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Vlad Mihail

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vladmihail

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About this mod

What started as a simple improvement of the underwhelming Legendary weapons, turned into a large modification of many things, like ammo, weapons, armor, magic, recipes and other misc stuff, that reflects my personal preferences for ELEX I.

Permissions and credits
An important change from the previous version of the mod is the addition of an item that gives you permanent Item Sight. In all my playthroughs I've found this ability to be indispensable to me, so now you can always have it active regardless of what helmet you have equipped. To avoid any conflicts, the Item Sight Sunglasses now give you the Adventurer perk instead.
The Item Sight err... item is part of Falk's ingredients gathering quest. To gain the sight, all you have to do is equip and unequip it before you give it to Falk. The detailed spoilers  are in the Readme.

Because of this, and some other changes I've made (compared to the previous version of the mod), I recommend starting a new game.

The readme file located in the archive contains a detailed list of changes. Here are the highlights:

THE LEGENDARY WEAPONS:
I've created a new legendary weapon in the form of a Laser Blaster called "Decimator". It's basically the laser equivalent of "The Redeemer" Plasma Blaster.
Regarding its location, I'll just say this: if you complete Falk's quest you'll find it for sure. Spoilers in the Readme.

Legendary weapons are now the best weapons in their respective class. They have very high requirements, but they are proportionate to the weapon's power. They're truly unique now, either or both in appearance and functionality. I'll let the screenshots tell you more.

ARMORS:
-all factionless Armors have the same defense values (15 defense and 45 parrying strength), require 30 constitution. I wanted the choice between these armors to be solely be an esthetic one.
-the Miner's Helm behaves exactly like a Protective Mask (25 rad/poison resistances).
-the Item Sight sunglasses now give you the Adventurer skill. This is because there's an item now that gives you permanent item sight, and the sunglasses would be redundant. Also, if you equiped and unequiped the sunglasses after you've gained the permanent Item Sight, you'd lose it.
-all sunglasses now give you 2 points bonus to your Personality skill, in adition to their other effects.

-all faction armors give you bonuses in specific resistances (Cleric: Fire/Lightning/Radiation; Outlaw: Radiation/Bleeding; Berserker: Fire/Cold/Poison).
-you can now find your old Alb Commander Armor set in the world. I will not tell you the locations of the pieces, I'll just say that they make sense.
-the Alb Armor has the same bonuses as a full set of Regent armor but it requires a high Cold value to equip...for roleplaying purposes.
-Helmets stay equipped during dialogue.

Giving the last two faction armors identical stats in the previous versions of the mod didn't sit well with me, so now the faction armors have regained their 3 tiers but, unlike vanilla ELEX, their stats are better differentiated. Here's an overview:
-T1 gives you a total of 33 armor, 15 faction resistances, 50 parrying power and the body armor requires 40 con to equip.
-T2 gives you a total of 40 armor, 20 faction resistances, 55 parrying power and the body armor requires 50 con to equip.
-T3 gives you a total of 47 armor, 25 faction resistances, 60 parrying power and the body armor requires 60 con to equip.
*Unlike in the previous versions of my mod, all faction and factionless armors no longer bestow any bonuses other than armor, resistances and parrying power.

MAGIC:
Berserker Fire magic:
1. Fireball: has a different graphic (to distinguish it from the Flamethrower's fireball) and it can be cast by holding down the mouse button.
2. Comet: a big fireball that falls from the sky, causes massive damage and knocks down enemies and a medium sized area. It costs 30 mana and has a 3 second cooldown.
3. Inferno: a much better flamethrower that expends your mana very fast.

Berserker Ice Magic:
1. Iceball: it can be cast by holding down the mouse button.
2. Ice Shards: now has minigun action and better damage but costs 5 mana/shard.
3. Ice Bombs: fires 4 ice balls that are subject to gravity, explode on impact, deal good damage and knock down enemies in a large area. It costs 15 mana and has a 2 second cooldown.

Berserker Poison Magic:
1. Poison Ball: can be cast by holding down the mouse button.
2. Wasps: it now has an area of effect and a 2 second cooldown.
3. Poison Torrent: this replaces the useless Poison Cloud spell. It's a rapid-fire stream of poison goo with splash damage, that drains your mana very fast.

Cleric Force Psionics:
1. Chain Lightning: unleashes an extremely fast torrent of deadly lightning that drains your mental energy very quickly. It now looks and sounds like lightning.
2. Black Hole: this spell was overpowered so I nerfed it. It costs 10 energy to cast and has a 2 second cooldown.
3. E.M.P. remains unchanged.

Cleric Mind Psionics:
1. P.S.I. Bolt: knocks down targets, can be cast by holding down the mouse button, has a 1 second cooldown between shots and costs 5 energy.
2.Force Field: has better damage and costs 15 energy to cast.  A fun strategy is to throw down a couple of Force Fields, lure your enemies in and pinball them inside the fields with the P.S.I. Bolt spell.
3.Mental Manacle: costs 10 energy instead of 15. It's more reasonable, I think.

-the Berserker's Heal spell now heals 75 HP (instead of 50), has a 15 second cooldown (instead of 30... wow) and costs 25 mana.
-the Spirit Wolf spel has a 30 sec cooldown (instead of 60) and the wolf has more HP, armor and attack power.
-the Poison Aura is now similar to Aspect of the Warrior: it's a melee buff that lasts 45 seconds and has no cooldown. It does 10 dmg/second with a 30 mana cost.  Also, it has better casting VFX.
-the HP to Mana spell (I forgot it's actual name because I never actually used it... not even once) is now slightly better. It gives you 30 mp in exchange for 20 hp and has a 10 second cooldown instead of 30.

-The Last Stand, One With the Weapon and Power Shield powers no longer place visual effects on your character. The Regent armor is my favourite armor in the game and covering it up is a sin against Calaan.
-the Power Shield spell now has the same duration as the One With the Weapon, Phasing and the Last Stand spells but it only costs 10 energy.
-the Power Wave spell now does 100 damage (just as the one-shot Alb spell), has a 10 second cooldown (instead of 7) and costs 20 energy.
-the Cleansing power is now a heal spell instead of a status effect eraser. It heals 100 HP, has a 10 second cooldown and costs 15 energy.

Anyone can now craft 4 types of Single Use Alb Spells: Body Armor, Drone Control, Force Push and Force Wave. They're made in the mental energy batteries crafting menu. More details in the Readme.


MISC:
-consuming 1 Natural Elex gives you +1 permanent HP and Cold Resistance but it also increases your Cold meter by 1 whole point. Do what you will with this...
-1 Large Gem requires 2 Normal Gems, instead of 4.
-Normal Gems now give you a +4 bonus to whatever, instead of a +3.
-Large Blue and White gems give you a +20 bonus to HP/companion HP instead of just 10.
-amulets and rings have undergone a lot of changes:
>all jewelry pieces give you various conversation skill bonuses (combat, crafting etc.).
>the Berserker/Cleric amulets and rings now give you mana/energy regeneration in addition to a 20 points mana/energy bonus.
-the Permanent Mana potion now requires 1 Golden Whisper instead of 1 King's Sorrel. I still don't understand why it wasn't like this from the start.
-Small Elex drinks now give 250 exp intead of 100.
-Raw Mana now regenerates 60 points of mana in 10 seconds. No health regeneration.
-you can now craft Mana Potions from Raw Mana and liquor. They're 1 tier higher than the recipe category they reside in, up to the Powerful Mana Potion located in the Strong Mana Potions crafting menu.
-the one shot Alb Spells recipes replace the mental energy recipes that required Iron Ore. You can now only craft mental energy batteries from Sulfur lumps and by mixing 2 inferior ones.


MELEE WEAPONS:

ALL Cleric Regent Swords are now energy blades (NOT lightsabers). Here are some details about them:
-the Regent Sword is now a plasma blade that does fire damage.
-just upgrading the RS is now very expensive.
-changing the sword's status effect (energy, PSI, stasis and socketed), however, is much cheaper now.
-Regent Swords require Strength and Intelligence to wield.
-the Socketed Regent Swords are now off-hand energy blades and require Intelligence and a high Constitution to wield.
-Regent Swords an only be upgraded by Clerics with the High-Tech Weaponsmith skill.
-all types of Regent Swords have visual distinctions at all upgrade levels.

Some socketed swords (Chainsword, Acolyte Sword and Broadsword), at all tiers, are now off-hand weapons to be dual-wielded in combination with any other kind of 1H weapon. They have the same strength requirement but a very high constitution requirement (5 points less than a shield, at all tiers). They also retain their extra socket. Here's an example:
>the Socketed Chainsword III does 81 - 101 damage, has 50 attack power, 10 attack power reduction, 3 sockets and requires 63 str and 85 con.

-the damage difference between the 2 weapon models in the same category type (a Bladed Mace and a Persuader, for example) is now virtually non-existent. The main difference now between weapons is their attack style. Examples:
>the Bladed Mace has 1 less damage and 1 less requirement point (at any tier) than the Persuader, but it attacks like an axe (the jumping Q-attack).
>the Two Handed Sword is 1 point weaker than the Warrior Sword, but the Warrior Sword now attacks like a 2H hammer instead of a 2H sword. (the thrusting motion Q-attack that's more appropriate for a sword than a hammer, I think).
*This decision was made because I wanted all weapons to be effective in the endgame, and also to test a theory I had that some attack animations were more suited to different types of weapons than the ones they were assigned to.

-I've taken the Outlaw's Reflective weapon VFX and given them to the Gore weapons (the ones with the bleed effect).
-the melee weapon upgrades/enhancements/VFX had some errors that have now been corrected.
-the Radiation enhancement on all outlaw melee weapons was weak. Because of this, now all Radiation weapons do 10 more maximum damage (at T3).
-the Ice enchantment on all berserker melee weapons was also weak. Because of this, now all Ice weapons do 10 more maximum damage (at T3).

Shields:
-shields now give you faction specific resistances and have sockets (1 for T2 and 2 for T3).  They're now more expensive to craft and require some extra ingredients.
-shields can only be upgraded by members of a faction that have learned the faction specific weapon enhancement skill.
*An example of how shields work now: a Cleric that's wielding a T3 Energy Shield, wearing a full set of Regent Armor (or Legate), a Ring of Resistance (the one with the +20 bonus, that you have to craft) and has learned lvl 2 of the Fire and Radiation resistance skills, will become immune to Fire and Radiation status effects (lingering damage from enemy attacks and environmental damage).


RANGED WEAPONS (and ammo):
The headache inducing camera shaking present when ranged weapons were fired is now freakin' GONE! I didn't realize how much I hated it until after I removed it. (Special thanks to the "Elex Overhaul" mod which gave me the idea to do this).

That being said, here are some of the changes:
-I love the Arcane Archer fantasy archetype and I was a bit disappointed that Piranha Bytes didn't implement it somehow with the Berserkers. Because of this, all Berserker Bows are now magical weapons. Each of the 3 types of bows has a different elemental damage: Cultivator - poison; Hunting - ice; War - fire.
-The seeking arrow firing mode now shoots a multi target projectile that incapacitates enemies (Cultivator - shoots a Wasp Arrow; Hunter - an Iceball; War - a Fireball).
-Firing your bow now requires a small amount of mana, depending on the firing mode.
>A normal shot - costs 3 mana (2 for the hunter bow because Ice damage doesn't have a lingering effect).
>Seeking arrow - x2 the cost of a normal shot.
>Scatter shot -  x3 the cost of a normal shot.
*only Berserkers are able to upgrade bows now because it also requires the Enchant Weapon skill.
**all bows are now viable endgame weapons with only a difference of 1 point in damage and stat requirements between them.

-Cleric Blasters are split in 2 categories and 2 subcategories:
<Laser: all laser Blasters now do energy damage.
<Plasma: all plasma Blasters now do fire damage.
>Trooper Blasters (LSR - T and PLS - T) that only have a full auto firing mode and a high recoil.
>Commando Blasters (LSR - C and PLS - C) that only have a burst fire mode and a moderate recoil.

-Cleric Rifles are split in 2 categories and 2 subcategories:
<Laser: all laser Rifles now do energy damage on the normal firing mode. E.M.P. and Explosive Blasts are different damage types. The laser rifle explosive blast is now blue because... why not. It's all SCI-FI, anyway.
<Plasma: all plasma Rifles now do fire damage on the normal firing mode. E.M.P. and Explosive Blasts are different damage types.
>Trooper Rifles (LT5 and PT3) that have slow full auto on the normal firing mode and a low recoil. E.M.P. and Explosive Blasts have a single shot firing mode.
>Commando Rifles (the ones without any other letters in their names) that have burst fire on the normal firing mode and a low recoil. E.M.P. and Explosive Blasts have a single shot firing mode.
*only Clerics who have learner the High-tech Weaponsmith skill are be able to upgrade energy weapons now.
**all energy weapons are viable into the endgame with their major differences being their attack modes and projectile types.
***unlike the previous versions of this mod, now all cleric blasters and rifles have visual distinctions on all upgrade levels.

-the 2 cleric flamethrower types now have the same damage. The only difference is that the Fatboy has a larger fuel capacity and requires more strength than the Smallboy. Also, the flame jet firing mode actually does damage now and the fireball attack mode has a 2 second cooldown between shots.

Outlaw ammo:
-ammo crafting recipes are more sensible now. Ex: 1 bolt required 12 arrows and 1 iron ore, which was ridiculous - now 1 bolt requires 2 arrows and 1 iron ore.
-Hand Grenades are cheaper now ( 15$ instead of 20).
-Fragmentation Shells now have a different graphic (I tried my best to make them look like shotgun pellets) and they knock down your target. They also do 10% more damage than normal shells.
-Radiation Shells now have a different graphic (glowing green projectiles) and do 15% more damage than normal shells.
-Projectiles (slugs) no longer have an explosive effect because I turned the Heavy Slugthrower into a multi firing mode type of weapon.
-Radiation Slugs have a different graphic (glowing green projectiles, bigger than radiation shells). They still have an explosive effect and do 15% more damage than normal slugs.
-Fragmentation Slugs do 10% more damage than normal slugs.
-All rockets now do more damage... because they're slow and expensive.
-Plasma rockets do 10% more damage than normal rockets (fragmentation) and have the largest blast radius.
-Explosive rockets do 15% more damage than normal rockets and have a larger blast radius.
-Plasma grenades do 10% more damage than normal grenades (fragmentation) and have the largest blast radius.
-Explosive grenades do 15% more damage than normal grenades and have a larger blast radius.
-Explosive bolts do 15% more damage than normal bolts.
-Piercing Spears do 15% more damage than normal spears.

Outlaw weapons:
-Double Barrel Shotguns fire 2 shells at once, have a 4 shot magazine and a high recoil. They have higher stat requirements.
-Scrap Shotguns do the same damage as the Double Barrel Shotguns, have a 4 shots mag size, and fire single shots. They have lower recoils and stat requirements than D.B. Shotguns.
-Normal Grenade Launchers do as much damage as Modified G.L. but have lower stat requirements.
-Modified Grenade Launchers now have burst fire on all grenade types. The have higher stat requirements.
-Wrath Rocketlaunchers have the same damage as Long Rocketlaunchers but have a 5 rocket mag capacity instead of 3. They also have higher stat requirements.
-All Crossbows are a bit more effective now (still not as good as spearguns, though). The 2 types of crossbows have these differences:
>Light Crossbows have the same damage as Heavy Crossbows, but lower stat requirements.
>Heavy Crossbows have higher stat requirements (especially strength) and fire 2 bolts at once.
-Harpoons have the same damage as Spearguns with lower stat requirements.
-Spearguns have higher stat requirements but shoot with a burst fire mode on all spear types.

-The Kaboom line of slugthrowers now have a 40 round magazine size and 3 firing modes (depending on the type of projectile fired):
1.Fragmentation Slugs are shot in a slow full auto firing mode with a moderate recoil.
2.Normal Slugs (Projectiles) are shot in a rapid full auto firing mode with a high recoil... in other words: awesome minigun action.
3.Radiation Slugs have a single shot firing mode with a moderate recoil.
-Heavy Slugthrowers are now assault rifles with a 24 round mag capacity, that only use projectiles (no frag or radiation slugs) in 3 firing modes:
1.Single Shot with a low recoil.
2.Burst Fire with a slightly high recoil.
3.Full Auto with a very high recoil.
*The Kaboom and Heavy Slugthrower item models have been switched because they match their names better.

Installation:
Just copy the "m_1_ELEXI_Legendary_Mod.pak" file into your ELEX/data/packed folder.

Uninstallation:
Just delete the "m_1_ELEXI_Legendary_Mod.pak" file from your ELEX/data/packed folder.
*WARNING: before uninstalling this mod you should unequip all items from your character and make a new savegame. After deleting the mod, load from THAT save file. Not doing so will mean that the various bonuses that were added by this mod to those equiped items will permanently remain on your character.

This mod was created, using only game assets, by Vlad Mihail.
Please excuse my poor english and enjoy my mod.
Feedback is appreciated.
Thank you.