I'm going to make the code available as a modders' resource, as soon as I can clean it up and package it. If you want a look before then, ask me (I'll link it here when it's up). The .esp won't make much sense without it. If you make another weapon buff using this method, link to mah stuff!

File credits

Adding Mod A to a weapon, then adding Mod B to Mod A, then removing Mod A, lets Mod B stay behind.

I had no idea this was possible. I could do everything except preserve a Legendary weapon. In game, the whole dynamic function worked 100%; but if I used the ap_Legendary slot to do it, it would silently overwrite the Legendary effect.



reddit.com/user/tim-timman let me know about this floating-mod trick. It winds up not working on Legendaries, but succeeds with everything else, and if he hadn't shown it to me, I would not have been looking down the path that led to the solution.



Massive credit also goes to Wenderer for his FOMOD Creation Tool:

http://www.nexusmods.com/fallout4/mods/6821



This thing is awesome and saves a TON of time getting stuff packed up.

