0 of 0

File information

Last updated

Original upload

Created by

Gisla

Uploaded by

Gisla

Virus scan

Safe to use

34 comments

  1. Gisla
    Gisla
    • member
    • 34 kudos
    Locked
    Sticky
    2.1 is out now

    Changed the mine trip effect from sneak to demolitions expert.

    Also, there's a bug I'm currently working on regarding Rifleman rank 5; for some reason my Fallout 4 ESM lists Rifleman Rank 5 as having 10 ranks. In-game it shows the perk as having 10 ranks and requiring level 62. I've edited Rank 5 in the standard way to delevel it and made the perk 5 ranks instead of 10. I'll need to continue working on this issue until it's fixed. There was no issue with my mod. This issue was caused by how I had Better Locational Damage installed, I'm leaving this up as a heads up to anyone who has that mod installed and used Better Perks. BLD has a FOMOD option for Better Perks, so even after removing Better Perks the mod, BLD still had some residual esp hanging around. *Vault Girl thumbs up* I thought I had lost my edge with modding with something as simple as xEdit.

    2.0 is out (and any potential updates)

    Mod is overhauled in focus but mechanically it's about the same. VAFS Redux is a requirement now, get it or don't. Mod is about finalized in changes, what's here is here, what's not will never be. Mod works how I intended it to, more than just a silly numbers adjustment mod and gives a reason to actual consider what to take and to actually view SPECIAL in a more immersive thematic way.
  2. ExiledEye
    ExiledEye
    • premium
    • 18 kudos
    I had various problems with this mod, in particular after a while of using the mod everytime I loaded the save sound and visuals of the nerd rage perk appeared without an apparent reason (without having the perk, nor the level to acquire it) and removing the mod fixed the problem on a save where the problem was present.

    Perks are replaced instead of added, I would have liked more a LevelUpMenuEx support in order to add perks instead of replacing the vanilla ones + the vafs-edited perks: things easly go wrong with perk replacing; but the purpose of this mod is to rebalance perks to go well with vafs which is not strictly necessary since vafs is made with vanilla perks in mind + it provides changes on vats related perks.

    I took a look in xEdit and there are many strange edits as others have said.
  3. FawkesTales
    FawkesTales
    • supporter
    • 8 kudos
    You mentioned in the pinned post that you use BLD, do you have a custom version that is balanced around the overhaul? If i remember right, it's just damage and sneak multipliers.
  4. cobalt262
    cobalt262
    • premium
    • 9 kudos
    I was sorting out a perk conflict using FO4edit (culprit turned out to be BLD's Better Perks Enhanced and Improved StrongBack) and noticed this in ChemResistant01 in your mod

    0004A05D | ChemResistant01
        Effects (sorted)
        - DATA-Effect Data
        -- [1C006AF6]<Error: Could Not Be Resolved

    I've not noticed any problems in Balanced Perk Overhaul, just saw this while nosing around in FO4edit - it's not showing as a conflict or anything.
  5. lowl
    lowl
    • premium
    • 88 kudos
    back to fallout 4 again, i am!   
    ...Charisma checks, pickpocket, xp bonuses, hacking/lockpickin ease...
    So many things in FO4 that do little more than add flavor to a character whose only challenge is combat and patience.
    Good to see more mods that aim to fix this or at least make the flavor more satisfying.
    1. Gisla
      Gisla
      • member
      • 34 kudos
      Indeed, what I loved most about FNV and FO3 was the mod More Perks and Traits, so many unique ways to approach the game besides just holding down the mouse button and hoping things died before you did. My favorite perk was Paradox Broadcaster, which made every robot within like 500 meters or whatever potentially go insane and rampage. Then you play FO4 and see the base game's perks like VANS or Rifleman and just shrug at caring about any of it. On the other side you have LUCK which just turns the game into a complete circus. It's nice having a middle ground between extreme whacky gameplay and bland number crunching.
    2. lowl
      lowl
      • premium
      • 88 kudos
      the perfect middle ground nears! thanks for 2.1 fix. i recommend putting vafs in the mod title since there are so many simple perk overhauls out there
    3. Gisla
      Gisla
      • member
      • 34 kudos
      That's a good idea, also I just had a keyboard malfunction and scrolled down half this page, LOL! Lowl, you were a user of my mod back in the day, I didn't realize until just now when I saw your icon and got confused.
    4. lowl
      lowl
      • premium
      • 88 kudos
      sounds like the beginnings of an adventure~
  6. eldritchsyntax
    eldritchsyntax
    • member
    • 6 kudos
    Excellently well thought out mod you have!

    Here are some suggestions:

    Combine basher with pain train. Does pain train work without power armor now?

    Make it so that upgrading certain perks gives you a flat +1 to that perk's special stat. Ex: armorer 2 and blacksmith 2 have +1 STR.
  7. Tegra795
    Tegra795
    • member
    • 7 kudos
    Hey, I was wondering if you still working on this mod or simply, well, move on because reason. Just asking, because I was wondering if maybe you working on some big update or simply move on another project or other reasons(real life stuff).
    1. Gisla
      Gisla
      • member
      • 34 kudos
      At the moment I kind of feel that FO4 lacks the tools to really progress most any mod beyond a state of simplicity without significant skills in modding. I'm not an amazing modder like I've seen with a few gems around nexus (bullet-time/jane bod/etc), I'll have to mostly wait until new tools come out or the familiar ones I've used with Skyrim and FNV are updated. At the moment I'm limited to what's available with the GECK, I've tried to get creative but I keep running into dead-ends like the 3rd person animation speed bug, ricochets with melee weapon perk issues, etc.

      For the time being most of my mods are on hold, I don't have the time IRL to make them work without the tools I'd like access to. Anyone though is more than welcome to add to this, repost it as their own with changes, and so on.
  8. lowl
    lowl
    • premium
    • 88 kudos
    Grand slam is SUPER OVERPOWERED with chainsaws.
    i am pretty much untouchable in melee since the npcs dont wana block.
    1. Gisla
      Gisla
      • member
      • 34 kudos
      Alright, I could look into making grand slam have a separate mechanic for "automatic" melee weapons like chainsaws.
    2. lowl
      lowl
      • premium
      • 88 kudos
      great <3
  9. Sorentia
    Sorentia
    • member
    • 0 kudos
    I have not dl'ed this mod as I'm in the middle of a play through and would rather wait until I'm ready to start a new character to give this mod a go. I do have a suggestion, however.

    Basher is a fantastic little perk that could have enabled some wonderous run, gun, smash playstyles. However, it's exceedingly high Strength Requirement is counter intuitive to Gun based builds. In 99% of the gun builds out there, you would never have a strength score this high until so late in the game that you are just grinding out levels to grind out levels. On the other hand, the Melee play style has it's perks at the low end of the strength chart when you are more likely to have a high strength. Might I suggest swapping Basher with the new Melee Effects perk on the Strength chart? The perk itself is fine as it is other than the too high strength requirement.
    1. Gisla
      Gisla
      • member
      • 34 kudos
      That's a good point, I think the devs probably associated the Basher perk with heavy weapons like Miniguns and Fat-Men because of the weight and so on. The perk should be more diverse and not restricted to just extremely high strength characters. I'll play around with it a little and see what I can come up with.
  10. argvminusone
    argvminusone
    • member
    • 15 kudos
    A few suggestions:

    Split the Scrapper perk's loot highlighting feature into a separate rank of the perk. As it is, Scrapper 2 is overpowered, giving you both rare junk and highlighting for a single perk point.

    Make Perception affect energy weapon performance, such that PER below 5 decreases performance, and above 5 increases it. This is what previous Fallout games did, and Perception's basic effects are rather useless.

    Add another rank to the Awareness perk, that adds an NPC highlighting effect, like the power armor “Targeting HUD” module. Max highlighting distance depends on Perception points. Problem, though: power armor can be removed to turn off the highlight effect, but there is no way to toggle a perk…


    Edit: I have uploaded a mod that ties energy weapon damage to Perception, like I suggested.
    1. Gisla
      Gisla
      • member
      • 34 kudos
      Response in order of suggestions:

      I could easily split the scrapper perk up to make rank 3 or whatever more important.

      I won't really touch any of the game's core features like combat settings as these will be addressed by major overhaul mods such as SkyRe for Skyrim and Project Nevada for FNV. Touching that sort of stuff leads to major unavoidable compatibility issues. Mod will only ever focus on perks.

      At the moment I'm not certain how to add new ranks of existing perks and have them function properly on the perk chart. I tried that a while ago and it ended up breaking the perk chart animations and descriptions. Sure there's a way to edit the perk chart, but I don't think it's very user friendly (or I may have just messed some stuff up before and can retest some changes).

      As for the Targeting HUD stuff, I have tried adding it as a perk and to other items but it didn't work initially and I moved on as it was only a passing interest. I'd need a reason to give the Targeting HUD effect as a perk... maybe as an implant, or survivalist tracking... or splitting races up based on both. I'll take a peek into it again and see how things go.
    2. argvminusone
      argvminusone
      • member
      • 15 kudos
      SkyRe overhauled perks extensively. A similar mod for Fallout 4 will probably do the same. Limiting yourself to editing only perks will not save you from incompatibility with such mods.
    3. Gisla
      Gisla
      • member
      • 34 kudos
      True, but this mod is aimed to be used in conjunction with segmented mods for an overhaul. Also, this mod can be moved in the load order without causing issues to mods that do overhaul combat mechanics and so on. If I add features outside of perks then I'll be limiting the mod's compatibility.

      Combat mechanics and so on just aren't aspects of the game I'm interested in modding, and are likely best left for later versions of F4SE and FO4's MCM when such features are easier to implement.
  11. Tegra795
    Tegra795
    • member
    • 7 kudos
    Hey I like your perk overhaul, its balance, simple and doesn't go crazy like other perk overhauls. However I got little doubt about big leagues perk, I'm not sure if separating Melee damage and secondary effects is such good idea, because right now you need invest in both perks to get 100% from melee/unarmed combat, it kinda works similar like in vanilla perks with addition of paralyze and decapitation working for both melee and unarmed, I'm not convinced that good course for those 2 perks working that way but hey who I am to judge ? .

    My suggestion would be to combine those 2 perks into one(With melee/unarmed damage and effects into single perk), since as you point it out that melee/unarmed never get proper attention in fallout games so it would good solution and not overpowered one(my opinion only - don't kill me ).

    For the second perk(that left out because of combining) I would suggest maybe some effects like "when you get hit in melee(or having a chance % when hitted by melee) you get XYZ effect/buff ",maybe some kinda rage effect or damage reduction, or maybe swamping Blitz perk here but that maybe little too OP, just throwing ideas here .


    1. Gisla
      Gisla
      • member
      • 34 kudos
      I could look into it, the game at this point is still really unstable and I'd love to add speed boosts here and there but they just don't work in general because of animation issues. Additionally, there are issues with the game recognizing certain functions properly like the disarm/knockback procs off Ricochet when the PC has a melee/unarmed weapon out because of how Ricochet calculates itself (which is a vanilla issue in and off itself).

      I could add a disarm feature when someone hits the character with a melee weapon, that'd be kind of interesting. So basically if a raider for example hit the player with a bat, there'd be a chance for the raider to be disarmed.

      As for your comments about combining the perks, I just generally don't want to give low tier perks too much good stuff, more specifically combat related. What I've given melee/unarmed with this mod in those two perks is more than any other perk gets on its own. Like Rifleman doesn't get a much, and the handgun perk only gets a disarm and damage bonus. So together those two perks give the damage bonus, disarm, knockback, frontal cone on every attack, decapitation, paralysis, and increased limb damage all without requiring VATS. My main objective of combining Big Leagues and Iron Fist wasn't to buff them but to remove the annoyance of them being separated. Knuckles are my hands down favorite melee/unarmed weapon, I don't know why but I loved the Spiked Knuckles in FNV/FO3 but I'd love to also swing a machete or sledge now and then without needing to waste a ton of perk points to do so.

      Overall my objective for this mod was just to give more meaning to the SPECIAL trees without going crazy on the overhaul like you mentioned with some of the other mods. I'll see about adding some kind of martial arts disarm feature in the next version, maybe a melee Ricochet or something as well.