Thanks, this will help a lot for my bloodied/unyielding build. I wonder if making the values a multiplutive effect instead of an additive effect would be too OP?
I'd ordinarily love to get into the math of this even though I'm not good at math, but I haven't played this game - much less modded it - in at least six years according to Steam, so I'd be useless.
However, I will say this is a pretty simple mod and you are 100% allowed to edit it and even republish it - no credit needed (though appreciated).
You're probably right, though I haven't played this game since 2017 according to Steam, so you may have to edit it yourself. I hereby give you (and anyone else who wants to) blanket permission to edit this mod and you don't even need to credit me if you reupload it. It's a very simple mod, so it should be easy - limited mostly by the ambiguity of the Bethesda editor UI - even if you've never made a mod before.
If you're not familiar with the editor: the easiest way to edit it would be to figure out which like, three files this mod changes, find the one concerning Rad Resistant, and edit the one relevant number in each tier from what I had them set to your desired increase. You'd also need to edit whichever files change the display text (assuming they're not the same files - can't remember) if you wanted the perk tree to represent the new numbers to the player in the text, though technically that part makes no mechanical difference.
I haven't used the editor since 2017 either, so I can't remember exactly where to look, but it has a search function for finding text strings within all files, and I know there's a way to look up exactly which files any given mod touches. Google will certainly be helpful for the stuff I can't remember.
I generally don't touch major mechanic changing mods but yeah this is necessary, there is just no sane reason to ever touch the vanilla versions of these perks. Good mod!
yes, pick the Actors tab, then perks, pick the perk you want to edit and edit the perk entries. if it's just a number, edit the entry point number. I don't know about more complex perks.
To use this mod on a char that already has perks, you just have to install this mod then remove, and add back in, the perks via console. I can say this definitively for Rad Resistance, but I can't see why the same approach wouldn't apply to Toughness and Refractor. Details of what I did to use this mod after taking rad resistance perks:
The console id's for the Rad Resitance perks are:
level 1: 1d2479 level 2: 1d247a level 3: 1d247b level 4: xx0423a4 (added by Far Harbour, with "xx" being the FH load order - I didn't worry about this one, since I hadn't taken it in game)
My char, with the first 3 Rad Resist perks (modified by the "Better Perks" mod, which isn't compatible with Far Harbour at least for Rad Resist), had 215 Rad Resistance: 15 via outfit and in-game perk (wasteland survival guide I think) + 200 via the 3rd level of Rad Resist from the Better Perks mod.
I uninstalled Better Perks (I was only using the Rad Resistance module/esp) and installed the 150 version of this mod, then went in game and my char still showed 215 RR and that I had taken 3 of the 4 levels (the 4th being added by Far Harbor.Because BP was broken by FH, those perks didn't show up on the perks page, i.e. when you hit "T" in the pipboy, but did show on the data/perks section of my pipboy).
Anyways... I first removed the perks, one at a time and in reverse order, via console, i.e.
At this point, my char showed 125 Rad Resistance, i.e. the correct level 3 number with this mod (110 via perk + 15 via outfit and wasteland survival)
I then spent a perk point on the 4th level of Rad Resistance and my char showed the correct 165.
I'm thinkin' this method should work if you've taken just the vanilla perks, or with any other modded perk value. I say that 'cuz I afterwards went into this mod via FO4Edit and made a version for myself with the rad resistance levels at 50/ 100/ 150/ 200 and used the same steps with the same results.
**Note** I only had a mod that altered one of the resistances in this mod, so it was logical to uninstall it before doing this. I don't know how this would all work if you have a mod you want to keep that alters other perks as well. I'm guessing it would work as long as you put this mod below your existing one so it overrides toughness, refractor and rad resist.
I was *just* wondering what to do about resistance perks. Thanks, I'll give this a shot. I assume it has to be used on a new game, with no resistance perks taken?
I tried it with a pre-mod character that has one of each affected perk taken; no immediate CTD, or a crash whenever I changed/stripped clothes or took more ranks of the affected perks. I don't use any other mods that affect the vanilla perks though.
Thanks! I just tried it on a character that already had 1 rank of Toughness; the perk description changed to say +30 DR, however upon fully stripping I still had only +10. I stripped the character of all clothing and armor, manually removed and re-added the perk - the description remained the same, but still only had +10 DR. But I do use mods that alter a few other perks.
I'll have to try on a new save and see how it works then.
[EDIT]: On a new character with no ranks in the Toughness perk, taking the perk for the first time does, indeed, add the stated +30 DR.
Well done! This is going in my load order for all new playthroughs and staying there!
22 comments
However, I will say this is a pretty simple mod and you are 100% allowed to edit it and even republish it - no credit needed (though appreciated).
If you're not familiar with the editor: the easiest way to edit it would be to figure out which like, three files this mod changes, find the one concerning Rad Resistant, and edit the one relevant number in each tier from what I had them set to your desired increase. You'd also need to edit whichever files change the display text (assuming they're not the same files - can't remember) if you wanted the perk tree to represent the new numbers to the player in the text, though technically that part makes no mechanical difference.
I haven't used the editor since 2017 either, so I can't remember exactly where to look, but it has a search function for finding text strings within all files, and I know there's a way to look up exactly which files any given mod touches. Google will certainly be helpful for the stuff I can't remember.
The console id's for the Rad Resitance perks are:
level 1: 1d2479
level 2: 1d247a
level 3: 1d247b
level 4: xx0423a4 (added by Far Harbour, with "xx" being the FH load order - I didn't worry about this one, since I hadn't taken it in game)
My char, with the first 3 Rad Resist perks (modified by the "Better Perks" mod, which isn't compatible with Far Harbour at least for Rad Resist), had 215 Rad Resistance: 15 via outfit and in-game perk (wasteland survival guide I think) + 200 via the 3rd level of Rad Resist from the Better Perks mod.
I uninstalled Better Perks (I was only using the Rad Resistance module/esp) and installed the 150 version of this mod, then went in game and my char still showed 215 RR and that I had taken 3 of the 4 levels (the 4th being added by Far Harbor.Because BP was broken by FH, those perks didn't show up on the perks page, i.e. when you hit "T" in the pipboy, but did show on the data/perks section of my pipboy).
Anyways... I first removed the perks, one at a time and in reverse order, via console, i.e.
player.removeperk 1d247b (to remove level 3)
player.removeperk 1d247a (level 2)
player.removeperk 1d2479 (level 1)
At this point, my char showed the correct 15 Rad Resistance.
I then added the perks back, one at a time and in order:
player.addperk 1d2479
player.addperk 1d247a
player.addperk 1d247b
At this point, my char showed 125 Rad Resistance, i.e. the correct level 3 number with this mod (110 via perk + 15 via outfit and wasteland survival)
I then spent a perk point on the 4th level of Rad Resistance and my char showed the correct 165.
I'm thinkin' this method should work if you've taken just the vanilla perks, or with any other modded perk value. I say that 'cuz I afterwards went into this mod via FO4Edit and made a version for myself with the rad resistance levels at 50/ 100/ 150/ 200 and used the same steps with the same results.
**Note** I only had a mod that altered one of the resistances in this mod, so it was logical to uninstall it before doing this. I don't know how this would all work if you have a mod you want to keep that alters other perks as well. I'm guessing it would work as long as you put this mod below your existing one so it overrides toughness, refractor and rad resist.
Thanks, I'll give this a shot. I assume it has to be used on a new game, with no resistance perks taken?
I'll have to try on a new save and see how it works then.
[EDIT]: On a new character with no ranks in the Toughness perk, taking the perk for the first time does, indeed, add the stated +30 DR.
Well done! This is going in my load order for all new playthroughs and staying there!