- YOU ARE EXCEPTIONAL v1.17o - THE EXOTIC ORIGINS UPDATE
The reason this update took so long, was because of the new Backgrounds system I was developing. I know StartMeUpRedux is really popular, but I wanted to put my own spin on starter packages that were specifically focused on YAE. As of right now, the system will overlap with StartMeUpRedux, but both of our mods have options to skip certain selections, so you'll have to use your best discretion.
As I was just about to do the final release after finishing this Article, yoyoma3010 contacted me with the code I needed and came in clutch. So, if you're reading this now, and the update still isn't out, it's because I had to go back and fine-tune these 50 descriptions to compensate with the new freedom yoyoma3010's given me to work with this text system! I may even have to push this back another day, to get everything right.
As for the Backgrounds themselves, each of them comes with a personally chosen outfit, usually a gun unique to them, a small chunk of related items, and Skill adjustments that are both positive and negative; you can't expect a farmer to know rocket science, now can you? By default, you only get one selection, but I've also done a massive overhaul to YAE's MCM, so everything is pretty much customizable. You can even turn off the Backgrounds system if you want, but I implore you to give it a try, I put a lot of effort into it!
As always, I'm looking for feedback in this area. There was a lot of concern that the items the Backgrounds give out would be overpowered, but my goal was more for a proper roleplaying feel, rather than straight out balance, although that was certainly a factor, as well. For instance, if I wanted to do a doctor run, I found it annoying that I'd have to hunt down the Syringer, even though it's not a particularly game breaking weapon, even with the SRO mod (and YAE's patch) installed. Before, I tried to compensate with this by adding in weapon crafting Perks, like Doctor Feelgood for the Syringer, but sometimes it's more fun to just start with what you want, especially if your doing a niche character build for funzies. Well, now you can start with that Syringer, using the "Medical Practitioner" Background!
Oh, and with all of the talk about Backgrounds, I almost forgot. This update also brings a completely rework to how bear traps interact with YAE. Previously, they didn't really do anything, except for a small bite of damage, not even restricting its victims. With this release, there are Perks aimed at the bear traps and caltrops, which allow them to cause extra damage and effects, with bear traps specifically now having their damage scale off of the Tinkering Skill. I was planning for it to use Engineering instead, but that Skill already has a passive bonus, whereas Tinkering didn't and having the Blacksmith Perks was already required to craft them by default vanilla standards, so it just made sense to go with Tinkering.
Note: For modlist authors, I've done some serious editing this time around, especially to yaePerksQuest. While working on this update, I actually hit the Property limit on that Quest, so I had to remove all of the Backgrounds into their own unique Quest, and then I hit the Property limit again on that, so I had to do some coding magic, and make a bunch of references to other scripts that were already using those Properties. Then, since I already split everything up, I gave Traits their own Quest as well, as a bit of "future proof" planning. Apologies, but this was all necessary for YAE's growth down the line.
Thanks to Brygo and Lineder for discovering a couple of issues during development. Thanks to Metaldead for finding a major problem with the melee VATS Perks. Thanks to dimamax for accidentally discovering the issues with the "Professional Pugilist" Perk! Thanks to BoogiePls for help with the Chef PER Perk, along with issues with "Ratta Tat Tat" and "Lap of Luxury"! Extra special thanks to tdxcv, BowShatter, Shalomanoray and kidnamedgarlicbread for pointing the year old issues with carry weight that somehow kept slipping through my notice.
Special thanks to yoyoma3010 for finding the code for the Backgrounds menu, and Wiild Fiire for the Background penalty suggestion!
Special thanks to Zbladstar for reverse pickpocketing ideas! Thanks to AshThaMoth for the passive perk levels idea! Wulf_BearClaw for the idea to give Caltrops armor stripping.
v1.17o Changelogs (246 hours, 0 minutes) <--- New Record! xD
I've completely rewritten their scripts, optimizing/simplifying them significantly, and adding an MCM option to disable this bonus XP.
Power armor can no longer be used for the Perks "Quickened Cutpurse" and "Unburdened Explorer", while the latter had it's code tweaked.
I defined special clothing affected by the latter Perk as a FormList called "yaeClothing_UnburdenedExplorer" if someone wants to tweak it.
YAE finally has a working Backgrounds Menu! This appears as soon as you finish selecting your Traits, and provides starting packages!
This is a feature that I wanted since the beginning, but it was thought to be overly complicated and clunky to implement until recently.
I've also fancied up the MCM some more, including new options for the Background Menu and a way to access it after character creation.
The duration for both versions of steroids have been swapped: nonDeluxe now lasts 30 minutes, whereas Deluxe now lasts for 10 minutes.
This was done to prevent the greater version from being objectively better, and still give a reason for players to stockpile the lesser.
The cost of crafting plastic was slightly lowered, as using 6 Purified Water for the final rank of "Garbage Genius" felt a bit rough.
When you learn passive Perks via Skills may now be changed through xEdit with the global values that start with "yaePassivePerk".
For an even easier method, the above can be manipulated via MCM under the "Passive Perk Unlocks" section. This took quite a while to edit!
Damage that stacks based upon the distance traveled while within VATS was broken for the "Battle Dancer" and "Wide Stride" Perklines.
A secret Perk that is granted upon eating one of the Master Chef foods was accidentally causing VATS Hit Chance to always be 95%.
The minimum number of Hacking Guesses has been raised to 3, and the last Rank of the Perkline "PapyrusDebugger" was rendered obselete.
Furthermore, the Perk "Special Delivery" was also changed, with an option to toggle the grenade tractory line was added to the MCM.
It has been repurposed as a brand new Perk under Pickpocketing, which allows you to craft poisons and place them upon you marks!
If your character currently knew any of the above Perks, you will be refunded for any Perk Points that were invested into them.
The damage penalties being used by "Professional Pugilist" to debuff weapons that weren't classified as Unarmed was fully missing.
Discovered a really minor list organization error that's been around for over a year, and sped up how fast the PipBoy updates for YAE.
Updated the Nexus site to include charts that include all of the current Skill Classifications for all of the vanilla weapons.
I had never considered the damage of the Thirst Zapper, which is now classified as a Revolver that scales with Demolitions Skill.
In addition, I've expanded it's ammo recipes, the production of which is directly affected by the "Unlicensed Ordinance" Perkline.
While I was working on the Backgrounds, I decided to add a new Perkline just for the Frantic Fisherman: "Shoreside Slaughterer".
For those that want it, I spent a ton of time expanding the MCM to allow Passive Perks unlocks to be customized by Player Levels.
I've also included a button that will automatically set all of those values to vanilla amount required for them to be bought.
Do to an interesting suggestion, the "Mister Sandman" now also affects "silent" weapons, which includes all forms of melee.
The cripple chance caused by "Bonebreaker" was lowered to 30%, and YAE now recognizes the Bladed Tire Iron as a slashing weapon.
Reworking the "Special Delivery" Perk got me thinking about reverse pickpocketing with vanilla grenades was completely broken.
As such, I've also completely rewritten my own version of that deadly Perk mechanic (Pocket Rocket) fully from the ground up!
It now properly recognizes all forms of explosives in the game, and you can no longer instant kill with pickpocketed caltrops.
However, if you wish to keep using the weird, unrealistic version of that I've added an option in the MCM to revert everything.
Altered the Fury and HalluciGen gas grenades to affect enemies with a red glow, because I could never tell if they were working.
Crafting tons of Flamer fuel was a bit of a chore, so I lowered the cost by about a third, and raised its production by triple.
I considered doing something similar for the Cyrolator, but it's a bit more ammo efficient and can freeze enemies quickly.
"Ratta Tat Tat" was completely bypassing enemy defenses, and "Lap of Luxury" Rank 3 wasn't recognizing its proper caps amount.
Changed the name of the "Beastmaster" Perkline back to "Animal Friend"; I have no idea why it was this, it's not internally.
Placed bear traps will now stagger those caught within them, and will deal damage that scales off your Engineering Skill.
Eyewear affected by the "Four-Eyes" Trait are now recognized with a FormList, so they should no longer need special patches.
Fixed an issue where the "Wasteland Surveyor" Perk was tracking every location in the game provided by the "Cartographer" Perk.
I thought one Acid Concentrate provided 20 shots for the Acid Soaker, but I was completely wrong, and have fixed its production.
Added a new trap called Scattering Stars that acts like the MIRV Frag Grenade, but for caltrops, along with a new Perk for them.
Furthermore, another Perkline called "Treacherous Traps", which increases the damage of all traps, especially against animals.
And yet another new Perk for Bear Traps called "Crushing Jaws", which allows them to stagger and potentially cripple foes.
I made many of my scripts a little bit more efficient, using up less Properties and interlocking with each other a bit better.
This changelog is pretty long, so just to compact and recap some of the new Perk additions mentioned above, they are as follows:
- Crushing Jaws, Shoreside Slaughterer, Special Delivery!, Treacherous Traps, Urban Ninja
Note: If you're level 1 and using an "alternate start" mod, YAE will automatically remove the 10mm Pistol those mods give by default.
It doesn't make sense that most people would have access to it, so if you still want one, you'll have to find it the old fashioned way!
I'm probably going to take a bit of a break after this release, as despite how long it's been since my last update, I have in fact been going full force on this release. The Backgrounds system took a lot of thought and careful design choices. I still have plenty more updates to come, although "when" they happen is a mixture of how much my personal life and health gets in the way. I hope everything enjoys the update!
- YOU ARE EXCEPTIONAL v1.14 - THE PERKATORY COMPENDIUM UPDATE
Unfortunately, as I neared being about 80% done the guide, my car broke down. And, as if that wasn't enough, the day after that my computer stopped working, too! Luckily, it just seemed to be a power supply issue, although that took 2 weeks to address, as I was waiting for my car to get repaired, but that's an entirely other issue.
Anyway, as stated, this update is mainly focused on the Perk guide, which is called the Perkatory Compendium! I tried making the general setup for the Article as easy to read and clan as possible, but I'm sure it could use some sprucing up down the line. As a side effect of working on the guide, I had to essentially comb through every Perk individually, re-learning all of their mechanics again; some of which were quite outdated, or at least lacking some tricks I've learned long since initially designing YAE.
As a result, I've taken the liberty of fixing some things I missed the first time around, along with fancying up Perks which could use some more love. On top of this, many of the descriptions were rewritten to easier to understand. Any deeper information can be found in their entries within the Perkatory Compendium. Going forward, I'd like to also rework some of those older Perks further, and I'm aware this would probably be the most ideal time to address that, but I'm a bit drained creatively, and it's best I finally get out this update. Hopefully everyone enjoys it, as I'm still trying to evolve YAE as time goes on.
Special thanks to Brygo, who was crucial in getting my computer up and running again! Without their help, I don't think I'd have fixed it by now, or
even this this year! It feels great to have my PC working again, I was pretty depressed while it was down.
v1.14 Changelogs (87 hours, 55 minutes)
Other descriptions also had minor corrections, while the "Hijacked Hardware" Perkline had Skill requirements far too low.
Apologies to those who made YAE translations, as I've made many tiny revisions for many Perklines all across the board!
XP retroactively awards for the "Exaggerated Ego" and "Wasteland Surveyor" Perks, so don't stress about when to take them.
I forgot to add the penalty for both of the critical stats with the "Not-So-Heavy Metal" Perk. You've had it easy until now!
Reworked "Lap Of Luxury" Perkline, which requires the Gambling Skill. The old version was too generous, and easy to abuse.
The "Lite Appetite" Perkline was changed so each Rank more relevant, as opposed to just eating up corpses for resistance.
It seems that the "Nerd Rage!" Perkline was only increasing physical damage, and should now also affect energy weapons.
The Critical Chance values for the "Arctic Assault" Perkline were improperly displayed within it's various descriptions.
Previously, the "Sports Enthusiast" didn't affect Baseball Grenades, but it does now! This might eventually be a separate Perk.
The "Heavy Duty Hustle" Perkline used the Science Skill, instead of Engineering. Probably from before it even existed.
Reduced requirements on the "Pain Train" Perkline. I didn't feel the need to make this a mid-game Perk, when it's best early on.
When I had redesigned the "Command Perks", I didn't realize that the "Robotics Expert" Perkline was quite similar to them.
The Command/Incited options for interacting with robots now fully benefit from anything provided by the Engineering Skill!
Changed the text of the "Brimstone Believer" Perkline so people knew it gave crafting recipes for the Flare Gun and flares.
Reduced the hip-fire accuracy bonus for the "Firearm Calibrations" Perkline, as it negated penalties of some Gambling Perks.
There were issues with the "Hollowed Shots", "Take It Away!" and "Status-tical Threats" Perklines, which have been fixed.
As above, the "Saturday Night Special", "Hand Cannoneer" and "Magnum Opus" Perklines weren't set up well as I wanted.
Altered how some Perks use Luminary and Bloodletter chems, to make them a more viable option to Stimpaks and Radaway.
There are Perks that can manipulate GameSettings, so I added code to default those whenever Ambrosia resets those Perks.
The "Adamantium Skeleton" Perkline was negating the effects of "Advantageous Allergy". Both were adjusted appropriately.
Use of "Confirmed Bachelor", "Lady Killer", "Chezcher La Femme" and "Black Widow" Perklines now require the Influence Skill.
By itself, the Persuasion Skill was already powerful, and I felt these Perklines were too strong for what they represented.
I hope this lends some strength to the Influence Skill, while also making these Perklines better represent "social playstyles".
For balance and diversity, I've added the Gambling Skill as a requirement for the "Brute Force" Perk, and raised its needs some.
I also changed the "Herbology" Perkline to use the Survival Skill, as it didn't feel "risky" to use, so this made far more sense.
The "Legendary Scavenger" Perk was describing the wrong scrap bonus, which had been lowered quite a few patches ago.
Given how powerful the Stealth Skill already is on its own, I've added extra requirements to many of its associated Perks.
This came as I reviewed their mechanics and realized that, for example, "Silent Steps" removes the need for Muffled armor.
I've also noticed that this same Perk removed casual detection of power armor, so I added a second Rank just to affect that.
Various combat Perklines were altered, usually so that the "final" Perk in that set wouldn't overshadowing its requirements.
Fixed an issue where using the MCM to buy bonus Perks caused the Escape Key to disabled until the MCM was used again.
I also added extra Skill Point exchange buttons to the MCM, for those who hated spending only 25 Skill Points at a time.
A reference that increased the durability of wrenches was missing from its script and was properly implemented again.
The Perk guide that everyone has wanted for months is finally done, and took up the majority of the time spent on this update!
It's found as an Article called the Perkatory Compendium, which contains tons of info about each Perk, and their FormID's!
At the end of this update I also added 2 new Perklines! One is for moving about the world quicker, and the other for defense!
- Shoelace Express, and Generous Genetics
- YOU ARE EXCEPTIONAL v1.11h - THE QUINTESSENTIAL CRAFTSMAN UPDATE
Additionally, almost immediately after I release this update, I'll be posting my first new mod in a really long time, which will be a patch for the S.R.O. - Syringer Overhaul mod to work with YAE. This is something that also took up the majority of this past couple months, as I wanted to release both mods at the same time. Although, they had the added benefit of inspiring me to go back and tweak things on the other, so it ended being beneficial overall. Anyway, normally I would yak on further here, but I've been writing this post overall for hours now, and I'm pretty worn out from this update! I'm going to need a long rest after this release!
A huge update like this isn't accomplished on it's own. So, thanks to WildeSanity, yoyoma3010, bp42s, Glitchfinder, pra, and rilo. A special thanks to Betheven and QuixoticMilotic, who reported an issue with Sneak Attacks all the way back in February and March, but I didn't get a chance to look into until the middle of August! I thought it would a huge time sync to investigate, but it turned out being a minor issue that could have been noticed, and fixed in minutes. Apologies to all Sneak Attack enthusiasts.
Furthermore, extra thanks to Kinggath and their development team for their public resources, and their tutorials which taught me program and get this far in the first place. I can't believe it's almost been a full year since I learned all of this stuff!
v1.11h Changelogs (217 hours, 10 minutes) <--- Holy Crap
In addition, I managed to hunt down many of the original weapon models, so they should show up as 3D in their recipes.
The description of the "Hazardous Handyman" Perk was updated to reflect the tools that it affects may also be crafted by it.
Some conflicts with the "Cherchez La Femme" and "Confirmed Bachelor" Perklines, which made them weaker than intended.
Added a button to the MCM that allows the TraitsMenu to open whenever, just in case you ignored it at the very beginning.
There's also a new section, which can allows you to call older updates at will, although only from v1.07d at the moment.
When using the "Full Metal Jacket" Perk, Pistols ignored 100% of enemy defense, making it broken against Power Armor.
The poison Keywords for the "Plague Doctor" and "Lecherous Lunges" Perklines were expanded, and should be more useful!
"Guerrilla Tactics" accidentally provided ranged attacks with the melee bonus, causing Sneak Attacks to be grossly powerful.
One of the Keywords that was on Shotgun Perks was improperly set, which had ignored weapons with a "shotgun barrel".
The shortened reload abilities for revolvers and shotguns were applied to all weapons, and have been adjusted appropriately.
I revamped the entire ability system, so they reset upon taking a related Perk. This means their effects should enact faster.
While fixing the above, I also noticed a couple dozen Perks not uniformly set to my current standard or had useless entries.
When I designed "Ambrosia", I forgot to reset certain game flags and remove the abilities, Perks and Traits that triggered them.
I also gave Ambrosia and Sertraline their own unique Keywords, so they stand out as recipes in their respective workbenches.
Antifreeze and Coolant are now Utility recipes, and their production is directly affected by the "Breaking Bad" Perkline.
Empty Beer Bottles may be crafted, and are required for alcoholic recipes, or you can hoard the many in the Commonwealth!
Changed the name of the Tag! Perk to "Multitalented". This was near the end of this update, but I feel like the name fits better.
I've made some changes to the "Dark Stalker" Perk, with it now having a disadvantage fitting it's playstyle to balanced it.
I originally didn't give it a downside, due to no use outside of shadows, but that didn't fit the Gambling Skill theme I am for.
The "Mister Sandman" Perk never gave experience upon performing a successful sleeping kill. It now gives a small amount.
Significantly improved all Keywords for Perks that needed to detect specific enemy types in order for them to trigger an ability.
The Keywords set for the "Wilderness Warrior" Perkline overlapped, causing it to produce more damage than was intended.
I decided to buff the "EXEcutioner" Perkline slightly, to make it have exactly the same worth as the other racial damage Perks.
Robotic enemies are generally more common than the others, so I initially left it lower, but I choose to finally relent on this.
Things were off for the Vampire template, as there were some settings from early development that I forgot to swap over.
Movement speed was tied to the "Pitch Black Predator" Perkline, when it should have been the "Soul Drinker" Perkline instead.
However, the speed itself was comically fast and borderline unmanageable at times, so I've reduced to half of what it was.
Furthermore, persistent special effects now help you know when your within sunlight or being you're empowered by the night!
The "Sacred Blessing" Perkline penalized Health twice what I had intended, and could potentially kill you during Fast Travel.
The "Vertically Challenged" Trait now correctly buffs the Stealth Skill, and was given a better description for what it does.
In addition, it was set quite a bit lower than what that original description had stated, so it should be more tolerable now.
When using the "Commonwealth Cowboy" Perk, it wasn't properly detecting revolvers that was using my custom Keywords.
A complete overhaul of the crafting system, which now considers the number of containers into the material costs of recipes.
This means almost every recipe got tweaked in some way, to reflect this more "realistic" approach to their general production.
I was previously too generous with the amount of items crafted, and have set the numbers for everything based on "tiers".
For example, instead of crafting x25 components with the "Funky Fabrications" Perk, the amount now varies:
- Common x15, Uncommon x10, Rare x5
Due to the amount of extra items that Players had access to from the Salvaging Skill, I felt this was the right direction to take.
However, these changes make crafting harder, so I expect some push back, but feel free to tell me what you think of them!
As an added bonus, I ended up finding quite a few inconsistencies with various recipes, so either way, this was a win for me.
Multiple versions of the same Syringer ammo displayed at the same time, and selecting which type to craft was confusing.
In an attempt to make the Syringer more appeasing, I switched all of it's ammo requirements to use plastic, instead of glass.
I've also slightly tweaked many of its needs, as working on a patch for S.R.O. made me rethink many of my recipe designs.
By the time you've read this, it's likely that I released this patch, via my new mod page, which will be just for other YAE patches.
Syringer ammo recipes were streamlined, along with their crafting process, and hopefully I made them more interesting.
This includes the addition of Empty Syringes, which was inspired to because of S.R.O. while I was working on the patch for it.
However, I have registered the Empty Syringes as ammo instead of Ingestibles, which should make it easier to track them.
The duration of all Syringer ammo is affected by the Chemistry Skill! This even applies to damaging effects, like Bleed Out!
It's difficult to tell whether or not you actually land a hit with the Syringer, so I've added unique Hit Shaders for each ammo!
However, I understand that this isn't for everyone, so I've added an option in the MCM to turn these colorful effects off.
Lastly, for the Medicine Skill, there's the new "Prescribed Overdose" Perkline, which empowers Syringer ammo to some degree!
I had absolutely no idea that CapCollector02 was a Perk that was needed to enable the building of Settlement Trade Shops.
It was always available at Barter Skill 60, but I had it set to hidden, as it did nothing on it's own. It is now visible at Barter 30.
To keep things interesting, it was renamed to "Business Magnate", so it could more easily be tracked in the PipBoy.
Empty Blood Packs may now be crafted with some pieces of plastic, and are used for some types of medicine, like Radaway.
When using the "Sanguine Surgeon" Perkline, you must have these available to extract blood, so make sure to have a few!
The crafting recipes for these unlocks at Medicine Skill 15+, with production affected by the "Pharmaceutical Studies" Perkline.
Previously, that Perkline could secretly extract oil from Synths, but was undiscovered; so I made this mechanic into new Perks!
"Massachusetts Oil Tycoon" is a Perkline accessed through Engineering, and is entirely dedicated to extracting oil from robots!
Instead of Empty Blood Packs, it uses Lab Bottles, and as with the living version, each Rank provides more changes to get oil.
The recipe to craft Lab Bottles unlocks with this Perkline, and for now, production is affected by the "Garbage Genius" Perkline.
"Organ Harvester" Perk was changed to "Barehanded Butcher", as the former is now a new Perk that augments corpse surgery.
Added the "Vivisectionist" Perkline for gathering bones and monstrous parts from corpses, along with a bonesaw recipe.
Bonesaws work for the above Perkline and may break, but this chance significantly lowers with the "Organ Harvester" Perk.
To distinguish itself from activation of "Sanguine Surgeon", one is used while standing, while the other is done when sneaking.
As I worked on Vivisectionist, the split off oil extracting mechanic from Sanguine Surgeon inspired me to do another Perkline.
"Grease Monkey" works just like Vivisectionist, except for robot corpses, providing you with technological instead of organs!
Furthermore, it's paired with Perks called "Expanded Engine-uity", working exactly as the new Organ Harvester, but for robots!
I hope these additions to the Engineering Skill make it more appealing and fun to play with, as I want you to feel like mechanic.
In order to prevent people from accidentally scrapping Bonesaws and Empty Blood Packs, I've made them both Unscrappable.
Likewise, I did this for Lab Bottles and Adjustable Wrenches, but while other wrenches may deconstruct, I left them alone.
I fixed a glitch preventing corpses from being interacted while in possession of these Perks during the Silver Shroud questline.
I hope everyone gives the new corpse salvaging Perklines a try, as they literally took the majority of this update for to design!
The "Sports Enthusiast" Perk was moved into Tinkering list, while the "Scrounger" Perkline was shifted to the Lockpicking list.
I've been meaning to do the first for a while now, and I realized Lockpicking Perks are best suited for "treasure finding" abilities.
In the latter sense, Scrounger fits better there, as I've struggled to define the Lockpicking Perks, and I think I've figured it out.
Flare Guns are now classified as Revolvers, therefore making them affected by those types of Perks, and the Handguns Skill!
It has it's own Perkline now called "Brimstone Believer", which causes the firearm to ignite enemies and lower energy defense!
Altered the "Pyromaniac" Perkline, removing an overpowered entry that made no sense, then registered the Flare Gun for it.
BUDDY Turrets are now be affected by the Engineering Skill's robot companion damage boost, along with most of its Perks.
I'm not sure why this took so long to add, but I wanted to encourage more use of the deployed robots, and for future plans!
I've also expanded the "Strong DeTURRET" Perkline by another 2 Ranks, allowing you to place more turrets, with more health!
- YOU ARE EXCEPTIONAL v1.07v - THE MENU MADNESS UPDATE
Thanks to WildeSanity and Mon1tor for their bug reports! Special thanks to both bp42s and yoyoma3010 for their help with coding the MCM and various other problems! I was
struggling quite a bit to learn the minor quirks of JSON for the MCM.
v1.07v Changelogs (22 hours, 50 minutes)
I attempted to address this in a previous release, but did not forcibly "normalize" these values if the Perks were undetected.
V.A.T.S. distance damage for the "Battle Dancer" and "Wide Stride" Perklines was underperforming due to low multipliers.
Damage reduction to incoming explosions wasn't reduced by the "Hit the Deck" Perkline, due to redundancy that I removed.
I also noticed that I forgot to include explosives in the Opportunity Skill, and fixed this on the Damage Nerf Patch, too.
YAE now has access to an MCM, allowing you to alter Skill data on the fly! You can also turn off certain messages and sounds.
If you have suggestions for any more interesting settings in the future, let me know, and I'll see if I can add them to the menu!
When I had fixed the "Impenetrable Guard" Perk the other week, I forgot to adjust the "Lightning Reflexes" Perk as well.
After fully rewriting the "Thoughtful Reader" Perk, I accidentally attached the Vampire's "Sunlight Weakness" messages to it!
Apparently, some of the items were failing to work properly, due to the Stimpak animation overwriting their intended purpose.
In addition, many of them had descriptions that weren't being carried over into the PipBoy, which I've taken great care to fix.
Lastly, I finally made time to add a couple of items that people have been wanting me to implement for long time now.
I tried to make crafting them difficult, but fair. They are found under the Utility section of the chem station:
- Ambrosia (resets all Perks and Traits), Sertraline (resets all Skills)
- YOU ARE EXCEPTIONAL v1.06x - THE QUIRKY COMPANIONS UPDATE
Furthermore, I took the liberty of writing very detailed Articles, which are called Modding YAE 101 and Modding YAE 102. In these guides, I go into pretty extreme depths of detail, in regards to using xEdit to make changes to YAE. Hopefully these Articles will answer a lot of the questions that I've been asked since release. I spent about a dozen hours writing the both of them, so please take a look! Even if you don't have a deep understanding of xEdit, I wrote them to be as rudimentary as possible! I also included some programming lessons. You might learn a thing or two!
This week, as usual, there are many people I need to recognize, who
contributed to the progress of YAE. Thanks to Camora, Mushroomman000, SekonSanyt, Adeshark, Nisafei and Ragnin for reporting the above issues to me. As always, a huge thanks to yoyoma3010 and Glitchfinder for helping me regain my sanity with the more complicated code for this week!
v1.06x Changelogs (47 hours, 10 minutes)
In addition, your base Health should reset to its proper value, regardless of how many enemies you've previously killed.
I discovered and closed a loophole in my version update system that could have caused small issues going forwards.
Water in general was changed to only recover AP, instead of Health, so that cooked foods and drinks have a stronger purpose.
A minor typo was discovered on the "Pharmaceutical Studies" Perk, where I had forgotten to put that it costs +30% more.
While performing a block using the "Impenetrable Guard" Perk, enemies were abandoning their guns, as they dealt no damage.
The mechanics of this Perk have been changed for damage reduction that scales off the Weaponry Skill, capping out at -90%.
Meanwhile, the "Unburdened Explorer" Perk was underperforming, and has been changed to add raw defense while unarmored.
Somehow, the recipes I rewrote back in v1.06e were temporarily causes all weapons to turn invisible after they were made.
After VERY extensive testing that nearly drove me insane, I found out the issue was super minor, but difficult to determine.
Some robotic Companions were missing appropriate custom Perks that they needed to take full advantage of YAE's system.
Also, I learned that there are a number of health inconsistencies, apparently due to NPC's not being able to retain abilities.
Apparently, allies have been benefiting from the Player's Fitness Skill Ranks this entire time. This has been fixed.
Due to how Fallout 4 handles Fortify Magic Effects on NPC's, their bonus health would vanish upon taking any damage.
In addition, I discovered that Dogmeat's vanilla Health scaling Ability was broken due to the above, and have fixed it.
Furthermore, the way Companions handle damage was reworked, with Dogmeat now receiving proper damage resistance.
Fixing this required a bit of work, but upon loading your save with this new version, all Companions should update properly.
This has also allowed me to update my Companion System, and from now on it should be easier add modded Companions.
I have written an Article on how to do this, but it's basically just adding the Companion to one of three FormLists:
- yaeCompanionsList_Beasts
- yaeCompanionsList_Humanoids
- yaeCompanionsList_Robots
- yaeCompanionInspirational_Beast
- yaeCompanionInspirational_Robotic
The end of this guide also includes the details on adding a custom modded weapon to your game through that same patch.
If your reading this ahead of time (or from the future), the Nexus is currently having difficulties,
- YOU ARE EXCEPTIONAL v1.05x - THE SLEEPLESS SCHOLAR UPDATE
lately.
So, here we are. This update is mostly just a package of bugfixes that people have wanted, but that I just couldn't deliver on until recently, when my programming knowledge and confidence got a lot better. We'll start with the most important fix first: YAE is now fully compatible with StartMeUp Redux, and by extensive, I assume any other Alternate Start mods out there. I couldn't get this to work before, as StartMeUp was competing with YAE for startup sequences, but that seems to be neatly resolved; for the moment at least. Please feel free to let me know if there's any weird issues with these types of mods, as I now have a decent idea of how to deal with them in the future.
The next important thing to mention, is that the AutoHacking system that I basically imported over from You Are SPECIAL was almost fully redone. This was due to some clunky mechanics that me and HappySlapp agreed could be written better. The old system used 11 different objects to track how AutoHacking terminals worked via the Engineering Skill, but this was a pain to code around, and overall a mess to track. I actually had a weird amount of fun with this, and got to show off how far I've progressed with my programming. The system now just uses one device, which keeps track of your "charges".
Any old AutoHacking device you had will be immediately gobbled up, and then drained, with whatever amount(s) they had left crammed into this new charge system. You only ever need one of this new Hotwire Device, but you can "recharge" the new device by building it again, sacrificing the older device for a slightly cheaper recipe! And if you lose that device, no big deal, because the charges hold across multiple systems. Think of it as your character backing up their charges into a cloud, of sorts. Finally, I'll leave the rest of the changes for the thoroughly explained logs below.
Thanks to TheOfficialFish, shisper, Brygo, JimmyJams, stormsgod, Pachistenia and ShaShka for finding all of these issues.
As always, special thanks to yoyoma3010 for their extensive coding expertise, and msalaba for help with workbench registry!
Extra special thanks to HappySlapp for giving up his time to help me brainstorm on a rework-of-a-rework for their old Perk!
v1.05x Changelogs (33 hours, 45 minutes)
Various grammar errors and rules clarifications for many descriptions were addressed, and should be easier to read now.
There are far too many edits to list here, but generally almost everything was looked over quite thoroughly, and discussed.
The mechanics behind the "Hotwire" Perk have been altered, in order to make it simpler to use and alter in future YAE builds.
Any old Hotwire Devices you held should be automatically removed from your inventory and replaced with a single item.
The stock of "charges" you had from those items will be saved and converted into the new system, so you lose nothing!
In addition, they may now lose more than one charge, depending on the Terminal difficulty that's being hacked by the device.
For a while now, there was a weird issue where total Traits points would reset when some selection combinations were made.
This ended up being a fairly simple problem that I somehow repeatedly misunderstood, and should now work as intended.
Players with the Trait "Four-Eyes" would have a their screens remain blurry during LooksMenu interactions. This was resolved.
The "Refined Reactor" Perkline reduced battery drain to zero. These values have been adjusted so that it's now halved at max.
The progression for the "Take It Away!" Perkline was apparently broken by a missing connection. This has been fixed.
It was recently discovered that some of the GameSettings altered by YAE were not being properly maintained between saves.
This involved changes to max Settler population, jump height and speech difficulty changes. All of these now work properly.
I've also gotten permissions from ItsMeJesusHChrist to use yoyoma3010's animated version of their Fallout icons!
Right before release, I was informed that the "Scrapper03" Perk wasn't performing as expected, but it's currently set to vanilla.
However, I did discover that the basic version wasn't quite coded properly, so I detached it from the old system and fixed it.
This investigation has also made me aware that the "Salvage" Skill doesn't affect junk items broken down in workbenches.
The solution to this is fairly complicated, and I'm doing my best to look into it, but I'm going to need time and outside help.
In addition to the above, some people have expressed interest in a full Perks listing, so that they can see everything.
I thought about putting it in my Skills Cheat Sheet Article, but I don't think many people are even aware that exists.
So, despite the potential spoilers it will have, I'll put the image I use myself on the main page for Perk examination.
This is the third major update for YAE! I know I've been pretty busy lately, but I don't plan to ever quite fully "finish" working on this mod; it still has a lot of room to grow, although it will be a slow pace going forward, as I think of new things and fit them into my schedule. Hopefully everyone out there is still enjoying my tireless work, hence the name of this update xD.
- YOU ARE EXCEPTIONAL v1.04t - THE GRAVEYARD GASTRONOMY UPDATE
That said, I did find a way to make pretty good use of it's code, and do some interesting things with the Cannibal Perks. They now have a number of hidden mechanics, some of which are activated by other Perks, and some things just resolved by actual Skills. Eating enough corpses of a singular racial type (i.e. Ghouls or Super Mutants) may also triggers a special buff, that lasts about 3 minutes. A companion Perk called "Lite Appetite" can also significantly lower the risk of getting the Dark Craving curse, although it will never truly be avoidable.
I intended to add another Perkline with this Update called "Primal Pallet", which was identical to Cannibal, but focusing on animal corpses, but my health wasn't great these past couple days. However, I should be able to get it out with next week's Update. Assuming it's possible to do, and a user assures me that it might. I'm not sure how elaborate I'll get with it's abilities, though.
As always, thanks to MrBanano for their glitch expertise. Thanks to HappySlapp for their sudden help with value errors that were widely spread. And thanks to Quantum, RustyXXL, solarkana and MrJanglies for finding various bugs this week; they kept me pretty busy!
v1.04t Changelogs (32 hours, 20 minutes)
Across various abilities, there are a few times where AP recovery was grossly inflated by about twenty times what I wanted!
Apparently, the Perkline "Emergency Medical Attention" was checking for health that was lower than fifty times your maximum!
The formula for the Medicine Skill was fully altered, allowing Stimpaks and Radaway to have a maximum of 90% recovery.
I'm confused, as I swear that during my hundreds of personal playtests, their percentage meant HP, not actual percent.
Of coarse, these values also apply to their Chemistry Skill equivalents, in the form of the Luminary and Bloodletter chems.
When using the Perklines "Sanguine Surgeon" and "Cannibal", it seems they competed over which actually used a corpse.
Sanguine Surgeon now uses the Engineering Skill for certain factors. Why would it need to use that? Don't worry about it.
There was problem where the animation for withdrawing blood was hardcoded to waste the Player's Stimpaks; this was fixed.
Not only have are both Perks been fixed, but I've also taken the liberty of rewriting Cannibal entirely from the ground up.
In addition, it now has two companion Perks, which alter how corpse eating plays out: "Lite Appetite" and "Organ Harvester".
Closed a loop with the "Jackpot!" Perk, which triggered off of dead bodies, in addition to the slain enemy owning that corpse.
Luck has also been buffed, as it now has influence over the random chance of success values for some abilities and Perks.
It seems that the "Four-Eyes" Trait wasn't applying it's PER penalty, and I've also slightly toned down it's blurring effect.
This will mark the second major update that I've done to YAE! There will be many more of these, although 2024 may prove to be a busy year for me. Hopefully you guys are still enjoying YAE, and all of these interesting changes I've made. I've sacrificed quite a bit of time (and my sanity) to bring them to you.
- YOU ARE EXCEPTIONAL v1.03n - THE PROMETHEUS UPDATE
Thanks to flavius1, MrBanano, Ectoplas, KoltExMachina, and undercarriage for their efforts, bug reports and opinions. Special thanks to HappySlap for helping me fix my version updating script; also MrBanano and NESSUS09 for playtesting this update before release.
Anyway, here are a list of all changes that were made with this update, as there are too many for me to reasonably fit into the Changelogs. I plan on doing many updates, and I want to be as transparent as possible about what I do in them, but having several paragraphs clog up my Changelogs is not particularly ideal for this. Following this release, I will be spending the next few days or so updating this webpage as well, to reflect all the new information, which will hopefully include some pictures to better explain all the "Perk Trees" that YAE has.
v1.03n Changelogs (76 hours, 15 minutes)
Going forward, the Skill Point forumla when you level will now be (10 + INT), as people felt they progressed too fast.
Sometime in the future, I plan on learning to implement an MCM menu, that will allow personal preferences on this.
In the meantime, I've integrated a special updating system, which honestly should have been there since day one.
I've also heavily organized my script properties, which should make looking through my data significantly easier.
I also streamlined a lot of my code, hopefully making things run a little bit faster than things were before.
Fixed a major issue I've apparently missed for weeks, where the Medicine Skill was not updating correctly.
As a result, up until now, Stimpaks and Radaway were not properly scaling off of this. You should notice it now.
Towards the end of this update, I also discovered that various Skill values were unstable, and properly fixed them.
On release, there was supposed to be a custom regenerative medicine called Bloodboil, but until now it had no recipe.
I also discovered that "Calmex Silk" wasn't being properly represented as a Tier 4 drug that you could craft.
Two new drugs added: Luminary and Bloodletter, risque alternatives to Stimpaks and Radaway respectively!
The penalty caused by the "Advantageous Allergy" Perk was altered to make it significantly more risky to use.
Steroid crafting descriptions at the Chem Workbench are now properly displayed, as I had originally intended.
Fixed an issue where the "Funky Fabrications" Perk was not correctly giving the Player converted scrap items.
Altered the "Compost Crofter" Perk, so that you need required meat in your inventory for the respective recipes.
In addition to this, I've also reworked many of the fertilizer recipes to be a bit more realistic and rewarding.
This was done to circumvent an old glitch, where too many displayed workbench recipes would lockup your controls.
You may now dismantle ammo, but as listed above, the recipes will be hidden, unless you currently hold that ammo.
Most firearm crafting Perks now require the Gunsmithery Skill, and have been moved to the Gunsmithery Perks zone.
Some older Perks were given recipes to fit their theme or had their existing recipes tweaked for more interest.
Various description errors were adjusted, and the "Downtown Sniper" Perk now correctly displays its one Rank.
The mechanics of the "Lethal Force" Perk were tweaked so that its Knockback effect now favors slower shotguns.
In addition, the way that the "Herbology" Perk works has been redesigned to be much more interesting.
The "Breaking Bad" Perk was renamed to "Dissolving Delinquent", as its new version is a better pop culture reference.
All recipes for Acid Concentrate ammo have been reworked, to make the Acid Soaker more enjoyed and sensible to use.
Many newly designed Perks were added into YAE, which are as follows:
- Cherchez La Femme, Confirmed Bachelor, Legendary Scavenger, Modern Warfare,
Repurposed Pipes, Sanguine Surgeon and Sci-Fi Shenanigans.
- Breaking Bad, Experimental Formulae, Garbage Genius, Pharmaceutical Studies,
Power Source Production, Unlicensed Ordnance and War Reserves Stockpile.
Following this release, I'm going to try to slow down a bit, at least as much as someone like me can. YAE hasn't even been out a month yet, but I've been going pretty full force with expanding it. On that note, the next update I'll be working towards will be a bit more minor, possibly adding a "Armor Mastery" system, where the Player will be penalized in small ways (sprint stamina, stealth, etc.) for each "piece" of armor worn that they aren't proficient in. Meanwhile, there will be a set of Perks that will slowly remove these penalties, negating them at max, while also introducing specialized bonuses per piece worn that they are familiar with (for example: Light pieces increasing stealth, Medium piece raises critical chance, Heavy raising maximum health). This is of coarse, still in its infancy, but figured I would throw it out there, in case someone has some interesting ideas on how to pursue this.
In addition, sometime after this update, I will make a link to a Discord modding server, where I'll have a public Channel setup, if someone wants to
pitch ideas or bugfixes at me directly. I'm super active there, so that would be the best place to find me, although I have yet to set it up. I've been pretty busy! When I do get around to setting up that info, it will be placed at the top of this sticky post, which from now on, I plan to use for particularly large, and important update.
- YOU ARE EXCEPTIONAL v1.00s - WE'RE JUST GETTING STARTED
After and extensive examination (mainly due to the help of yoyoma3010), I believe we narrowed the issue down to where my mod was applying the
SkillPointsScript twice, hence the overwhelming Skill Points many of you were having. With YAE v1.00s, I believe we have resolved this issue, among others. Unfortunately, at the moment, I am unaware of how to properly "reset" your current Skill Points. I've been aware of this Skill Point value issue for about a week now, but until today, I was unable replicate the issues or isolate how to fix. Once again, a huge thanks to yoyoma3010, who has been a massive aid to making YAE happen overall. I cannot being to express how much help they've been on many issues, including with my own novice coding.
In addition to fixing the above issue, I have also tried my best to include some compatibility for older saves with this update. First of all, back up
your saves.
process, as the mod has no way of knowing what SPECIAL attributes you started the game with or if you raised them via Perk Points previously.
For that, you'll have to manually set your SPECIAL Attributes via console commands, assuming you remember what your stats at character
creation were. The console command for that is as follows:
player.setav strength 0
Obviously, replace "strength" with whichever SPECIAL Attribute you want to change, and the "0" with whatever value you want to change it to.
EDIT:
The above crossed-out tedious explanation no longer applies. Starting with v1.02d, I've included a function that should fully detect your original SPECIAL Attributes from the time you originally created your character, and reset them to that on your character for re-purchase, if you so choose! This means that YAE now 100% fully accepts older save files!
If anyone has issues with gathering Skill Points, or with loading this mod for the first time on older saves, please let me know.
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