This is a guide for creating a patch for mods that edit the skill perks(Rifleman, Gunslinger etc.).

First of all you'll want to load the Skills Only version of BE along with the mod you want to create a patch for as non active files in the creation kit.

The Main Skill Handler Perk

All of the skills(Minus the crafting skills) are handled by a single perk in BE: the 1BSWeaponSkillsPerk so open that(It only managed weapon skills at first, but I eventually put non combat skills in it).
They do not actually range from 0 to 100, but from 0 to 1(in steps of 0.01) because perk entries only allow entry to 2 decimal places and that causes problems. Dividing by 100 circumvents this.
The ones you see in the menu are for display. They directly influence the skills used in calculations though. So with the skill 1BSRifles, the version you see in the level up menu is actually 1BSRiflesDisplay.

The perks contains entries that manage how a skill affects different aspects of the game(how the Rifles skill affects damage from rifles, how Barter affects buy prices etc.)
For most of them you can simply think what effect you want the skill to have at 100 and change the multiplier to suit(+30% Damage for Rifles would be 0.3).

You can also set entries to only take effect when a skill reaches a certain level. Like with Pickpocket: I made the ability to reverse pickpocket explosives only be available if the player's Pickpocket skill is => 25 by setting a condition to check if the Player's Actor Value 1BSPickpocketDisplay is => 25.

Stimpaks & Radaway

There are a few that are a little more tricky though. The amount healed by stimpaks and radaway has a funny number system. Basically 100% health for Stimpaks is +27.34, and for Radaway it's +273.34. They weren't designed with a percentage system in mind at all.
To get around this I made the equation: Value = Value + (MedicineSkill x 14) when Medicine is less than 100. And when It reaches 100 it uses the equation: Value = Value + (MedicineSkill x 27.34).
Same with Radaway but with 140 and 273.34 respectively.
So if you are going to edit these values you'll need to do a little testing.

Accounting for Perks

When you've set up the skills to reflect the changes in the mod you're patching, you'll need to think about if this mod changes the skill perks in a way that isn't just editing the values of buffs, and create new perks to replace them if they do(Since BE requires these perks to have no effect). For example: Rifleman, as well as affecting weapon damage, gives the player the ability to penetrate armour when using a rifle. So I created a new perk: 1BSRifleman that gives this ability.

As long as you get all these perks then their shouldn't be any issues of compatibility or weirdness in the game.

Reload Speed and Weapon Skill

There is also a script which I use to dynamically change the player's reload speed on the fly, depending on which weapon type they have equipped and their skill with that weapon type.
You can open up the 1BSReloadSpeedAbility Ability to see the different effects for each weapon type(Rifles, Pistols and Heavy Weapons).
They all use different Magic Effects that run the same script: aaaBSWeaponTypeRifleReloadSpeed(Just a name) but with BSSKills property in each of them set to a different skill in the properties menu(1BSRifles/1BSPistols/1BSHeavyWeapons).
This system can be set up to include something like Energy Weapons also. You just have to add an effect to the ability that runs the script with BSSkills set to aaEnergyWeapons(Or whatever you want to call your skill) and set the conditions to check if the weapon is an energy weapon. You'll also need to change the conditions of the other effects in the ability so they exclude energy weapons.
Lastly, open the 1BSReloadSpeedModifier Global. This is the number that determines how reload speed scales with weapon skill. It represents what the modifier will be when the skill is at 100. I've set it to 0.3, which means at skill = 100 then Reload Speed = Base Reload Speed(usually 0) + 0.3.

And that's about it. if you have any questions please don't hesitate to  ask.

Article information

Added on

Edited on

Written by

rcoll

11 comments

  1. coin1832
    coin1832
    • member
    • 14 posts
    • 0 kudos
    Hi, great mod and guide here. I just finished patching my various perk mods so that they stay consistent and balanced. Now I'm all set except the part about Stimpaks & Radaway.
    Can you explain "100% health for Stimpaks is +27.34" and the equation Value = Value + (MedicineSkill x 14)? Thanks so much
  2. keeganguillen
    keeganguillen
    • member
    • 11 posts
    • 0 kudos
    Just a couple questions, I was doing this for the Better Locational Damage (just realized you were the one to reply to me on the thread in those comments too lol). I'm new with the creation kit, so when editing the 1BsWeaponSkill, after opening to change damage I want to edit the "Mod Weapon Attack" in the "Perk Entries" for each entry from 1.00 to 0.15 (so max damage is only 15% more), correct?

    And also is there any simple way you could explain how to make changes a seperate ESP so I dont have to overwrite any mods and can just reuse or share the edit?
    1. rcoll
      rcoll
      • member
      • 458 posts
      • 58 kudos
      That sounds about right.

      What you want to do is not load them as active files in the CK. Any changes you make will be in a new esp when you save them.

      If you are using FO4Edit to do it. Right click on the record you want to edit and select Copy as Override, then choose new file. Make your changes to the record in that new file.

      Also I should say that if you want to share it then you must have permission from the author of the whichever mod you are patching, so you should check the permissions on their mod page.
    2. keeganguillen
      keeganguillen
      • member
      • 11 posts
      • 0 kudos
      I got it working in the correct percentages but I couldn't get the separate ESP to overload the Be Exceptional, I made sure it was after in the load order, I could only get it to work when I loaded it active and overwrote the original ESP for your mod.

      Any suggestion? I did it with the CK.
    3. TJBROCHILL
      TJBROCHILL
      • member
      • 39 posts
      • 0 kudos
      @keeganguillen did you have to edit all of the perks changed by BLD in order for everything to work correctly? I also use BLD and refuse to part with it but i really want to use these too and was wondering if you had any insight into what is "must edit" and what can or should be left alone to keep BLD intact. I'm also new to the CK and fo4 edit.
  3. Swampfox92
    Swampfox92
    • supporter
    • 254 posts
    • 12 kudos
    I just want to make sure I'm doing this right. I'm attempting to patch together your mod with frost's perk changes in FO4Edit, and I'm attempting to add an extra effect to the unarmed skill that buffs sanity boosting chems. Can I simply add an extra entry to the 1BSWeaponSkillsPerk, nothing else needs changing right (other than of course removing the associated perk that accomplishes the same thing)? For the "EPFB - Perk Entry ID (unique)" do I simply need to assign the next number that is available within the perk (which is 25)?

    Also, Perk Condition Tab Count defaults to 0. Should I be manually setting this to a certain number? It looks like it's typically 1+the # of conditions, but that's not the case for every effect...
    1. rcoll
      rcoll
      • member
      • 458 posts
      • 58 kudos
      I would also set the priority of the perk entry to the same as the other unarmed entries just to keep them together.
      EPFB - Perk Entry ID doesn't need to be changed at all. It is just the id and doesn't really affect the perk entry. Just leave it as what it was by default.
      Leave Perk Condition Tab Count to the default. It is the number of condition tabs that are part of that type of effect(Subject, Target etc.). It starts at 0 so 0 means 1 tab. It really would be a lot less confusing though if you do this in the Creation Kit. The interface is more user friendly.
    2. Swampfox92
      Swampfox92
      • supporter
      • 254 posts
      • 12 kudos
      Thanks for the input. I figured out the priority thing. Perk Entry ID doesn't actually exist by default when you make an a new entry in FO4Edit. Perk Condition Tab Count is at least 1 for every single entry that's in there already, so I doubt that a default of 0 is the correct value.

      I've honestly never used the CK for making patches and what not. Do you think it's a better option when you are merging changes from dozens of mods at the same time? I find FO4Edit pretty capable when I'm making merged patches when I have hundreds of plugins. In any case, I'll probably boot up the CK to double check my changes for this specifically.
    3. rcoll
      rcoll
      • member
      • 458 posts
      • 58 kudos
      Oh wait I was thinking about the Tab Index starting at 0. Tab count does indeed start at 1 sorry, I'm tired...
      That is strange about the Perk Entry ID though. I'd thought they'd be assigned a value by default. Maybe if you saved the file they would be given one. or if you opened and saved the esp in the CK? But if that doesn't work the next value should be 33.

      The reason I recommend using the CK for this is just really that FO4Edit doesn't name the condition tabs. I've always found the CK easier to use when editing Perk Entries because of that.
      But for most other changes when creating patches I'd go with FO4Edit.
    4. Swampfox92
      Swampfox92
      • supporter
      • 254 posts
      • 12 kudos
      Thanks for the help man! And great mod of course!

      Oh yea... I remember now why you don't use the CK for patches... It takes about an hour to load! :P
  4. cheesetoast8
    cheesetoast8
    • member
    • 94 posts
    • 0 kudos
    say i wanna use a mod that overhauls one particular perk. i'm talking specifically about the mod Aquaboy Scuba System: https://www.nexusmods.com/fallout4/mods/25434

    would i be able to just place this mod below yours in my load order and let it override yours? or would that cause some kind of problem?
    1. rcoll
      rcoll
      • member
      • 458 posts
      • 58 kudos
      Well what exactly does the mod do to Aquaboy/girl?

      Also if you are just using the Skills only version then you'll be able to run them both without issue.
REPORT BUG
Top