Normally when I read "overhaul" or even just with perk mods in general, they either delete the entire perk tree and replace it with boring junk that basically makes the game not fun anymore, nerfs everything into a savescum of you being made of wet toilet paper, or turn you into god after like level five... I'm so fuckin' happy there's a perks mod that's actually god damn balanced with a proper sense of what's fair, you really buffed all the things that should've been worth more and nerfed some things that were overpowered to have so early. Also my heart sank a little reading about the blood mess perk 'cause I admit I'm a sadistic bastard when it comes to killing things but omg the relief that there's a file where ya left it alone. This mod... is just plain fun, it makes the game different without removing or destroying what made the perks so good in the first place, very noice work <3
Hi there! I just posted a comment on your mod in the mods.bethesda.net page, and I wanted to post it here in case the comments don't work well there.
" Very cool changes! I propose these changes to be added: 1) Refractor: add some poison resistance to each rank (+5 perhaps?) to make the perk more interesting, and slightly increase the Energy Resistance that you get per rank (from 10 to 15 or so?). 2) Lead Belly: should be nerfed, like you did with Aqua Boy/Girl (uncooked food and water should always give some radiation, that third rank is ridiculous). 3) Toughness: add some fire/explosive resistance to each rank (again, to make things more interesting like with the Refractor perk), and slightly increase the Damage Resistance you get per rank (from 10 to 15 or so?). 4) Bloody Mess: each rank should add a small increase to the chance that the "bloody mess" effect is triggered, otherwise this perk is purely for damage increase... I think I will use this mod alongside with some mods that reduce loot and increase radiation, that will be pretty sweet! "
Yes I saw your proposal, those look like some changes I may want to incorporate, When I get a little free time I will update the mod accordingly, thank you
Could definitely be a good improvement for those perks.
I see you've let the mod die out a bit... Head over to: https://www.reddit.com/r/FalloutMods/comments/4mrpmc/fo4_feedback_on_my_overhaul_wip_tell_me_your/
This is a post about a mod I've been making (I started to learn how to mod the day after I posted my first comment here), and I was wondering whether I could merge this mod (but I'll change some things around) into mine. This way, I can add the effects (or at least try) that I proposed for you to add to your mod, into mine.
Someone on reddit requested some perk changes, but your mod already does perk changes, and he requested basically the same things I requested from your mod. Seeing as you've kinda left this project, I wondered whether I could use some of your ideas, implement my changes, and put them into my overhaul mod. Tell me what you think
Now I'm off to FO4Edit and then to playing Fallout 4 again, having loads of fun on Survival
Sorry for not getting back to you, Ya i don't mind if you use my mod as a base for what you want to accomplish and you can upload/post it all you want, I only uploaded this as I already built it for myself and it wasn't a lot of trouble to just put it here for anyone who wanted to try it out.
Thanks so much this mod is what i was looking for! Aqua boy/girl is so OP as is lead belly imo.
Suggestions i'd have that you can rightly ignore!
Cannibal i feel ghoul eating should be removed and instead swapped for a HP buff and shakes increase>decrease per level (could cause gun sway for X time).
Lead belly needs reworking similar to your aquaboy/girl.
Basically i feel rads should always be a threat and never a non issue.
But seriously amazing mod thank you for your time and effort!
Yep Yep, hoping when the overhaul goes live there wont be any issues with people using mods. I have a modded file I'm using to test things myself in the beta so when it does go live my mods will be compatible.
This looks good except I really don't like requiring the Lockpicking and Hacking perks in order to open the first level of locks/terminals. The game is going to be hard enough without requiring me to wait until I can get enough ability points to get those high enough. Some of those early safes really help out a new character get started.
You couldn't lockpick or hack terminals in new vegas unless you spent the points to get the skills to 25. The idea is to make it harder and make you have to make the choice when your going to be able to hack/lockpick those novice terminals/locks, you can get them by level 3 if you so wanted. And without any other difficulty mods the new survival damage you do makes it so you can forgo getting any damage increasing perks early on as they are completely unnecessary.
I'm still looking this over, but so far I like all the changes you've made. I'm planning a new character when the new survival mode drops, I'll definitely be using this. And thanks for the lesson in rearranging the perk tree. From the start, it's bothered me that Lone Wanderer (a perk for traveling alone) requires putting two points into Charisma, and Attack Dog yet another (dogs are easy). Thanks to you, I was able to move LW to the first slot, and AD to slot two. (It also makes sense to me that Caps Collector and Black Widow/Lady Killer would require more Charisma.)
I hadn't ever done any modding to perks before so this was new to me doing this, it was a lot of trial and error but in the end only a few things gave me some real trouble to figure out how to accomplish what I wanted lol.
I know my perk overhaul doesn't fix Dogmeat and Lone Wanderer, I didn't waste my time because I still use this Mod that fixes that and some other things that Bethesda still has not addressed.
I use that mod too, but not the LW/Dogmeat fix. I think Dogmeat is a different kind of companion. He doesn't give you a free perk, and I don't use him to carry anything cause where would he put it? (Come to think of it, where do I put it?) I've not played an LW character yet, but I'm planning a survivalist type that would rather talk to his dog than people for when the new hardcore survival mode drops. From an RP and balance standpoint I can say I don't think Dogmeat + LW is OP for me. YMMV, of course.
Ya hes a different kind of companion for sure, I typically don't use any companions as they annoy me too much and I like the benefits of the loan wanderer perk for myself, maybe i'm selfish So having that "fix" for dogmeat never really bothered me much. But its not in my overhaul to clarify again so people are aware, anything I changed is written in the desc that way no one gets any surprises
>Cannibal was removed and replaced by a new perk called Antidote. Antidote has 5 ranks each increasing Poison Resistance by +10. >Bloody Mess - Removed the "bloody mess" effect as it is ridiculous and probably caused many players including myself to stray away from a perk that would be otherwise beneficial to take for the extra damage it grants.
Now that's harsh. Not only Poison Resistance is useless 99% of the time , but Bloody Mess was always a classic Fallout trait/perk.
If there's no perk work done by Bethesda, you may want to look into hooking up the Antidote perk into resisting the new bad food/diseases. THAT would be relevant!
Could probably just add those resistances to Lead Belly that already affects food radiation or something. But yes something could be done regarding that for sure. Good Idea
Lead belly for food resistances would also make lots of sense, yeah! And maybe Chem resistant for poison resistance, if you still REALLY want poison resistance (I get very mad at radscorpions). These are all good!
44 comments
EDIT: Never mind. I just found the update. I'm a dope. Hopefully I just got an XP bonus.
I just posted a comment on your mod in the mods.bethesda.net page,
and I wanted to post it here in case the comments don't work well there.
"
Very cool changes! I propose these changes to be added:
1) Refractor: add some poison resistance to each rank (+5 perhaps?) to make the perk more interesting, and slightly increase the Energy Resistance that you get per rank (from 10 to 15 or so?).
2) Lead Belly: should be nerfed, like you did with Aqua Boy/Girl (uncooked food and water should always give some radiation, that third rank is ridiculous).
3) Toughness: add some fire/explosive resistance to each rank (again, to make things more interesting like with the Refractor perk), and slightly increase the Damage Resistance you get per rank (from 10 to 15 or so?).
4) Bloody Mess: each rank should add a small increase to the chance that the "bloody mess" effect is triggered, otherwise this perk is purely for damage increase...
I think I will use this mod alongside with some mods that reduce loot and increase radiation, that will be pretty sweet!
"
Tell me what you think
Could definitely be a good improvement for those perks.
https://www.reddit.com/r/FalloutMods/comments/4mrpmc/fo4_feedback_on_my_overhaul_wip_tell_me_your/
This is a post about a mod I've been making (I started to learn how to mod the day after I posted my first comment here),
and I was wondering whether I could merge this mod (but I'll change some things around) into mine.
This way, I can add the effects (or at least try) that I proposed for you to add to your mod, into mine.
Someone on reddit requested some perk changes, but your mod already does perk changes, and he requested basically the same things I requested from your mod. Seeing as you've kinda left this project, I wondered whether I could use some of your ideas, implement my changes, and put them into my overhaul mod. Tell me what you think
Now I'm off to FO4Edit and then to playing Fallout 4 again, having loads of fun on Survival
Suggestions i'd have that you can rightly ignore!
Cannibal i feel ghoul eating should be removed and instead swapped for a HP buff and shakes increase>decrease per level (could cause gun sway for X time).
Lead belly needs reworking similar to your aquaboy/girl.
Basically i feel rads should always be a threat and never a non issue.
But seriously amazing mod thank you for your time and effort!
I hadn't ever done any modding to perks before so this was new to me doing this, it was a lot of trial and error but in the end only a few things gave me some real trouble to figure out how to accomplish what I wanted lol.
http://www.nexusmods.com/fallout4/mods/2142/?
@Pthalo: You're welcome. Glad you like it.
>Bloody Mess - Removed the "bloody mess" effect as it is ridiculous and probably caused many players including myself to stray away from a perk that would be otherwise beneficial to take for the extra damage it grants.
Now that's harsh. Not only Poison Resistance is useless 99% of the time , but Bloody Mess was always a classic Fallout trait/perk.
If there's no perk work done by Bethesda, you may want to look into hooking up the Antidote perk into resisting the new bad food/diseases. THAT would be relevant!