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  1. rcoll
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    Just want to put this up here to be clear: The Skills Only version of the mod is partially intended to be used as a base for other perk mods. If you want to use my skill system, you have my full permission to use BE as a master file in any works that you might wish to upload to the nexus and share with others.
  2. rcoll
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    I've noticed that people using old versions of Mod Organiser and NMM are having some problems. They seem to be resolved when they either update their mod manager or perform a manual install. Remember to check the File Contents here on the site to make sure you have all of the files in the right place.
    Also remember to save your game with the mod uninstalled before reinstalling so the scripts can properly fire up.

    The crashes to desktop upon opening the level up menu are most likely caused by a missing levelupmenu.swf due to a failed install of LevelUpMenuEx, so you should make sure all files were installed properly for that mod as well. I've noticed this issue mostly with people who were using Mod Organiser - again, was fixed either by updating or a manual install.

    Another thing is to check that you have loose files enabled(basically allows mods that don't pack all their files into a .ba2 archive) by following this guide.

    Also, make sure that you have the latest version of LevelUpMenuEx.
  3. adreeunisagoat
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    is this compatible with Better Locational Damage's Better Perks expanded?
  4. seancdaug
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    Just a quick thought/question, and my apologies in advance if this is already mentioned somewhere else: how do the changes to various perks affect NPCs? For instance, the weapon-specific damage-increasing perks (Gunslinger, Heavy Gunner, Iron Fist, Demolition Expert, etc.) have all been cleared of all their effects (because those effects are now covered by the appropriate skills). That's fine for the player character, but what about NPCs? If an NPC is assigned the Gunslinger rank 2 perk, wouldn't that mean that they're not getting the intended 40% damage increase and increased range? I don't know how NPCs are assigned such perks in the base game, but I know that a lot of mods do so.

    Would a possible alternative be to modify the perk effects so that rather than eliminating their vanilla effects altogether, they would instead be tagged with a perk condition so that they do not apply to the player character? GetIsID 00000007 (the Player NPC ref) equal to 0? That way the perks would work as vanilla for NPCs, but have no effect at all on the player character (at least if perk conditions work the way I'm thinking they do: admittedly I've not tested this at all). The only other options I can think of would be to either write a script to silently convert each perk to the corresponding skill value, but even if that's technically possible it seems like it would be a bit heavy (since it would presumably need to fire for every NPC in the game), or to manually edit every affected NPC to add the relevant AVIF properties (which would need to be patched for each affected mod, of course).
    1. aphest
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      ditto

      This is Extremely important, and if true, makes the mod kind-of unplayable
    2. MrPimburton
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      Very, very few NPCs have player perks. The only real potential problem I can see is that companions tend to have the sneak perks which, as you point out, don't have any effects under this mod. Honestly I think it is hard to notice even that, however.
    3. Keleigh3000
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      Besides companions with sneak, literally the only incidence I could find in the vanilla game of an NPC with a player perk is Ronnie Shaw who has three ranks of Iron Fist. It wouldn't be hard to make duplicates of the vanilla perks that could be given to companions in place of the hobbled ones. It wouldn't be a hard patch to make.
    4. ShortHop
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      Looking through FO4Edit none of the player perks were actually removed, just set as hidden in the perk menu and still exist in the game, npcs are allocated skills as normal
    5. seancdaug
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      That's not actually true, at least with the current (0.97d) "Skills and Perks" version of the mod. The vanilla perks are marked as hidden, true, but a number of them also have their effects zeroed out. The ones affected are Basher, Big Leagues, Cap Collector, Chemist, Commando, Demolition Expert, Gunslinger, Hacker, Heavy Gunner, Unarmed, Lockpick, Medic, Pickpocket, Rifleman, and Sneak. The perks themselves aren't deleted, and some of them are even granted to the player at certain skill levels (presumably because they're used in various dialogue and crafting conditions), but the way they've been modified they won't actually have any effect.

      For the vanilla game, the only real issue is with the Sneak perks. But the real problem is with other mods. A number of major follower/quest mods apply things like the weapon perks to various NPCs, including mods like Tales from the Commonwealth, Outcasts and Remnants, and Project Valkyrie. And if you throw in the Sneak perks as well, the number of affected mods get even bigger. If you can overlook the missing Sneak perks, this is at least semi-compatible with the base game, but it's not with many other mods.
  5. supersteben
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    Curious, can you add this to a Save file you've been playing for 30+ hours or only fresh Saves?
  6. mbaucco
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    I added this mod around level 15, and I can't open any locks except novice locks even though I have 100 lockpicking. I saw that this was a fixed bug, but I have the newest versions of this and levelUpEx. Is there a fix? I tried adding the perks via console but it didn't help.

    Thanks!
  7. lexirosecorder
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    I'm having an issue with the Barter skill not being affected by Charisma. If I set my Charisma to 10 it appears to work, but whatever else I set it to when I allocate my special points in the beginning doesn't seem to make a difference, Barter just seems to always start at 1
    1. Keleigh3000
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      I have noticed this as well. No matter where I set my Charisma, I seem to start with Barter in single digits.
    2. Keleigh3000
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      After some experimenting, I found a workaround, but I'm not sure it's working the same for me as for you. Skill points are supposed to be set at (2 x relevant skill) + (Luck). Instead, at start I just get the Luck part. So, if I set my Charisma to 4 and my Luck to 9 I get a Barter of 9. If I set my Charisma to 7 and my luck to 2 I get a Barter of 2. Something is obviously wrong in the script that sets the Barter skill at the beginning. The good new is, increases in the Charisma stat after that seem to work correctly. If I raise my Charisma by 1 I get +2 to Barter just like I should. Anyway, I figured out the console commands to change the Barter skill.
      Figure out what it should be correctly. Lets say your Charisma is 6 and your Luck is 3. (Charisma (6) x 2) + Luck (3) = 15. In the console, type the following:
      player.setav 1BSBarter 0.15 <enter>
      player.setav 1BSBarterDisplay 15 <enter>
      That should get it to the correct value to start and after that it should work okay if my limited experimenting is correct.
  8. WerewolfOfTheWater
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    I have a question. I'm using this with Insult to Injury, and the author says that mod is compatible with this one. However, they don't say which mod should load before or after which. They both edit the medic perks. Which mod should be loaded after which?
    1. Keleigh3000
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      I don't know that mod, but if you want the skill system to work as intended you should load this mod after any mod that alters the vanilla perks*. The Medic perk is hidden and non-playable, the Medicine skill does what it did.

      *EDIT: I put quests before. Should have been perks. Sorry.
  9. Beyound
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    NVM, Please delete this comment.
  10. spartanseth
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    Anyone else unable to play with this mod? It keeps saying I have a different version of PRKF, and I know I have the latest version of LevelUpMenuEx, so is it just Be Exceptional not allowing me to play with it?
    1. Keleigh3000
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      Did you get the updated prkf.DLL for the newest version of the game/F4SE from Neanka's Discord channel? It's not on the Nexus yet.
    2. spartanseth
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      No I did not, thank you very much!

      Edit: it seems to have worked, so thank you very much.
  11. RevanFanMan
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    Just a quick question, is this mod compatible with mods that alter the black widow/lady killer perks?
    1. Keleigh3000
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      This mod doesn't touch that perk at all, so yeah. It's also compatible with the Cherchez La Femme/Confirmed Bachelor perk mod if that's helpful.
    2. RevanFanMan
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      Perfect thanks.
  12. GiovanniMarini
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    Can you take out the Preston Garvey joke?
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