I am loading and saving it from the Creation Kit now to make it official.
I will test that version and, if everything works, I will upload it today. It will be a new upload with BatmanMCX credited in the title. I will post the link here when I get it uploaded.
Uh, after installing this I've got the white unselectable/untrainable requirements not met bug for all the S.P.E.C.I.A.L perks... tends to mean it needs to be patched to work with Nuka-World DLC.. Unfortunately this means I can't use it :/
Having a similar Requirement Not Met issue as others have had, haven't managed to fix it yet. I've ranked up S, P, E, and C to 18, but can't rank them up any more. In the process of ranking up I, A, and L to see if they do the same thing.
Using a couple other mods that affect perks, but none of them affect the SPECIAL perks and this mod is loaded after all of them, so its changes should supersede the others anyway.
I've also got a weird perk icon issue. Uploaded a screenshot of it. No clue if it has anything to do with the requirements issue.
You said in another post that it's not a bug, just an issue with how you implemented the mod. What, specifically, is that issue? Maybe I can go in and fix it myself.
EDIT: Having looked through the plugin in FO4Edit, nothing I have conflicts with anything you've changed, but I still can't see why it's claiming I don't meet requirements. The only conditional is a <1000.0, which I'm obviously meeting, since 18.0<1000.0.
Any particular reason why you went with 1000? It looks like the number of ranks allowed is a single byte number, or at least you only put a single byte's worth of ranks in there, but then your conditional is 1000. And you've only made 100 ranks worth of the perks (which is honestly enough, I'd think. Not many people will level beyond 902.)
EDIT 2: A lot of the overridden vanilla perks have their ranks unchanged (i.e. set at 9, instead of 255) Not sure how that might affect things.
Also, TrainingAG07 seems to have its conditional screwed up. It's not calling GetBaseValue on Agility like every other Agility perk is. Considering the requirements don't change for each consecutive perk, as long as the conditional doesn't block people from taking it, I don't think it matters much. Probably something to look into, though.
I've tested all these parameters individually and they had no effect on the mod, I believe it would be an issue with the other mods you have installed, could you post a list of which ones you are using?
Yeah, I went ahead and tested a bunch of changes to what you did, to see if it was something on my system that didn't like it. Nothing so far has worked, though. For the record I've changed: -EditorIDs to match the vanilla perks' -Names to match the vanilla perks' -Descriptions to match the vanilla perks' -Reduced conditional from 1000.0 to 100.0 -Reduced ranks from 255 to 99 (since you start with 1, you'll never need more than 99 ranks to get to 100) -Fixed the TrainingAG07 inconsistency None of those has worked, so moving forward we can reliably rule out those changes.
I've managed to load my entire mod list in FO4Edit (after finding a workaround for the ESM load order issue) and none of my other mods even access the same FormIDs yours does, much less override them. I'll get a list of all my mods, a picture of FO4Edit showing every single one of your records as either a new entry or a conflict winner, and an example form view (don't know what all is going to help) and update you when I've got it.
There we go. Uploaded to user images. I forgot to roll back the changes I made to the conditionals and ranks for the form view, but the FormID list on the left of that image is from a freshly-downloaded version of the mod.
On a whim, I just remade the mod in the CK (or at least the Agility part of it) using the exact same method you did, and then loaded up a game using only Fallout4.esm and that remake. Still doesn't work.
For some reason the game is running player.GetBaseValue 2c7 < 1000.0 and returning FALSE, even though my player.GetBaseValue 2c7 is coming up as 18.0 when I run the console command myself, and last I checked 18 is, in fact, less than 1000. I honestly don't know what to try next.
As a side note, I thought remaking it in the CK would fix the icon issue, since other mods made with the CK that add perks don't have that issue. Nope, doesn't fix it. Nice.
Definitely looking forward to being able to achieve super human levels of the S.P.E.C.I.A.L. perks without having to worry about using console commands. I do foresee one possible problem from having Charisma too high though: insane levels of settlers in your settlements as the population cap for each is Charisma +10. Then again, if they don't bug out and your system can handle that many in one area, you'll be able to gain tons of resources and raids will get overwhelmed by sheer numbers as long as you just show up.
It is compatible with the DLC's, the only issue it has with compatibility would be with certain mods that change perks, specifically the SPECIAL perks. And there were some issues in earlier releases that have been sorted out.
For the people using the mod , when you see the icons in white and no sign appears click them anyway, thought it wont show a windows explaining the perk like in the ones below you can still click it and press e to add like always (i actually thought it wasnt working till i accidentally clicked it and read the lower inscprition)
That's a bug from having a save with this mod previously installed, I apologize for the inconvenience but to work properly it's best to start with a new game or a save from before you installed.
Uh, no.There is error in ESP. Here http://i.imgur.com/qTFbt23.png And same thing go from TrainingLK04 to TrainingLK09. There is supposed to be 255 instead of zero.
52 comments
I have rebuilt a plugin based on this one and it seems to be working.
if BatmanMCX would like to have a copy I will send it so that he can decide if he would like to post it as an update.
Thanks,
Mason
I will test that version and, if everything works, I will upload it today. It will be a new upload with BatmanMCX credited in the title. I will post the link here when I get it uploaded.
http://www.nexusmods.com/fallout4/mods/25232/?
Using a couple other mods that affect perks, but none of them affect the SPECIAL perks and this mod is loaded after all of them, so its changes should supersede the others anyway.
I've also got a weird perk icon issue. Uploaded a screenshot of it. No clue if it has anything to do with the requirements issue.
Thanks in advance for any help.
Also, finished getting Intelligence to 18, and it's capped there too. Willing to bet Agility and Luck will be the same.
You said in another post that it's not a bug, just an issue with how you implemented the mod. What, specifically, is that issue? Maybe I can go in and fix it myself.
EDIT: Having looked through the plugin in FO4Edit, nothing I have conflicts with anything you've changed, but I still can't see why it's claiming I don't meet requirements. The only conditional is a <1000.0, which I'm obviously meeting, since 18.0<1000.0.
Any particular reason why you went with 1000? It looks like the number of ranks allowed is a single byte number, or at least you only put a single byte's worth of ranks in there, but then your conditional is 1000. And you've only made 100 ranks worth of the perks (which is honestly enough, I'd think. Not many people will level beyond 902.)
EDIT 2: A lot of the overridden vanilla perks have their ranks unchanged (i.e. set at 9, instead of 255) Not sure how that might affect things.
Also, TrainingAG07 seems to have its conditional screwed up. It's not calling GetBaseValue on Agility like every other Agility perk is. Considering the requirements don't change for each consecutive perk, as long as the conditional doesn't block people from taking it, I don't think it matters much. Probably something to look into, though.
-EditorIDs to match the vanilla perks'
-Names to match the vanilla perks'
-Descriptions to match the vanilla perks'
-Reduced conditional from 1000.0 to 100.0
-Reduced ranks from 255 to 99 (since you start with 1, you'll never need more than 99 ranks to get to 100)
-Fixed the TrainingAG07 inconsistency
None of those has worked, so moving forward we can reliably rule out those changes.
I've managed to load my entire mod list in FO4Edit (after finding a workaround for the ESM load order issue) and none of my other mods even access the same FormIDs yours does, much less override them. I'll get a list of all my mods, a picture of FO4Edit showing every single one of your records as either a new entry or a conflict winner, and an example form view (don't know what all is going to help) and update you when I've got it.
For some reason the game is running player.GetBaseValue 2c7 < 1000.0 and returning FALSE, even though my player.GetBaseValue 2c7 is coming up as 18.0 when I run the console command myself, and last I checked 18 is, in fact, less than 1000. I honestly don't know what to try next.
As a side note, I thought remaking it in the CK would fix the icon issue, since other mods made with the CK that add perks don't have that issue. Nope, doesn't fix it. Nice.
UPD.
Huh. After put some points into SPECIAL I get "requirements not met" message.
I also cant allocate to Agility Perception or Luck after 10.
And there were some issues in earlier releases that have been sorted out.
UPD.
From TrainingLK04 to TrainingLK09 Num rank is 0.
And same thing go from TrainingLK04 to TrainingLK09. There is supposed to be 255 instead of zero.