Fallout New Vegas
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  1. Sweet6Shooter
    Sweet6Shooter
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    Version 13.1 adds a new feature:
    Perks marked with a * can be clicked in the Pip-Boy Stats->Perks menu. This will display a pop-up, offering to show you the qualifying items. (Shotgun weapons, grunt weapon, tribal armors/weapons, etc.)
    This will display any and all weapons that are in the relevant formlists at the time. This will bypass the issue that Enhanced Item Info has, wherein it only displays items added to those formlists by hard edit or pre-JIP scripting commands.
  2. neptunehs
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    Does anyone know what will occur if Charisma 0 (after picking Extracurricular Knowledge than Rip N' Tear)?Will it crash the game later on?
    And I need to pick two traits after picking Extracurricular Knowledge,is it configable?
  3. ShadowkingD
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    why is 'And Stay Back' set to level 50? yes its a strong perk, but you might as well remove it if your going to have it that high
  4. Dyavol971
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    Hey, great mod!
    I noticed that the perk Tribal Ways includes Ashur's Power Armor but doesn't include the Tribal Power Armor (which is literally tribal, it's in the name lol). I tried looking into it in FNVEdit, but couldn't yet figure it out since I'm kind of a noob with the editor. Any tip would be welcome

    Edit: NVM I figured it out and added the armor to the perk check list xd
  5. chrisgreely1999
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    Thought I might bring up that Good Natured doesn't reduce Big Guns. Although, the thought of the model citizen whipping out a minigun is pretty funny.
  6. Zeda10
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    There are a lot of wrong conditions within the mod. For example the cowboy perk affects all weapons for everything except damage, since there isn't any condition of weapon within the cowboy list for the attack speed and gun spread (does this actually do anything when you have max gun skill, or the min spread of the weapon is the min spread and can't get lower than this?).
    Shotgun surgeon second rank still only affects dt by 6 instead of 12 (adds also, instead of subtract for some reason).
    Modify crit chance is a multiplier instead of additive. This means that it is far less impactful than it actually says. Miss fortune for example multiplies your crit chance by 0.85 instead of lowering it by 15% (does this actually do anything?). True for things like Sniper, Spray and Prey etc. For example a 10% increase for Spray and Pray is like 1% with max crit chance with them (since they don't have high multipliers.
    Rank 2 of Silent Running doesn't have Rank's 1 effect as it should.
    Sneering imperialist has a wrong condition around middle way through the conditions making it not work on almost half the things it should.
    Size Matters increases damage instead of lowering spread as per description (I like it better that way to be honest).
    Grunt Increases strength requirement instead of lowering it. Same for Weapon Handling.
    Tribal ways reduces limb damage by 50% instead of 75%
    There are probably other issues as well as this is only perk conditions I've checked. Also there are problems with your other perks mods as  well,

    1. Daverin2112
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      Oof. Surprising amount of issues here. Are they all simple to fix in FNV?

      The part about crit chance reads less like it may be wrong math, and instead may be poor word choice, though. Easy to do when describing additional modifiers on multipliers.
    2. Patsfan86
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      Just tested Weapon Handling and Grunt. They both lowered the strength requirement of weapons. At 100 Gun, Assault Carbine's needed strength went from 3 to 2 with the Grunt perk. Weapon Handling lowered it also at 66 gun and 99 gun. It may look like it adds to the strength requirement in FNVEdit, but it lowers it in-game.

      Silent Running seems to be working as well, as both ranks allowed me to run up behind raiders and sneak run around without being caught. Other than moving faster at rank 2 I didn't notice any difference.

      Not sure about the others you brought up.
  7. Corrven
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    *delete* 

    why doesn't nexus allow us to delete comments BRUH
  8. Schnellen
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    The Sneering Imperialist requirement is absolutely absurd. Did you just change it because you actually think it's real political commentary (with fight the power being the opposite perk, which you can get both funnily enough)?
  9. sharplittleclaws
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    The perk Scoundrel is missing one of its requirements in the in-game description.  It says that it needs level 10 and CHA 7+ to take it... what it doesn't mention, in-game, is that it also requires Evil or Very Evil karma.  Screenie attached.

  10. Scirlex
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    Just cuirious, but why block Action Star with bullet time? Seems like a shame to lose a fun perk like that
  11. BroBroNelly
    BroBroNelly
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    Fixed