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JTL2

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  1. JTL2
    JTL2
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    Hello friends! Taking another tour through the Commonweath, finally got around to make the mod changes that this mod always needed. Perks now added via Scrips instead of Actor edits. The Eli companion patch is no longer required with 4.6 and up. I might make a few more tweaks here and there, but I felt like this was worth doing. Thanks for your support all these years. Cheers!
  2. luska233
    luska233
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    Most underrated mod for Fallout 4, I use it since ever. I do feel like it could use an expansion tho.
    1. JTL2
      JTL2
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      Thank you for the kind words. I felt the desire to romp through the Commonwealth again so I made some tweaks. What did you mean by Expansion, though? Do you have some ideas for new SPECIALizations?
    2. lowl
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      aye, an expansion might be cool.
      there are many classes that feature mechanics in fallout that are weak in combat or limited in gains, making them more boring/unsatisfying to play. if those weaker classes had a *just hang in there* reward for higher level play, it would make this mod more replayable. 
      there are only 3 classes that are very strong and a couple that have polarising power(eg:very strong only at night).
      making the stronger classes gain small buffs later and the weaker ones large buffs sounds like a balancing nightmare but that depends on the nature of the buffs. buffs with cooldowns that proc when you do something stupid, are about to die, or are lucky in combat are my fav. small heals, low health/armor, purposeful addiction based buffs that also contain debuffs, etc.

      if looking for ideas...
      i mixed and matched this mod with mechanics i balanced in The Legendary Overhaul and VAFS. took me like 100hrs and i ended up only having 4 classes and getting rid of the 15+ buffs, replacing with buffs that promote weird specials (eg: even distribution of special, high perception and strength, high endurance and agility, moderate charisma and intelligence.)

      https://www.nexusmods.com/fallout4/mods/22420 required huge rebalancing of damage reduction sources and AP gain mechanics to make it not OP with VAFS or Armorsmith Overhaul. super mutants shouting "run away!", aah the memories
      https://www.nexusmods.com/fallout4/mods/36519
  3. lowl
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    the luck based spec actually makes the game much harder.
    you gain levels real fast so your gear doesnt keep up with the level scaling.

    it possible to switch the gains to a temporary buff unrelated to gear or progression?
  4. Frostie212
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    Hello and thank you for the update to the mod! Question though, with the drastic change in the way they perks are added, is it safe to update mid-playthrough?
  5. fefuentes2000
    fefuentes2000
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    Very nice mod.
    Could you add a LevelUpMenuEx compatibility?
    1. JTL2
      JTL2
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      LevelUpMenuEx is brand new to the Nexus. And while it looks exciting and shows alot of promise, I would have to rebuild SPECIAList from the ground up to be fully compatible with that framework. I'm keeping an eye on how it grows. Thanks!
  6. OberonFK
    OberonFK
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    Holy s#*!, this is one hell of a mod. I'm genuinely surprised this hasn't been picked up by Hot Files or any Top 10s or anything.
    1. JTL2
      JTL2
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      Thank you for the kind words. :)
  7. doctordarkspawn
    doctordarkspawn
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    Still a great mod, still works well with the game, but I was wondering if we could get a version without the changes to addicthol and the doctors?

    I'd just like the option to be there, as maybe it screws with some other mods, or someone like me just dislikes the changes.
    1. JTL2
      JTL2
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      Hello, thanks for the thoughts. I am still supporting it, though I"m not currently playing F4. The reason I removed Addicthol was because I found it utterly broken. There's so much of in in game, it's so easy to make, that in my opinion, it removes the risk associated with addiction. When addiction is a real risk, it's costly to remove, you makes the choice of using chems more weighty.

      That being said, what Mod are you using that's conflicting? Maybe I can work something out.
  8. doctordarkspawn
    doctordarkspawn
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    This mod still supported?
  9. nappilydeestructio
    nappilydeestructio
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    I don't have vault-tec, contrapdiction and nukaworld dlc. I am not planning on getting them either. Is there a way to get rid of those masters by any chance?
    1. JTL2
      JTL2
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      You'll have to keep using 3.4. They're all in one ZIP file, so you'll just have to delete those ESP's manually.
    2. nappilydeestructio
      nappilydeestructio
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      Ok np thank you.
    3. nappilydeestructio
      nappilydeestructio
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      Actually I have all the dlcs just to make things easier for compatibility sake. I got Nuka World on sale so now I have all the DLCs lol. Thanks again for this wonderful mod. :)
  10. lowl
    lowl
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    Is idiot savant with the Luck based spec supposed to be randomly giving me like 30 times xp? i Kill a raider... BAM! 2 levels. Best mod ever
  11. JTL2
    JTL2
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    I can't believe Fallout is almost a year old now. Even before the Creation Kit, we all knew that Perks were especially broken and needed a fresh set of eyes. And while SPECIAList was that for a while, the Creation Kit has been out for a while to, and I've found some mods that do alot of things SPECIAList did, but better.

    Coming soon is SPECIAList 4.0. And it will focus on what really does make you SPECIAL!