true but on the bright side they're rather easy to get now, so if you accidentally scrap one it's not the end of the world, especially once you learned all legendary mods
I rename all my stuff I'm using so that they start with a dash ( - ), this way I know not to scrap anything with a dash, and it also means they all appear at the top of the list in the armor and weapon tabs of the pip-boy
So, load up on modules. Craft a bunch of named legendaries for scrapping. Set aside weapons with perfect 2nd and 3rd stars because it's easier to buy the 1st star.
I did notice during your demo that it allowed you to scrap a Legendary that had an Atomic shop skin…….Well so much for using the skins to make sure you don’t scrip/scrap them……
@tommyq374there used to be a limit on how many items you could name. Do you know if that number has been increased/removed/ stayed the same, anything?
@@hoogletm I have been collecting every piece of weightless armor to use as displays of all the different scoreboard paints. Now all my extras are going to be useful
Agreed. However, the mods are tradable. So you can learn them all on one character, make them on that one, then trade them to another character. I'd still rather they do it your way though. This way has too many steps for the exact same result.
During the last Mutation event i kept all my Mutation party packs to open at the start of the new season, since They weigh less then weapons, and can drop Mutation Serums that will be wanted for crafting. It is honestly the most 100IQ moment i ever had in this game.
I had the whole week off and played the shit out of 76, tried to double dip as often as I could every hour and got 110 party packs and a few regular packs 😮💨 I was dead by monday lol
Sounds like it's time to craft up with all the legendary cores, load up the mules with all the legendaries, spend all the scrip on legendary modules and be ready to do a ton of scrapping on Sept. 3. I was even good and saved up all my large holiday gifts from the last event, so there's going to be lots to do and boy am I going to be freeing up a bunch of stash space.
There's a whole bunch of unanswered questions for me: - Are effects available for both weapons and armour different modules or are they interchangable? Can say an Aristocrats box you got from armour be usable on a weapon? - Once you roll or picked up a 3 star legendary, can you reroll all the effects again or is that no longer available? Seems like you couldn't. - Is there any word about what's happening with vault steel? Does that remain unchanged? - If these mod boxes are in I presume the mods tab in your inventory, is it possible to accidentally scrap mod boxes as with normal weapon mods?
Looking foward to this feature, imo it makes crafting that desired weapon more accessable for people who don't have the time to play 24/7 and are new to the game.
I agree, plus the naysayers are crying it’ll ruin the game. The drop rates are infinitesimally small, so we keep farming legendary items anyhow. It’s not like in an hour you can make your god roll item and be bored. These people complaining it’ll ruin the game are the 24/6 people who have nothing else.
I work 10 hour shifts and only really get to play on weekends. I'm beyond excited for this new feature...just watch Bethesda take this away at the last minute 😢
So what's the best way to approach this update? Save modules? Save scrip? Or just craft a bunch of weapons, make them legendary and scrap the lot? Are mod boxes one time use? Sorry for all the questions.
Mod boxes are one time use. In general just save as much stuff with desirable effects you want, and scrap them when the update hits to learn plans and get mod boxes. You need to scrap a lot to get the boxes and plans. I’m planning to mass craft cheap secret service armour just before the update hits, in hopes of getting a lot of over eaters, unyielding and weapon weight reduction and endurance 2nd star as those effects are what I want the most.
I’m farming/shopping for the effects I want (vampire, weapon speed, +strength, bullets explode) for my weapons and I’m scriping the rest. Same for armor. I just don’t know if cores will be converted to scrip. If it’s 1:1 then I’ll roll items to burn cores, and scrip now or when this launches.
So just a thought/idea for a video you could cover. Legendary armors that we can craft before the Sep 3rds update. like Secret Service, Solar ect. Prose and cons of each material costs how many effects they come with. Maybe things we could be doing for example I have been collecting death claw hands to craft unstoppable monster claws to scrap after update. How many legendary modules we should have before the update.
Of course, how else would Bethesda convince people to get the paid service so they can free up storage to keep all the extra weapons they'll need to be legendary in a different way now that enemies will have different immunities to different gun types?
My current plan is stockpiling a boat load of 1 star knives or some light weapon with anti armor, bloodied etc and leather armor with overeaters so I can potentially get the mods
@@SpudLord_PhDstore the armour parts on a power frame then stash it. You'll hold over 50lb (5 items) of legendaries for the weight of just 1 item at 10 lb. Holding onto your legendary power armour for later scrapping is still a viable option if the pieces have the mods you're after. Good luck and have fun.
@AngryTurtle Random question??? when you scrap a legendery weapon dose it count to unlock the mods for the weapon?? or is it just when you scrap non-legendary weapons
The legendary weapon or armor becomes not tradable after adding a specific legendary effect from a mod box just like Angry Turtle did with the Rapid effect.
Ultimately, I have a set of non-optimal unyielding SS armor and and a similarly under optimized bloody rail rifle, Im level 200.ish and I kill stuff fast enough. Thank you for this guide, it will give me something to work on long term, but I personally wont be hoarding legendaries in anticipation for 9-3. Its a game and the moment it becomes a job it loses All the fun
That's my thoughts too. I appreciate the warning and might do a couple of things, but Beth is always trying to make 76 into a job and I'm not willing to work at it. If it ceases to be fun for me, I'll just play something else. I'm not looking to play a slot machine with fancy graphics.
Thanks for this video. I was trying to find out if a weapon already needed to have Legendary mods on it before I could use the new Star Mod Boxes and this answered my question precisely. Thanks again.
Thank you very much, AT! After the September 3 update, would Head Hunter Scythe be scrappable for Mod Boxes and for Mod learning? It is super light so would it make sense to craft hundreds of these at 2 modules a piece on September? Thank you very much 🤝
No can't be traded after you change or add a legendary effect. It's pretty straightforward, if you change any effect it becomes locked to your account. You can only scrap or scrip it after the change.
Thanks for the great info as always. One question, I have not seen the Nuka-launcher mentioned by anyone reviewing the new system, do you know if you can change its effects?
Do we know if having scrapper perk card will increase the amount you gain from scrapping legendary? Or if having dup perk card yelds more modules from crafting at tinkers?
Unfortunately all the attention they put into it is all bad, this will get old very quickly unless you wanna grind a 6 year old game for 10 hours a day 😅😅... no thnaks
They made the game insanely grindy now. You can throw hundreds of items into the fire for a small chance of getting an effect. And then you cant even sell it. This new system is butt.
@samhennessy7108 yea, I agree. I can't stand being on this game for more than 30 mins, let alone 10 hours. I'm good, been playing since beta, and by far this is the dumbest thing they done
Honestly a few things id love to know. 1. Can you out explosive on a flame weapon (not likely but gotta ask lol) 2. Weapons with unique effects that technically count as a legendary effect (e.g circuit breakers mass stun) will these be learned?
Looking forward to the follow up prep video. I've never been on the test servers before so I haven't tried any of this. I'm assuming that these would need to be learned for both ranged and melee weapons. Does it matter what weapon you scrap? Do you need to scrap a bow to learn the mods for a bow or once you learn it, is it used for all ranged weapons? Should I spend all that script as I can on modules and save them for the update or save the script? These are just some questions I had for the follow up video. Thanks for all that you do to help us!!
Do we have better chances to unlock the crafting or mod by dismantling level 50 weapons, or can I save material and craft a bunch of level 30 legendaries while trying to unlock?
Great video. So it's modules to craft a legendary or make something a random legendary. But it's scrip to change a legendary with a mod box. Sounds like scrip is much easier to get so that's nice. The only downside is I saw someone scrap 40 weapons/armor and they only got 2 mod boxes they didn't want. At 2 out of 40, that would mean scrapping 200 weapons for just 10 mods if you're lucky. Hope the legendary enemy count goes up.
Thanks for the guide, looking forward to this. I know people want things to unlock easier to get the best weapons ASAP but the devs need rewards to drip-feed to keep players logging in, so at least this feels "fairer" than pure re-rolls. Hopefully they buff the less-good Legendary effects a bit...
What’s best to prepare for this? Save as many weapons as possible to scrap when it drops, hold off any modding to build up a lot of Legendary Scrip and Modules?
I think i commented in one of your live streams when the PTS went live the whole system proposed was busted. Nice to see they listened to feedback - there was no need for yet another currency in legendary dust and the fact we would be losing a hell of a lot of scrip due to scrapping legos instead of vendoring them. Nice changes we'll see how it all plays out in a couple of weeks. Don't think you mentioned that scrip limit is being increased as well to 11k, i think :)
So will we be able to change the effects on weapons like Anchorage Ace or the V-63 weapons? Or is it only the Elder's Mark, Holy Fire, Once in a Blue Moon weapons etc?
Is it true you are going to have to use bobbleheads, magazines, i.e. extra rss to craft legendary weapons now? Someone told me this today and i didn't know what to think
When you scrap a legendary item, you have a small chance of getting a mod or a plan of one of the legendary effects. If you get a mod, you can just use it on another item. But if you get a plan, THAT is when you have to spend bobbleheads, mutation serums, X-Cell, disease cure, etc., and other hard-to-get material to craft the mod. So it's actually better to get a mod than a plan, IMO. The hard-to-get ingredients are, of course, a way to discourage you to mass-produce and sell legendary mods.
@PCGamingGoodies yea I found this our, but thank you so much for taking the time to answer my question, I found a list of what's going to be needed to craft what, and a 3star mod is gonna cost like 60 modules
Many thanks Turtle. Could you do a follow up with the different craftable legendary weapons and their effects then on pts private see how many are needed on average to unlock the plans or mod boxes? I have around 5k scrip and don’t know if I should just buy modules and craft SS and other weapons before update or keep a few thousand scrip back as modules should be easy moving forwards
Please, help me with the answer. For example I have a weapon with only 2 legendary effects, is it possible to add the third effect by using legendary mod?
How many items (roughly) did you scrap to gain the "several" craftable box mods? Also sounds like even more grinding to get modules ie you'd have to do 60 standard events to be able to change the 3rd star! Seems Bethesda is making out this is good when in fact it's just a grind like the new score board! Think it maybe time to take my FO1st money and spent it elsewhere! Thank you Mr Turtle for the video, much appreciated 👍
Probably not. But it's best to assume that having higher intelligence and luck may help. It certainly won't hurt turning up your intelligence and luck temporarily just before you go on a scrapping spree. Maybe make a new SPECIAL loadout just for that purpose. Like I mentioned it probably makes no difference but it won't hurt your chances trying it. That's what I intend doing until someone definitively comes up the answer
The 2* and especially 3* mod boxes/recipes going to be quite rare, I have been trying to hoard alot, and I've decided to not panic craft and save all my cores and modules
I'm hoping to put together an OE/+L/FDC T-65 set with this system. With 10 Luck from armor (can replace 15c with 25lvc on weapons) and the Endurance perk for more AP, it looks like power armor based heavy VATS builds are getting a substantial buff with this update.
@@PROJEKT_R3D Do you mean you're charging your meter with two shots and then critting? Because for a one shot crit fill you need 33 Luck or 23 Luck and +15% crit fill on your weapon. Edit: and Crit Savvy ofc
Hi guys. I can't seem to get a straight answer, but I already have a full Uny AP FDC (expect RA, which Uny Ap Picklock) of secret service. Also all my favourite guns have my personal god roll on them, so I ask, can I just sidestep legendary crafting as I don't need it, or do crafted legendaries have some intrinsic benefit? It looks a longer and drawn out process than simply rolling for the damn things 😂
Question. Are the mods independent of the item scrapped? I am hearing people holding on to some really heavy stuff for scrapping after the next release. Wouldn't you want to have the lightest 3 star items so you can have more?
In PTS, is vault 94 steel still needed to craft solar/thorn armor? Solar/thorn still crafted to be 3-star armor? Can you scrap old solar/thorn armors to get mod?
I totally forgot to remove like 8 pieces of UNY armor I was selling because of this update. Guy bought me out before I remembered doh! Thank you so much turtle for the video as I've been confused on how it's going to work. Cheers!
Thank you Angry Turtle! Watching the video, I saw Murmugh still was selling legendary items (random types). Do you know if this will change when the update go live? I ask because I use my “mules” scrip to purchase random items to save space, and transfer them, to my main character.
Having legendaries now show up in the regular scrapping menu is awful. It should be an alternate tab or even be a second option on the scrip machine. I'm gonna have to be so careful now when scrapping commons.
I predict in the near future you're going to accidentally scrap something you really liked, it's going to piss you off to no end, and possibly make you rage quit the game. This is going to be inevitable, if not for you, then for so many other people.
I've been using Turtle's renaming method for quite a while now. Random legendary golf club named "^^XXXXXXXXXXXXXX^^" then all my keepers are "| cool name here." Under normal sort conditions, all the scrip/scrap items are above the golf club and your keepers are safely below it.
Are there any changes to the legendary exchange machine? Is it even still in use? Or do you scrip the weps with nothing but useless effects and scrap anything with something good?
Basically as you describe you should scrap any good weapon or armour with effects you want. Or save a decent item and use the system to turn into a god roll. The Scrip machine will be used for truly god awful stuff that has no effects you want. You also won’t need a lot of scrip compared to atm.
So you get say a 2 percent chance to unlock a mod and then once you use that box mod you lose it and have to scrap over and over again to get another one?
Personally I love the new legendary crafting but I think it's a missed opportunity to bring the 4th and 5th star that can never be used at the moment into play imo tbh
I have 4 mules stocked with so many 3 stars they can barely move. What id like to know is if there is a good way to use up your cores on crafting weapons before the next update. Ie what is the cheapest way to convert them to legendary weapons.
I am so happy we will be able to scrap starred weapons at regular workbenches. Scrapping at the legendary scrip machine was such an annoying extra step!!!!
so have they done the math on this ? so if price goes up to 100skript/module that means 5/ day and making 3 star takes 60.... so you need to skript farm 12 days to make 1 mod to 1 weapon............................ and i have many i want to fully optimise so how many months will those take...... did i misunderstand or count or someting because that seems like worthles time waste because skrapping or just getting lukcy with rng will be wayy faster
If you have rerolled something a half dozen times, is this cost passed onto the next person when you try to sell it? For example you roll 6 times, if they try to reroll will it be a 7th roll cost? Or is it back to first roll for them?
One tip: use the private server (Fallout 1st only) for scrap legendary's in first day! for avoid stability issues. Imagine 20 overloaded players dismantling things on the server at the same time!!!
link to mapex post: fallout.fandom.com/wiki/User_talk:Mapex#Legendary_Mod_Material_Cost
Sept 2... crafting 1000lbs of various weapons/armor. Sept 3... scrapping them all.
Already farming Deathclaw Hands...
So many secret service about to get made on the 2nd
@@harrisonfnord5871oh yeah. This guy gets it
Why are u farming deathclaw hand?
@@FallGuysFTW You need them for the Unstoppable Monster
We need the ability to lock items more than ever with legendary scrapping now ⚠️
true but on the bright side they're rather easy to get now, so if you accidentally scrap one it's not the end of the world, especially once you learned all legendary mods
@@MrScuto if you paint it it doesn't show up in the script machine. It's gotta be an atomic shop skin tho
💯
I rename all my stuff I'm using so that they start with a dash ( - ), this way I know not to scrap anything with a dash, and it also means they all appear at the top of the list in the armor and weapon tabs of the pip-boy
I'm pretty sure you could just use a single space instead. Much easier
So, load up on modules. Craft a bunch of named legendaries for scrapping. Set aside weapons with perfect 2nd and 3rd stars because it's easier to buy the 1st star.
Yes, this exactly
as long as they dont make named legendaries unscrappable
@@davidandrex2that's the one thing I'm really curious about seeing when the PTS goes live
@@davidandrex2 Bro, you just jinxed it! Tisk, tisk!
@@bmac6730 lol. i say it because they already have named legendaries unrerollable, but theres hope
I did notice during your demo that it allowed you to scrap a Legendary that had an Atomic shop skin…….Well so much for using the skins to make sure you don’t scrip/scrap them……
Yeah, that does kinda blow.
I wish that had an Equipable “Not for Sale/Non Scrapable” option on Weapons/Armor, Power armor Chassis too.
I don't understand why a lock button is so hard to do...
@@psycleshiftthe 2 people working at Bethesda are too busy counting all the money they get from all the chumps paying to store virtual junk
@tommyq374 i ALWAYS rename my Legendary Keepers; something Angry Turtle taught me years ago ;)
@tommyq374there used to be a limit on how many items you could name. Do you know if that number has been increased/removed/ stayed the same, anything?
Stockpiling all those -90% weight gear will finally pay off
@@hoogletm I have been collecting every piece of weightless armor to use as displays of all the different scoreboard paints. Now all my extras are going to be useful
More and more I really wish Bethesda would make all plans and recipes learned account-bound across all characters.
Agreed. However, the mods are tradable. So you can learn them all on one character, make them on that one, then trade them to another character. I'd still rather they do it your way though. This way has too many steps for the exact same result.
Such a good idea
@@PoopFactor4 That's my plan, learn them all on my main first.
Idk then there wouldn’t be any real way to start fresh who anyone that wants to. I like that there’s a fresh grind for every mule.
Nah most people like starting over with new characters
During the last Mutation event i kept all my Mutation party packs to open at the start of the new season, since They weigh less then weapons, and can drop Mutation Serums that will be wanted for crafting. It is honestly the most 100IQ moment i ever had in this game.
Did the same, managed to collect and keep 35 of them.
I had the whole week off and played the shit out of 76, tried to double dip as often as I could every hour and got 110 party packs and a few regular packs 😮💨 I was dead by monday lol
Same 40
@@BuenoMcgurskinice I’m glad I’m not the only one that knows that strat
I always save mine I have over 500 lbs of mutated party packs
I was rolling SS left arms yesterday for scrapping and ended up getting an unyielding, 5%ap refresh 20% reduced weapon weight. Woohoo!
Sounds like it's time to craft up with all the legendary cores, load up the mules with all the legendaries, spend all the scrip on legendary modules and be ready to do a ton of scrapping on Sept. 3. I was even good and saved up all my large holiday gifts from the last event, so there's going to be lots to do and boy am I going to be freeing up a bunch of stash space.
I don't think i can grind the same old events anymore. This update is a few years late
There's a whole bunch of unanswered questions for me:
- Are effects available for both weapons and armour different modules or are they interchangable? Can say an Aristocrats box you got from armour be usable on a weapon?
- Once you roll or picked up a 3 star legendary, can you reroll all the effects again or is that no longer available? Seems like you couldn't.
- Is there any word about what's happening with vault steel? Does that remain unchanged?
- If these mod boxes are in I presume the mods tab in your inventory, is it possible to accidentally scrap mod boxes as with normal weapon mods?
I can answer 1 Question: Vault Steel is still required!
th-cam.com/video/b8Icx6MOAjU/w-d-xo.htmlsi=Z0JgzdUmIfy9gVpT
So buy as much modules before next season where it’s double the price?
That's it
Looking foward to this feature, imo it makes crafting that desired weapon more accessable for people who don't have the time to play 24/7 and are new to the game.
I agree, plus the naysayers are crying it’ll ruin the game. The drop rates are infinitesimally small, so we keep farming legendary items anyhow. It’s not like in an hour you can make your god roll item and be bored. These people complaining it’ll ruin the game are the 24/6 people who have nothing else.
@@kvirus1159If anything, I'll play more because my progress doesn't get capped by the scrip limit.
I work 10 hour shifts and only really get to play on weekends. I'm beyond excited for this new feature...just watch Bethesda take this away at the last minute 😢
So what's the best way to approach this update? Save modules? Save scrip? Or just craft a bunch of weapons, make them legendary and scrap the lot? Are mod boxes one time use? Sorry for all the questions.
Mod boxes are one time use. In general just save as much stuff with desirable effects you want, and scrap them when the update hits to learn plans and get mod boxes. You need to scrap a lot to get the boxes and plans. I’m planning to mass craft cheap secret service armour just before the update hits, in hopes of getting a lot of over eaters, unyielding and weapon weight reduction and endurance 2nd star as those effects are what I want the most.
@@fivenotewonder so when I scrap something there is a chance to learn a plan or a mod box, is that right?
Turtle will be making a follow-up guide to address your questions (which, I think, the majority of us also have)
@@keithcummings3260 it's confusing at this point. Thanks for the reply.
I’m farming/shopping for the effects I want (vampire, weapon speed, +strength, bullets explode) for my weapons and I’m scriping the rest. Same for armor. I just don’t know if cores will be converted to scrip. If it’s 1:1 then I’ll roll items to burn cores, and scrip now or when this launches.
So just a thought/idea for a video you could cover. Legendary armors that we can craft before the Sep 3rds update. like Secret Service, Solar ect. Prose and cons of each material costs how many effects they come with. Maybe things we could be doing for example I have been collecting death claw hands to craft unstoppable monster claws to scrap after update. How many legendary modules we should have before the update.
Seems to be best just getting max 3 legendary effects you want, then make a new weapon for other builds.
Of course, how else would Bethesda convince people to get the paid service so they can free up storage to keep all the extra weapons they'll need to be legendary in a different way now that enemies will have different immunities to different gun types?
My current plan is stockpiling a boat load of 1 star knives or some light weapon with anti armor, bloodied etc and leather armor with overeaters so I can potentially get the mods
I have a mule on my better half's account and she has one on mine. We are just stockpiling all legendary to just have a shitton to go thru to try lols
Sounds like I need to do load my mules up. Instead of Scrapping them, save for later.
I wish I could do that but all I get is power armor parts to drop 😂
@@SpudLord_PhD Does seem like the big boss fights you get more Power Armor drops then anything.
@@SpudLord_PhDstore the armour parts on a power frame then stash it. You'll hold over 50lb (5 items) of legendaries for the weight of just 1 item at 10 lb. Holding onto your legendary power armour for later scrapping is still a viable option if the pieces have the mods you're after. Good luck and have fun.
I wish you could mark Legendary as never scrap.
Rename it or put paint on it
@AngryTurtle
Random question??? when you scrap a legendery weapon dose it count to unlock the mods for the weapon?? or is it just when you scrap non-legendary weapons
Ty, confusing but I get the just of it, I would have been lost without this video.
Once you change anything on an item can you still trade that item? Like that railway you changed to rapid, can it be traded still?
The legendary weapon or armor becomes not tradable after adding a specific legendary effect from a mod box just like Angry Turtle did with the Rapid effect.
@AngryTurtle what is the Thorn armor like in the current pts? Can we swap stars on those armor pieces?
yes
Ultimately, I have a set of non-optimal unyielding SS armor and and a similarly under optimized bloody rail rifle, Im level 200.ish and I kill stuff fast enough.
Thank you for this guide, it will give me something to work on long term, but I personally wont be hoarding legendaries in anticipation for 9-3. Its a game and the moment it becomes a job it loses All the fun
That's my thoughts too. I appreciate the warning and might do a couple of things, but Beth is always trying to make 76 into a job and I'm not willing to work at it. If it ceases to be fun for me, I'll just play something else. I'm not looking to play a slot machine with fancy graphics.
Thanks for this video. I was trying to find out if a weapon already needed to have Legendary mods on it before I could use the new Star Mod Boxes and this answered my question precisely. Thanks again.
Does improving your luck impact the chances of getting a box mod or recipie?
Question were do u get the V63 lazer carbine ?? How do u rate it ??also were did u get the scorpion 🦂 backpack??
Can a high Luck value affect module drops and/or crafting recipes?
Someone in chat the other day thought they had a 1/20 chance to learn the plan for a mod LOL. Dream on.
That's way better odds than a glowing mask🤣🤣 wishful thinking
Thank you very much, AT! After the September 3 update, would Head Hunter Scythe be scrappable for Mod Boxes and for Mod learning? It is super light so would it make sense to craft hundreds of these at 2 modules a piece on September? Thank you very much 🤝
Does having a high luck, help the chance of getting a legendary box, when scrapping?
Will these crafting changes allow you to apply a paint to unique legendaries like the holy fire?
Sorry returning after a bit of a break from burnout, does this also apply to armour? like to get an over eaters set for example?
What should you sell Bloodied and Quad mod boxes for?
Question. If you have a tradable item and then you craft or add a mod on it is it no longer tradable or can you still trade it?
No longer Tradeable
@@Salvation4U are you sure
@@xixLAYLOWxix Yes - Weapon or Armor will have a 'Cannot Be Traded' Displayed underneath the Weight on the Item Status🤯
No can't be traded after you change or add a legendary effect. It's pretty straightforward, if you change any effect it becomes locked to your account. You can only scrap or scrip it after the change.
Are Legendary Mods for e.g. additional Luck the Same for weapons and armor or do you have to unlock them separately?
weapons and armor are seperate
What's the best weapon to make and apply legendaries so i could scrap them and possible mods?
Hi bro Nice video amazing
Just one question, you just scrap weapons for the effect,but you can have the effect from armor?
Thanks for the great info as always.
One question, I have not seen the Nuka-launcher mentioned by anyone reviewing the new system, do you know if you can change its effects?
If you learn a plan for a legendary mod, would you be able to trade the plan?
Do we know if having scrapper perk card will increase the amount you gain from scrapping legendary? Or if having dup perk card yelds more modules from crafting at tinkers?
They actually put a lot of thought into this update. I like the addition of having to do events to efficiently get more modules
Unfortunately all the attention they put into it is all bad, this will get old very quickly unless you wanna grind a 6 year old game for 10 hours a day 😅😅... no thnaks
@@ScottPeterson-kc9uo Wow bro you can see into the future? 😮 Better go buy some lottery tickets
They made the game insanely grindy now. You can throw hundreds of items into the fire for a small chance of getting an effect. And then you cant even sell it.
This new system is butt.
@samhennessy7108 yea, I agree. I can't stand being on this game for more than 30 mins, let alone 10 hours. I'm good, been playing since beta, and by far this is the dumbest thing they done
Honestly a few things id love to know.
1. Can you out explosive on a flame weapon (not likely but gotta ask lol)
2. Weapons with unique effects that technically count as a legendary effect (e.g circuit breakers mass stun) will these be learned?
1. you can but currently it does nothing
2. no
Do you know if the v63 weapons are moddable? Like the v63 zweihaender
Can we convert a 1* into a 3*** weapon or armor by adding box mods or knowing the recipe? Not sure if my 2** UNY SS is even worth keeping
After update which weapon will most powerful
lol dumb question
Would be sick if they let you craft known plans that you already have to sell at vendor
So my preemptive module hoarding hasnt been a total waste. But i might try some rerolled holy fire action just in case
will items with +1 special effect automatically became +3 special or not?
Looking forward to the follow up prep video. I've never been on the test servers before so I haven't tried any of this. I'm assuming that these would need to be learned for both ranged and melee weapons. Does it matter what weapon you scrap? Do you need to scrap a bow to learn the mods for a bow or once you learn it, is it used for all ranged weapons? Should I spend all that script as I can on modules and save them for the update or save the script? These are just some questions I had for the follow up video. Thanks for all that you do to help us!!
Do we have better chances to unlock the crafting or mod by dismantling level 50 weapons, or can I save material and craft a bunch of level 30 legendaries while trying to unlock?
craft lowest level possible if it's for scraping
Great video. So it's modules to craft a legendary or make something a random legendary. But it's scrip to change a legendary with a mod box. Sounds like scrip is much easier to get so that's nice. The only downside is I saw someone scrap 40 weapons/armor and they only got 2 mod boxes they didn't want. At 2 out of 40, that would mean scrapping 200 weapons for just 10 mods if you're lucky. Hope the legendary enemy count goes up.
Thanks for the guide, looking forward to this. I know people want things to unlock easier to get the best weapons ASAP but the devs need rewards to drip-feed to keep players logging in, so at least this feels "fairer" than pure re-rolls. Hopefully they buff the less-good Legendary effects a bit...
So if you learn a plan you still have to first craft the mod box before you add it, you can’t just add it without the box?
that's correct
What’s best to prepare for this? Save as many weapons as possible to scrap when it drops, hold off any modding to build up a lot of Legendary Scrip and Modules?
Bethesda sure want us to Grinding a lot in their game and spend time in their game . XD
I think i commented in one of your live streams when the PTS went live the whole system proposed was busted. Nice to see they listened to feedback - there was no need for yet another currency in legendary dust and the fact we would be losing a hell of a lot of scrip due to scrapping legos instead of vendoring them. Nice changes we'll see how it all plays out in a couple of weeks.
Don't think you mentioned that scrip limit is being increased as well to 11k, i think :)
Can you tell me where you got the scorpion backpack skin?
So we should spend all our scrip on modules before the update when the price goes up?
So will we be able to change the effects on weapons like Anchorage Ace or the V-63 weapons? Or is it only the Elder's Mark, Holy Fire, Once in a Blue Moon weapons etc?
only blue moon weapons
Is it true you are going to have to use bobbleheads, magazines, i.e. extra rss to craft legendary weapons now? Someone told me this today and i didn't know what to think
When you scrap a legendary item, you have a small chance of getting a mod or a plan of one of the legendary effects. If you get a mod, you can just use it on another item. But if you get a plan, THAT is when you have to spend bobbleheads, mutation serums, X-Cell, disease cure, etc., and other hard-to-get material to craft the mod. So it's actually better to get a mod than a plan, IMO. The hard-to-get ingredients are, of course, a way to discourage you to mass-produce and sell legendary mods.
@PCGamingGoodies yea I found this our, but thank you so much for taking the time to answer my question, I found a list of what's going to be needed to craft what, and a 3star mod is gonna cost like 60 modules
So if I want anti armor box mod i have to scrap anti armor weapons? or is the box mod I get random?
Can i craft a bunch of secret service armor armor. Then break it down on the 3rd? And do this to get the mods i want on armor as well as weapons?
Didn't the module payout from events also get nerfed so we get far less modules for any event but you will now need more modules ?
Many thanks Turtle. Could you do a follow up with the different craftable legendary weapons and their effects then on pts private see how many are needed on average to unlock the plans or mod boxes? I have around 5k scrip and don’t know if I should just buy modules and craft SS and other weapons before update or keep a few thousand scrip back as modules should be easy moving forwards
Please, help me with the answer. For example I have a weapon with only 2 legendary effects, is it possible to add the third effect by using legendary mod?
Once you unlock a legendary effect, do you forever have access to it?
Could you scrap one star legendaries that are only bloodied to guarantee you learn bloodier?
it's a chance but yes you will learn it if you scrap enough one stars it doesn't need to be 3 star
@@AngryTurtle perfect
How many items (roughly) did you scrap to gain the "several" craftable box mods? Also sounds like even more grinding to get modules ie you'd have to do 60 standard events to be able to change the 3rd star! Seems Bethesda is making out this is good when in fact it's just a grind like the new score board! Think it maybe time to take my FO1st money and spent it elsewhere! Thank you Mr Turtle for the video, much appreciated 👍
🤔🤔🤔🤔🤔🤔🤔🤔🤔
Does having higher intelligence or scrapper perk card result in better chances of box mod dropping?
I doubt it but time will tell
Probably not. But it's best to assume that having higher intelligence and luck may help. It certainly won't hurt turning up your intelligence and luck temporarily just before you go on a scrapping spree. Maybe make a new SPECIAL loadout just for that purpose. Like I mentioned it probably makes no difference but it won't hurt your chances trying it. That's what I intend doing until someone definitively comes up the answer
Does it have to only be a 3 star to get a mod box?
can legendary modules be put in the scrap box or not
So are these weapons swappable through the characters on your account? Or locked completely to that character?
Locked to your character because they can't be dropped
My question is, if you learn one plan/mod from a chest piece can it be applied to a limb?
No
The 2* and especially 3* mod boxes/recipes going to be quite rare, I have been trying to hoard alot, and I've decided to not panic craft and save all my cores and modules
I'm hoping to put together an OE/+L/FDC T-65 set with this system. With 10 Luck from armor (can replace 15c with 25lvc on weapons) and the Endurance perk for more AP, it looks like power armor based heavy VATS builds are getting a substantial buff with this update.
I'm pretty sure my heavy gunner doesn't even have past 15 luck and still gets a crit every 2 shots. Luck perk cards are all you really need
@@PROJEKT_R3D Do you mean you're charging your meter with two shots and then critting? Because for a one shot crit fill you need 33 Luck or 23 Luck and +15% crit fill on your weapon.
Edit: and Crit Savvy ofc
@@Teh_Bean with two shots, with the weapon perk it's 1 I think
let say i have 2 star weapon and i i add 3rd star module will that weapon be tradable after ?
legendary crafted weapons can't be traded
What is going to happen to legendary cores? I have around a 1000.. should I use them before update or save?
Hi guys. I can't seem to get a straight answer, but I already have a full Uny AP FDC (expect RA, which Uny Ap Picklock) of secret service. Also all my favourite guns have my personal god roll on them, so I ask, can I just sidestep legendary crafting as I don't need it, or do crafted legendaries have some intrinsic benefit?
It looks a longer and drawn out process than simply rolling for the damn things 😂
Question. Are the mods independent of the item scrapped? I am hearing people holding on to some really heavy stuff for scrapping after the next release. Wouldn't you want to have the lightest 3 star items so you can have more?
In PTS, is vault 94 steel still needed to craft solar/thorn armor? Solar/thorn still crafted to be 3-star armor? Can you scrap old solar/thorn armors to get mod?
Vault Steel is still required!
I totally forgot to remove like 8 pieces of UNY armor I was selling because of this update. Guy bought me out before I remembered doh! Thank you so much turtle for the video as I've been confused on how it's going to work. Cheers!
Well they be reverting back legendarys that had the explosive effects removed?
Thank you Angry Turtle! Watching the video, I saw Murmugh still was selling legendary items (random types). Do you know if this will change when the update go live? I ask because I use my “mules” scrip to purchase random items to save space, and transfer them, to my main character.
Not that I know of
Will we be able to mod stars on named weapons? Ex: anchorage ace/love tap?
no only blue moon weapons
Having legendaries now show up in the regular scrapping menu is awful. It should be an alternate tab or even be a second option on the scrip machine. I'm gonna have to be so careful now when scrapping commons.
I predict in the near future you're going to accidentally scrap something you really liked, it's going to piss you off to no end, and possibly make you rage quit the game. This is going to be inevitable, if not for you, then for so many other people.
I've been using Turtle's renaming method for quite a while now. Random legendary golf club named "^^XXXXXXXXXXXXXX^^" then all my keepers are "| cool name here." Under normal sort conditions, all the scrip/scrap items are above the golf club and your keepers are safely below it.
@@Tybossh I do something similar with how I name my keepers but I like that idea of having something named as a barrier lol, gonna steal that
What about thorn armor how will that work?
Love the backpack you're wearing. Where did you get it? Love Scorpions.
Are there any changes to the legendary exchange machine? Is it even still in use? Or do you scrip the weps with nothing but useless effects and scrap anything with something good?
Basically as you describe you should scrap any good weapon or armour with effects you want. Or save a decent item and use the system to turn into a god roll. The Scrip machine will be used for truly god awful stuff that has no effects you want. You also won’t need a lot of scrip compared to atm.
So you get say a 2 percent chance to unlock a mod and then once you use that box mod you lose it and have to scrap over and over again to get another one?
Personally I love the new legendary crafting but I think it's a missed opportunity to bring the 4th and 5th star that can never be used at the moment into play imo tbh
I have 4 mules stocked with so many 3 stars they can barely move. What id like to know is if there is a good way to use up your cores on crafting weapons before the next update. Ie what is the cheapest way to convert them to legendary weapons.
Does the new weapon Laser Carbine also come to the September update?
yes
So I heard lasers get explosive again. What happens if 6ou make an explosive tesla?
Wait…. So this will now allow you to scrap stuff with ATOM SHOP PAINT equipped?
I am so happy we will be able to scrap starred weapons at regular workbenches. Scrapping at the legendary scrip machine was such an annoying extra step!!!!
so have they done the math on this ?
so if price goes up to 100skript/module that means 5/ day and making 3 star takes 60.... so you need to skript farm 12 days to make 1 mod to 1 weapon............................
and i have many i want to fully optimise so how many months will those take......
did i misunderstand or count or someting because that seems like worthles time waste because skrapping or just getting lukcy with rng will be wayy faster
So, i need to destroy my good gun to get a mod for the gun I just destroyed or just a gun with the mod I want?
just a gun with the mod you want and do it a lot as chance is low
@@AngryTurtle Thank you!
If you have rerolled something a half dozen times, is this cost passed onto the next person when you try to sell it?
For example you roll 6 times, if they try to reroll will it be a 7th roll cost? Or is it back to first roll for them?
@@SininStyle i very much doubt it
You cant trade rerolled items, they become character bound.
One tip: use the private server (Fallout 1st only) for scrap legendary's in first day! for avoid stability issues. Imagine 20 overloaded players dismantling things on the server at the same time!!!
Are they rolling out a new scoreboard (or whatever they're calling the new style) on the 3rd as well?
Yes. Milepost Zero