleansed

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.

Refactor scripts

  • Create a separate script for managing configuration
  • Rename WornLegendaryItemQuest to better reflect that it manages what legendary item each type of enemy gets
  • Consider moving more of the legendary functionality into the quest instead of the creature effect to save memory

Configure what legendary mods can be dropped

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.

Cycle through legendary mod drops

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.

Legendary components from robots

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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