Adds 15 Armor, 12 Weapon, and 1 Power Armor Legendary Effect mods to FO4.
This mod is standalone, but will need a mod that allows the addition and/or removal of Legendary Mods from weapons and armor if you want to craft them. Requires Nuka World and Far Harbor DLC for some effects to work.
All mods have a 2-3 perk requirement to craft them, as the majority of them have balanced yet powerful effects.
Mod List
Armor:
Buckler/Shield/Aegis - Adds 50/100/150 Resistance to most Damage Types. Requires Science 2/3/4 and Armorer 2/3/4
Shell/Barrier/Wall - Adds 10%/20%/30% Damage Reduction from most Enemies. Requires Science 2/3/4 and Armorer 2/3/4
Kinda/Extra/Super SPECIAL - Adds 1/3/5 to all SPECIAL stats. Requires Science 2/3/4 and Armorer 2/3/4
Secret Agent - Increases Active Stealth Abilities, such as Lockpick sweet spot and crouched aim. Requires Hacker 3, Lockpick 3 and Armorer 4
Shadowdancer - Increases Passive Stealth Abilities, such as Movement Speed and Noise. Adds a partial Stealth Field when crouched. Requires Sneak 4 and Armorer 4
Medic - Increases Medical Abilities, such as heal rate, rad resist and limb damage resist. Requires Medic 4 and Armorer 4
Bladedancer - Increases Melee/Unarmed Damage and Abilities. Requires Big Leagues 2, Blacksmith 3 and Armorer 4
Gunslinger - Increases Firearm support Abilities, such as Reload Speed, Aim Stability and Critical Chance. Requires Gunslinger 3, Rifleman 3 and Armorer 4
Mechanized - Increases Physical Abilities and Action Point Refresh Rate. Requires Robotic Expert 1, Science 4 and Armor 4
Weapon:
Heartpiercer - Ignores 50% Armor, Causes Mild Bleed Damage and Stagger Chance. Requires Penetrator 1, Science 3 and Gun Nut 4
Shocking! - Adds Electrical Damage, Mild Paralysis and Stagger Chance. Requires Science 4 and Gun Nut 4
Firefly - Add Incendiary Damage and changes projectile to Incendiary. Ballistic Weapons Only. Requires Science 3 and Gun Nut 4
Mad Chemist - Adds Poison, Acid and Radiation Damage. Requires Chemist 4 and Gun Nut 4
Bulletstorm - Adds x5 Projectiles and Damage, Mild Bleed Damage and Stagger Chance. Works Best with Ballistic Weapons. Requires Penetrator 1, Science 4 and Gun Nut 4
Force of Nature - Add 20 of most Damage Types. Requires Chemist 2, Nuclear Physicist 3, and Gun Nut 4
No Mercy - Like a combo of Bulletstorm and Force of Nature. Requires Penetrator 2, Nuclear Physicist 3 and Gun Nut 4
Cleave - Reduces Target Damage resist 2 per hit. Requires Big Leagues 4 and Blacksmith 3. Restricted to Melee and Unarmed Weapons.
Precision - Slow time and slight increase to damage while aiming. Damage increases over distance. Requires Sniper 3 and Gun Nut 4. Restricted to Ranged projectile weapons.
Coldfire - Adds a juxtaposition of Incendiary and Cryo Damage. Targets Burn 5 points for 3 seconds. Freezes Targets on Critical Hit. Requires Science 4 and Gun Nut 4
Firestorm - Adds Incendiary and Electrical Damage. Extra Damage vs. Power Armor. Chance to Paralyze on Critical Hit. Target burns 5 points for 3 seconds. Requires Science 4 and Gun Nut 4
Coldshock - Adds Cryo and Electrical Damage. Extra Damage vs. Power Armor. Chance to Paralyze and/or Freeze Target on Critical Hit. Requires Science 4 and Gun Nut 4
Power Armor:
Secret Agent (PA)
Bladedancer (PA)
Gunslinger (PA)
Mechanized (PA)
Medic (PA) - For these, see the descriptions above.
Almost Impervious - Adds 50 Ballistic and Energy Resistance, 10% Damage Reduction from all Enemy Types, x10 Durability, and 10% Less Fusion Core Drain. Requires Robotics Expert 2, Nuclear Physicist 3, and Armorer 4
WIP:
Dual Nature - A weapon mod made in the spirit of the Dawnfang/Duskfang from the Oblivion Shivering Isles DLC, this mod adds either Fire Damage and stagger chance, or Cryo Damage and paralysis chance, depending on if it’s day or night. Currently a beta work in progress, so please report any bugs you find with it.