The best way to describe the slew of changes is to give an example.
The three generic gun perks (Commando, Rifleman and Gunslinger) are now more interactive with the two gun combat style paths, Marksman and Duelist. The early levels of the three gun perks can be unlocked with either path, but you'll eventually have to choose one or the other if you want to gain all the damage bonuses of any of the types of guns.
Some of these sorts of choices were present in version 1.0 but I tried to make sure there was some inter- dependability to every perk and some choices to make with every set of skills you develop.
--------------------- In the 12/6/2016 update (v. 1.1):
* Many perks, especially the path unlockers, will have incrementally higher Special stat requirements for the higher ranks if they don't already have another perk as a requirement for advancement. Since there are no character level requirements anymore, I think it's a decent trade-off to keep from being able to max out a perk too quickly.
* I'll take another look at how the perks interact with each other and see if any more make sense to be mutually beneficial or exclusive.
* Added a new perk poster background as an optional image, it color-codes the paths and "unlocker" perks
In future updates:
* Further tinkering with the poster and how perks interact, may begin tinkering with perk effects
I use the NMM to download and upon plugging in it is in red text saying DLCCoast missing. I take it I need the DLC for it to work. Am I right? Do you think you have a no dlc optional version? Thanks.
I love the concept of this mod, but please fix the issues with the icons. I've had this mod loaded by it self and with other mods and both times several of the perk icons are bugged out and covered by the vanilla perks. The quacksalver perk for example isn't accessible as well as several others, and they have to be added with console commands.
I had trouble finding the Quacksalver perk, as in it didn't show up on the selection screen. I ended up using console commands to add it, but do you have any idea what could be causing the perk to not show up? Edit: I double checked and instead of Quack the Vans perk is above the Cyberpunk perk. And the cyberpunk perk is named science.
Every icon is in its own layer so, that way, it is quite easy to line them up. The only ones that are all together on the same layer are the vanilla icons. It's just busy work if you want them each in their own layer but quite easy to do. Let me know if you need some help.
That's all right, I'll worry about the icons later. I'm making changes to the background poster itself now that should help differentiate the unlocks from the perks, or maybe I just like color-coded data too much.
I dunno why but this feels less RPG more borderlands. If there was some sort of base to work off of (ex. classes) then yeah this would make sense, but otherwise I feel like it's not really a roleplaying thing.
Hello, this is a very interesting looking and much needed mod. It'll probably become a must have for me in the future.
One quick thing, though. When looking through the perks, I noticed that the Level 8 Charisma perk is labeled as 'strength training'. I don't think that any of my other mods would cause this, so I just wanted to point it out.
Regardless, this is a great mod and I'm very thankful that you made it.
Sounds interesting...I'll probably try it in my next game. Which may not be for a while...I am using some mods which make my game VERY difficult...one that expands the scrapable area big time, and one that adds lots more enemies to the game. I am level 14, and have not even entered the Concord museum yet...but of course, I have spent some of the time scrapping huge areas to build a massively big fort in my town. It is huge, and I will only slowly fill in the insides. There is probably room for 500+ beds.
Interesting change to the perk system, this would definitely add to the replay value, as you can't be "Jack-of-all-trades" as usual. Kind of reminds me of the "Wheel" scheme used in some of the leveling mods for Morrowind and Oblivion.
Also, THANK YOU for introducing me to a new word "Quacksalver". I HAD to look it up (A habit I developed about 46 years ago when I didn't know what a word was).
17 comments
The best way to describe the slew of changes is to give an example.
The three generic gun perks (Commando, Rifleman and Gunslinger) are now more interactive with the two gun combat style paths, Marksman and Duelist. The early levels of the three gun perks can be unlocked with either path, but you'll eventually have to choose one or the other if you want to gain all the damage bonuses of any of the types of guns.
Some of these sorts of choices were present in version 1.0 but I tried to make sure there was some inter- dependability to every perk and some choices to make with every set of skills you develop.
---------------------
In the 12/6/2016 update (v. 1.1):
* Many perks, especially the path unlockers, will have incrementally higher Special stat requirements for the higher ranks if they don't already have another perk as a requirement for advancement. Since there are no character level requirements anymore, I think it's a decent trade-off to keep from being able to max out a perk too quickly.
* I'll take another look at how the perks interact with each other and see if any more make sense to be mutually beneficial or exclusive.
* Added a new perk poster background as an optional image, it color-codes the paths and "unlocker" perks
In future updates:
* Further tinkering with the poster and how perks interact, may begin tinkering with perk effects
http://www.nexusmods.com/fallout4/mods/14371/?
Mine are just PSD resources. They're not implemented in-game.
One quick thing, though. When looking through the perks, I noticed that the Level 8 Charisma perk is labeled as 'strength training'. I don't think that any of my other mods would cause this, so I just wanted to point it out.
Regardless, this is a great mod and I'm very thankful that you made it.
How easy is it to slot new perks into the paths?
Kind of reminds me of the "Wheel" scheme used in some of the leveling mods for Morrowind and Oblivion.
Also, THANK YOU for introducing me to a new word "Quacksalver".
I HAD to look it up (A habit I developed about 46 years ago when I didn't know what a word was).