Fallout 4

Fallout 4

387 ratings
Legendary Weapons (using CONSOLE) [CHEATS]
By Alex
Introduction
This is a tutorial on how you can add Legendary modifiers to a gun using console commands.


Tutorial
1. Drop any weapon and then hold the item. Do not put it in your inventory. The default key for holding an item is E.

2. Open the console. The default key for opening the console is ~.

3. Type in the command GetPlayerGrabbedRef while holding the item. This gives you the reference ID of your weapon. The reference ID will change when you add a modifier to your weapon.

4. Type in the command (without brackets) [Reference ID].amod [Modifier ID]

EXAMPLE: ff00bbb2.amod 1E73BD
ff00bbb2 is the reference ID for my weapon. Yours will be different.
.amod after you type in your reference ID.
1E73BD is the legendary modifier ID "explosive."


LEGENDARY MODIFIERS (alphabetically)
NOTE: This method only allows one modifier on a weapon, however, it might be possible to add more than one modifier using the CF method provided at the end of the guide
NOTE(2): Using the same steps above, you can remove a modifier by replacing .amod with .rmod


-Automatic: A4739
-Assassin: 1E6846
-Bloodied: 1EC036
-Beserker: 1EF5D7
-Crippling: 1E6D6B
-Cavalier: 1F57E2
-Enraging: 1F6AD4
-Explosive: 1E73BD
-Exterminator: 1F81EB
-Freezing: 1F5479
-Furious: 1EF481
-Ghoul Slayer: 1E6847
-Instigating: 1F04B8
-Incendiary: 1E7173
-Irradiated: 1CC469
-Junkie: 1EB99A
-Kneecapper: 1F1048
-Lucky Weapon: 1CC2A6
-Medic: 1F109C
-Mutant Slayer: 1E6848
-Nimble: 1EBABD
-Nocturnal: 1E8174
-Never Ending: 1CC2AC
-Penetrating: 1F4426
-Plasma Infused: 1F9B4D
-Powerful: 1CC2AB
-Poisoner: 1F31B9
-Quickdraw: 1F1026
-Relentless: 1ED37E
-Rapid: 1EC56D
-Sentinel: 1F5995
-Staggering: 1E81AB
-Two Shot: 1CC2AD
-Troubleshooter: 1F81EC
-V.A.T.S Enhanced (Gun): 1CC2AA
-V.A.T.S Enhanced (Melee): 2056F0
-Violent: 1F7B8A
-Wounding: 1E7C20


Modifier Descriptions
Copied from Fallout Wiki


Automatic: Automatic fire mode

Assassin's: +50% damage vs. humans

Berserker's: Increases damage as you decrease your DR

Bloodied: Increases damage as you decrease your HP

Cavalier's: -15% damage while blocking or sprinting

Explosive: Bullets explode on impact and inflict 15 AOE damage

Exterminator's: +50% damage vs. Mirelurks and bugs

Freezing: +10 cryo damage and will freeze targets on critical hits

Furious: Increases damage with each hit on same target

Ghoul Slayer's: +50% damage vs. Ghouls

Incendiary: +15 fire damage

Irradiated: +50 radiation damage

Junkie's: Increases damage as you increase the number of your withdrawal effects

Kneecapper: +20% chance to cripple the target's leg

Lucky Weapon: 2x critical damage, +15% critical refill rate

Mutant Slayer's: +50% damage vs. Super Mutants

Medic: Heals targets instead of hurting them (game data says DO NOT USE)

Never Ending: Unlimited ammo capacity (no reload)

Nocturnal: Does increasing amounts of damage as the night grows longer and less damage during the day.

Nimble: 75% faster movement while aiming

Penetrating: Ignores 30% of the target's damage and energy resistance

Plasma Infused: +10 energy damage and can turn enemies into goo

Powerful: +25% damage

Poisoner's: Target is poisoned for 10 seconds

Quickdraw: Costs 25% fewer AP

Relentless: Refills your AP on a critical hit

Rapid: Provides 25% faster fire rate, 15% faster reload

Sentinel's: -15% damage while standing and not moving

Two Shot: Shoots an additional projectile

V.A.T.S. Enhanced (Melee): 40% less AP cost

V.A.T.S. Enhanced (Gun): Improved VATS hit chance, 25% less AP cost

Violent: +25% damage and limb damage, but has more recoil

Wounding: +25 bleeding damage


FAR HARBOR
(UNFINISHED - MAY NOT WORK)


Atoms Judgement (SUPER SLEDGE ONLY) - (0303A387): It adds +100 Radiation damage to the weapon along with 600 base radiation damage.

Resolute - (300DA96): Time slows down when chambering the final round in a magazine.

Blazing - (300DA97): Blocking has a 25% chance to set attackers on fire for 50 damage.

Dead Eye - (0300DA99): Time slows down when aiming.

Defiant - (0300DA91): The final shot in the magazine deals twice the normal damage.

Frigid - (0300DA93): 20% chance to freeze the enemy when you block their attack.

Hitman's - (0300DA98): Does 10% more damage when looking down the sights.

Resiliant - (0300DA9A): +150 damage resistance while reloading.

Steadfast - (0300DA95): +50 damage resistance while aiming.


Other Notes
- This guide is not actively updated by me! The good news is that everything in this guide should still work (including latest DLCs like Nuka World). If you need help finding modifiers from the DLCs, you can find it on Google or here.[fallout.fandom.com]

- CF method EXAMPLE:
player.additem 00004822 // Adds 10mm pistol to player's inventory
player.cf "ObjectReference.AttachModToInventoryItem" 00004822 00148337 // Attaches advanced receiver
player.cf "ObjectReference.AttachModToInventoryItem" 00004822 0014839b // Attaches LLP barrel
player.cf "ObjectReference.AttachModToInventoryItem" 00004822 001483e3 // Attaches muzzle brake
player.cf "ObjectReference.AttachModToInventoryItem" 00004822 001f1048 // Applies Kneecapper modifier

// is my personal comment- it's not actually a part of the console command
Because the CF method uses the baseRef and not the itemRef that my guide uses, this method can also be used in a bat file.


Armor Guide
http://steamproxy.net/sharedfiles/filedetails/?id=666854120
4
3
2
11
2
2
3
   
Award
Favorite
Favorited
Unfavorite
110 Comments
Lung 20 May, 2016 @ 2:27pm 
I found a DLC mod you should add in
Atoms Judgement (super sledge only)
the code is 0303A387.

It adds +100 Radiation damage to the weapon along wtih (at least for me) 600 base radiation damage.

Also adds some cool decal to the weapon as well.
Lung 9 May, 2016 @ 4:15pm 
I really dont see why they just dont let mods be unlocked after beating the game once.

It would make a lot more sense instead of locking all achievements in general.
Just beat the game then you can mod freely.
Lung 9 May, 2016 @ 3:50pm 
I'm unsure if there's even an effect for some of the weapons Legendary Assualtron head and Tesla Rifle are different... Maybe its just the weapon in general is custom and therefore it registers as legendary even though there isnt a modifier?
Lung 8 May, 2016 @ 11:16pm 
I'm confused,
If this is all weapons, Why isnt the Tesla Rifle effect listed?
It registers as Legendary so I assume It'd register as a modifier surely?
Lung 1 May, 2016 @ 9:45am 
@Gothic, CTRL+F, type "nocturnal" then you will see the following text "-Nocturnal: 1E8174 "
Gothic Purple Goblin 29 Apr, 2016 @ 9:29pm 
I might just be blind but you missed the nocturnal effect, well under what they do.
Lung 22 Apr, 2016 @ 9:25pm 
I made an Armor guide sort of like yours M8 got you covered already.
http://steamproxy.net/sharedfiles/filedetails/?id=666854120
It's literally yours just made by me.
Lung 21 Apr, 2016 @ 10:17pm 
"Known conflict
Legendary Two-Shot Mod Fix - make "detach" function to not work for Two Shot
Scrappable Legendaries - make "detach" function to not work
Alternate Settlements - Does not show the 2LM workbench (something with too much editor id???)
All mod that edit Legendary Modification effect/damage/description/etc will cause some conflict such as "detaching""

So it breaks the game. What a Superior mod! Not like its such a big deal to type in a small line of code! no it's the end of the world when you do!
Opa Dino 20 Apr, 2016 @ 6:33am 
In the german version you have to use " ö ", not the " ~ ).

By the way: be careful using a minigun with the "explosive" perk.. ;-)
R∃M1X 16 Apr, 2016 @ 5:38am 
Or get this mod which does things 100% faster and better. http://www.nexusmods.com/fallout4/mods/4042/?