The perk descriptions are altered to reflect the mod, so it is present, but it does not actually give me the options to hack things like the Total Hack magazines do. Unless I'm missing something; with the magazines, you have to load the holotape to get the options, so is there something I'm supposed to click here? Oh, and I did install this mod before starting a new game.
Sorry for the late response, do you have another mod that affects perks? If so, the perk description is probably being set to my mod's, but the actual perk effects are set to another mod's. I haven't had F4 installed for a while, so I can't do any troubleshooting myself.
I'm not sure if this is just me but I installed this after I had already had the perks and I can't hack the turrets, spotlights, and protectrons I thought I should report this.
Thank you for the report and sorry for the late reply. I forgot to mention this issue. Adding the perks is tied to the action of acquiring the perk. I could probably fix this issue by making a quest that checks for the perk then adds it if you have the appropriate level of Hacking, but unfortunately the CK crashes every 15 seconds on my computer. Just add the perks using player.addperk in the console, their IDs are, in order: 94735, 93736, and 94734. Sorry I can't provide a better solution.
Excellent! On my first playthough I was wasting perk points getting the hack skill up, because I didn't realize that the Turret and Robot hacking was done through magazines you find. This is IMO, how it SHOULD be.
* Disable a robot's detection systems. Hacked robots cannot detect a target renderimg them unable to fight back or see you. Useful for moments that you want to avoid detection.
* Hack into a robot's protocols and initiate a factory reset. They are now your personal property and become moddable on the Robot Workbench. (Requires Automatron.) Certain robots cannot be modified if they are quest related or unique. (Deezer, Takahashi, Curie, Codsworth, P.A.M., K.L.E.O, etc.)
* Sabotage a robot's systems, causing severe damage. Assaultron head laser attacks instead cause its head to explode. Mr Handy/Gutsy suffer thruster problems, falling over frequently. Sentry Bots enter overheat mode more frequently revealing their fusion cores. Protectrons have a chance their legs explode randomly from malfunctioning hardware that cripples them.
* Selectively disable a robot's systems. Prevent a Protectron's laser attacks, render a Mr Handy/Gutsy's thruster arms from moving, lock a Sentry Bot's treads from moving.
6 comments
On my first playthough I was wasting perk points getting the hack skill up, because I didn't realize that the Turret and Robot hacking was done through magazines you find.
This is IMO, how it SHOULD be.
* Disable a robot's detection systems. Hacked robots cannot detect a target renderimg them unable to fight back or see you. Useful for moments that you want to avoid detection.
* Hack into a robot's protocols and initiate a factory reset. They are now your personal property and become moddable on the Robot Workbench. (Requires Automatron.) Certain robots cannot be modified if they are quest related or unique. (Deezer, Takahashi, Curie, Codsworth, P.A.M., K.L.E.O, etc.)
* Sabotage a robot's systems, causing severe damage. Assaultron head laser attacks instead cause its head to explode. Mr Handy/Gutsy suffer thruster problems, falling over frequently. Sentry Bots enter overheat mode more frequently revealing their fusion cores. Protectrons have a chance their legs explode randomly from malfunctioning hardware that cripples them.
* Selectively disable a robot's systems. Prevent a Protectron's laser attacks, render a Mr Handy/Gutsy's thruster arms from moving, lock a Sentry Bot's treads from moving.