Update: May 2024 v0.3.3 is on the way after a bit of testing. It fixes a few outstanding issues.
I also feel like I need to reiterate -- this mod is not compatible with other mods that change perks.
If you use MO2 and run the included sort feature, it will fix most issues you're experiencing. I use UFO4P in my personal load order, and Advanced perks works fine for me with or without it. Any issues with bugged perks not being selectable, or defaulting to the wrong perk, or having a missing icon are because something else in your load order is editing that perk. Make sure you load Advanced Perks near the bottom of your load order, or just let your mod manager do the work for you.
This was a fun mod to use and play with (tried it out on my XB1 FO4 copy), but it apparently breaks two other mods: "Stimpaks Don't Heal Limbs" and "Whisper's Easier Minigames". Yeah... thought I'd point it out. :/
there is something i dont get: the PRKC 0 has the subject requiring the perk to run itself. does this change anything if i delete it? i noticed it still works in-game when i delete that condition.
Can't remove new perk level from this mod via console (because it changes loot from enemies added by other mod), using perk ID from FO4Edit. Idk where is the problem.
For some reason, this mod seems to modify some items in some way (stimpacks and radaway for example), causing conflicts with sorting mods. I really like this mod but the conflicts with sorting mods drive me crazy and I don't really understand why it would cause this issue in the first place. Would love to see a fix for this (putting it above my sorting mod in my load order causes a bunch of grayed-out perks).
Yeah, I had to change a few item records to make some new perk effects work. Sadly, I won't be making compatibility patches. I welcome other people to do it, though!
While exploring this mod on FO4Edit, I found some inconsistencies that may need a patch:
- The modifications made on the Strong Back perk don't take Far Harbor into consideration. This DLC has Strong Back 5, but this mods sets the max level for Strong Back back to 4.
Basher 2 - The description says bashing damage would be tripled, but the value set is actually 2 times.
Gunslinger 5 - Has not the appropriated keywords. This was fixed by UFO4 Patch. A compatibility patch, maybe?
Chemist 3, 4 - Sets back the requirement for the Chemist perk to Intelligence 5, when it should be 7.
Moving Target 3 - Is missing a keyword that disables the perk effect when overemcumbered.
Addressing these one by one: - Strong Back works fine. This is misinformation. - Basher 2 is getting fixed in a coming update. - Gunslinger, Chemist, and Moving Target bugs are issues with the base game that the Unofficial patch can fix. Unfortunately, this mod isn't compatible with the Unofficial patch.
So this mod gave me a big issue, i started a new game after downloading this mod, and when i started up at least 4 or 5 of the perks had no animation and would only let me get one star, the perks were sneak, wasteland whisperer, intimidation, nuclear physicist, and animal whisperer, how do i fix this, cause its causing me problems
150 comments
v0.3.3 is on the way after a bit of testing. It fixes a few outstanding issues.
I also feel like I need to reiterate -- this mod is not compatible with other mods that change perks.
If you use MO2 and run the included sort feature, it will fix most issues you're experiencing. I use UFO4P in my personal load order, and Advanced perks works fine for me with or without it. Any issues with bugged perks not being selectable, or defaulting to the wrong perk, or having a missing icon are because something else in your load order is editing that perk. Make sure you load Advanced Perks near the bottom of your load order, or just let your mod manager do the work for you.
i noticed it still works in-game when i delete that condition.
I think you are onto something great here. Looking forward to future updates.
Im on Xbox so this in my opinion is one of the best perk overhauls we have. Keep up the great work.
Enjoying how you lowered level requirements, tweak base effects then add a sixth rank to boost power. Like a cap stone perk.
I appreciate the support and work you have put in.
Any ideas on how you want to tackle rad resistance or critical banker?
- The modifications made on the Strong Back perk don't take Far Harbor into consideration. This DLC has Strong Back 5, but this mods sets the max level for Strong Back back to 4.
Basher 2 - The description says bashing damage would be tripled, but the value set is actually 2 times.
Gunslinger 5 - Has not the appropriated keywords. This was fixed by UFO4 Patch. A compatibility patch, maybe?
Chemist 3, 4 - Sets back the requirement for the Chemist perk to Intelligence 5, when it should be 7.
Moving Target 3 - Is missing a keyword that disables the perk effect when overemcumbered.
- Strong Back works fine. This is misinformation.
- Basher 2 is getting fixed in a coming update.
- Gunslinger, Chemist, and Moving Target bugs are issues with the base game that the Unofficial patch can fix. Unfortunately, this mod isn't compatible with the Unofficial patch.
It's really not fixed. I added a comment to the bug section. Mod author doesn't seem active tho so I have very little hope for a fix.
i started a new game after downloading this mod, and when i started up at least 4 or 5 of the perks had no animation and would only let me get one star, the perks were sneak, wasteland whisperer, intimidation, nuclear physicist, and animal whisperer, how do i fix this, cause its causing me problems