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Skiesbleed

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skiesbleed

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About this mod

Distinct legendary items based on enemy type. Animals and bugs drop mutated organs that grant long-lasting special effects. Feral ghouls drop trinkets with a legendary effect and a negative effect. Robots drop one-time-use legendary mods to make an existing item legendary. People have existing equipment made legendary.

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The radiation has you weary as you wander through the Glowing Sea. As you slowly crest a hill, you see a hulking bloodbug, bigger than the rest. It sees you, too, and lets you know with a rapid approach and a putrid exchange of fluids. As it pins you down and pierces through the gap in your light combat armor, you manage to get a hold of your Ripper. The weapon whines to life, tearing through the exoskeleton of the bloodbug and sending it writhing on the swampy ground. You force the Ripper to its head, taking it clean off, and looking at its corpse in disgust you notice a quad rocket launcher that never needs to reload. Huh, where was it hiding that?


Okay, let's say you're using this mod, Stuff of Legend, instead. Let's finish the story:

You force the Ripper to its head, taking it clean off, and looking at its corpse in disgust you notice that one of its antennae has an alluring, sickly sweet aroma to it. Something about it makes it almost irresistible, and forgetting sense and the risk of disease, you take a bite. It's inexplicably delicious, and you are so taken in by the overwhelming flavour you barely notice that your Geiger counter is about to break its needle. All of that passes within a moment, however, when you begin to sense a presence. Looking around, you don't see anything, but you begin to notice the presence of all kinds of other things around you just out of sight. You know there are a few unsavoury creatures lurking over the next hill waiting to ambush you. You know there is a sleeping feral ghoul on the other side of the swamp. You can't explain it, but right now, you're the one who feels legendary. 


What does this mod do?

Stuff of Legend reimagines the legendary drop system for Fallout 4, creating different types of legendary items depending on the legendary enemy type. These drop types are intended to feel more thematic as well as unlocking new gameplay possibilities.

  • Animals and bugs drop mutated organs which each grant a long-lasting special ability when consumed. They are highly irradiated, and while cooking will reduce that, you can't completely remove it.
  • Feral ghouls drop trinkets, old personal items that have stayed with them through their transformation and taken on a special ability. Beware, though - they also have a persistent negative effect.
  • Robots have drop legendary mods, special components with a specific effect that can be used to turn an eligible weapon or armor piece into a legendary one. These mods are one-time use only.
  • People carrying their own weapons and armor will have something they already own converted to a legendary item. Don't let your guard down, though, because every now and again one of them may have scavenged something unexpected.
  • Trunks at the end of each area and safes with Master locks have a chance to contain a random legendary item, stashed away for safe keeping.

Can I customize it to fit my preferences?

With Mod Configuration Menu, many settings can be configured to customize the experience. For example, you can configure:

  • The chance for legendary items to be weapons vs armor
  • The chance that a person with their own weapon or armor will get something brand new instead of upgrading something they already have
  • What kinds of clothing are eligible to become legendary
  • The legendary effects that can show up on weapons, armor, trinkets, and legendary mods
  • The chances of finding legendary items in trunks, Master-locked safes, and Expert-locked safes

How compatible is it with other mods?


Almost everything in Stuff of Legend is a brand new record, so compatibility should be very high. A few things to note:

  • This is not compatible with any other mod that changes the legendary creature item effect
  • This will require a patch if you use any mod that changes the trunk and safe objects from the base game
  • This will require a patch if you use a mod that changes what the legendary effects or legendary object mods for the base game or Far Harbor are, as the text will at the very least be incorrect for the legendary mods dropped by robots. If the mod just adds the ability to swap or remove the legendary effect, it should be compatible - the legendary mods from robots will just no longer be single use.

Mods that add more legendary effects are compatible out-of-the-box, but will require a patch to make their legendary effects available as legendary mods for robots to drop. My mod More Legendary Effects has a patch in its installer to make these available.

For detailed information about compatibility with specific mods, see the Mod Compatibility page on the wiki.

What are all of the details on the new legendary items?

Trinkets come in three varieties: rings, lockets, and pocket watches, which all take up different armor slots. They can be given any legendary effect that can be applied to any piece of armor. They also have one of the following negative effects:
  • Fatiguing - Maximum AP -30
  • Heavy - Weighs 20x as much
  • Irradiated - Passive radiation damage to the wearer (1 Rad / second)
  • Unsteadying - All weapons are 25% less accurate
  • Weakening - Take 25% more damage from all sources

The negative effect from a trinket can be permanently removed using Mutated Bile, a random drop from legendary animals.

Legendary mods can be applied to any weapon or armor with a legendary slot that does not have a legendary mod and is not considered a featured item (e.g. most unique or quest-related items). Once applied, the mod cannot be removed. Note that there are not rules to prevent adding legendary mods in some cases where they don't make sense, such as putting an effect that only applies when blocking to a gun, so use some common sense when applying the mods.

Mutated organs are consumables that give a special ability for 1 hour. Each effect can be used at the same time, but the same effect will not stack with itself. Cooking the organ will reduce the radiation and remove the disease risk, but they will always do some radiation damage when consumed.

Animals can drop the following organs:
  • Mutated Tendon - Increase movement speed by 10% for 1 hour
  • Mutated Heart - Gradually restore health for 1 hour
  • Mutated Adrenal Gland - Regenerate AP faster for 1 hour
  • Mutated Muscle Tissue - Reduce weapon spread and power attack AP cost for 1 hour
  • Mutated Eye - Increased VATS accuracy and critical hit damage for 1 hour
  • Mutated Pheromone Gland - Attract more legendary enemies for 1 hour
  • Mutated Bile - Use at an Armor Workbench to permanently remove the negative effect of a trinket

Bugs can drop the following organs:
  • Mutated Poison Gland - Poison nearby enemies for 1 hour
  • Mutated Wing - Immune to fall damage for 1 hour
  • Mutated Exoskeleton - Reduce incoming explosive damage and stagger by 25% for 1 hour
  • Mutated Antenna - Mark nearby enemies and display them on the compass for 1 hour
  • Mutated Mandible - Reflect 20% of damage back on melee attackers for 1 hour
  • Mutated Pheromone Gland - Attract more legendary enemies for 1 hour