I haven't been transparent about that fact, and for that, I am sorry, if you were waiting for a new update, it's not going to be coming, probably ever. But that doesn't mean there aren't mods just like this one, in fact, I will recommend a few mods that I think most people will agree are just as good, if not better than You Are Special:
And to that end, I want to say thank you to the thousands of people who have downloaded this mod over the years, I appreciate every single one of you, and hope you understand why I have to do this.?
What levels do we get the skill menu? So far, I've only seen it once- when I created my character. I'm level 11 and haven't seen anything since. Did I mess something up? It's last in my load order and I started a new game.
Is it something I have to manually open?
Edit: Okay, so, I figured out my problem and it was not an issue with the mod. I was a clumsy idiot and must have messed up the installation via Mod Organizer 2, since for some reason, MO2 doesn't want to automatically install any of this and doesn't seem to detect the proper location for the contents, and you have to set the directories yourself (a few good mods are like this, actually). I am assuming the same would be for Vortex, so here's what I did in case anyone is having problems and you think maybe you did something wrong:
Go into MO2 and right click on "You Are SPECIAL - a LevelUpMenuEx mod" in the left-hand pane that contains all your installed mods.
Click on "Open in explorer", and then verify that a "PRKF" folder is there. Inside, make sure there's a YouAreSPECIAL.ini file.
If there isn't, go into the zip file you downloaded from the Nexus, open it, and manually extract the PRKF folder into your "You Are SPECIAL - a LevelUpMenuEx mod" folder in whatever directory your organizer stores your mods. Done.
Once you do that, you can open your perk menu and all 100 of the skill points you probably saved up not being able to see the skill menu should be there waiting for you, lol. Good luck, and hopefully your problem is as simple as mine was. Everything runs perfect now.
Anyone who knows how to use MO2 knows it's very easy to install this mod properly. Because there is no Package.TXT associated with the mod (that is what allows you to choose your Options) we have to do it manually - easy peasy.
1) Install - just like any other mod 2) At the BAIN Package Installer window select "Manual" down below. Do NOT select OK. 3) You will see two folders.DATA (this and everything inside it will be installed) - from here on out I refer to this as the Main DATA folder.and Optional (this will not). ------------- 4) Example: I want both Optionals so this is what I do.I expand Optional - MCM - Data and I see another MCM folder.I drag this MCM folder into the Main DATA folder above. I rinse and repeat for the Perk Points, I expand Optional - Perk Points Per Level - Data - and I see an F4SE folder. I drag that F4SE folder into the Main Data folder.Note:When you drag it over drag it right on top of the DATA folder (it should be highlighted) then drop it.
4a) For a quick sanity check, expand the Main DATA folder and now you should see the .ESP, the 2 .BA2's and 3 directories (PRKF, MCM and F4SE).Everything should be checked. ------------- 5) When you are done, Right Click the main DATA directory and select "Set Data Directory" then OK - your mod is installed properly, with whatever Optional components you wanted.
This sounds a lot harder than it really is. It takes about 10 seconds tops and you are done.
I've been attempting a successor to this and Be Exceptional for a month now, but it's starting to look like it's beyond my ability. If anyone knows how to code and is active, would appreciate them contacting me for advice, because I'm learning to code as I go, from tampering with these systems.
I'm having trouble getting the actual Skills System to fire up and accept new Skills. Perk system works just fine, that's easy, but my main goal, is to release a full Skills System of my own design, heavily influenced by You Are SPECIAL and Be Exceptional, but doing my own thing, while still leaving them relevant.
I have no idea what those Discords are. I've been trying to find Discords dedicated to coding, but all I've found is The Fallout Network, which is mostly dedicated to normal modding, although one person there has been super helpful to me. Currently finishing up my 4th restart of the project, and hoping it actually works this time... but, I have low expectations. I just can't seem to figure out how to make the mod recognize that the Skills exist.
I'll PM you the discord invites to Greslin's and Collective. Greslin's discord is where I learned Papyrus.
Adding skills to any skill system in LevelUpMenuEx, is as simple as dropping a new actor value into a formlist. To make the value have purpose is harder, and depends what you're trying to do.
Every time I go to concord to start the minute men, the traits menu opens up every few seconds, and the primary attribute page opens up as well. It makes the game totally unplayable in this area, and really disrupts the progression of my game. Is there anything I can do to fix this? Has anyone else had this occur? Even just a way to close this menu without having to select new primary attributes would help, because after 3-4 times of seeing this menu, I can no longer play the game due to being unable to leave the menu.
Hi, does anyone know what I need to fix an issue with the Four-Eyes trait? I think it might be a keyword issue with Fallui sorting but, I'm not sure. I don't see anything in the huge list of AWKCR and VIS-G patches on the "mods requiring this mod" list. I generally like the four-eyes trait but, no eyewear fixes the blur. thank you if you've taken the time to read this.
You have to add the appropriate glasses keyword to items in order for them to get rid of the blur effect.
If you already have the keywords added odds are something in your LO overwrites the related record and you just need to patch it (keyword can be dragged over or you can copy it into a new overwrite mod for a proper patch).
It is sad the mod has been discontinued, while s7 is pretty cool, it has a balance problem for me, survival and medicine give OP values when the skills go up causing HP and Rad removal values to skyrocket, This mod felt more balanced for me
Will the four eyes trait work the same in the update? (Asking, as I made a patch so mod added glasses and the like now have the glasses keyword).
E: And would it be possible to have the effect turned off by Power Armor helmets? Adding the keyword is a possibility, but something that just checked for PA helmets would be nicer compatibility wise.
Did you ever figure this out? I want to use the four eyes perk but the power armor helmet disables my glasses, and then without the power armor helmet i cant use a flashlight. going for a scientist type character so any armor that isnt power armor just kinda ruins my rp...
is there a way to like, remove the effect from power armor helmets specifically or to just remove the trait if thats what it takes?
The update I was talking about wasn't released (this mod has been retired), so you can still patch items in your LO with the glasses keyword. If you apply the glasses keyword to PA helmets (or anything else in your LO -- this mod might add the keyword to a couple vanilla records you could use as examples of how to patch if you need) they shouldn't cause the blur effect. Do note I haven't tried putting it on non-headwear things, although if one wanted to it should be possible.
I didn't delve into adding a condition to check for PA stuff as I wrapped up SS2 Ch2 and decided to take a break to play/mod other games.
Big shame this mod won't ever see an update. It was the most recently updated and IMO best of all "classic" style levelling overhauls, and the stuff you linked as supposed "replacements" is really not remotely close to doing the same thing even if they're good mods in their own right. Still if you're not interested anymore then that's all there is to it, so all I can say is thank you for the work you did put in, it was appreciated.
Maybe HappySlapp edited their original post for it, but they never said replacements, they said recommendations.
The main problem with implementing a classic leveling system is the base game's referencing of vanilla perks. It makes it extremely difficult to get away from the vanilla perks. You'd have to edit every crafting recipe to remove references to perk requirements (which would mean terrible compatibility with many mods). Then think about literally every other weapon mod references base game perks. You can set the crafting requirements to skill level, but that actually makes the item disappear from the crafting menu entirely until you meet requirements. Combine that with trying to implement effects for every skill that is somewhat similar to FNV, and it gets more challenging. HappySlapp and I both hit this issue when developing our mods. I actually scrapped a mod I had been developing because of these issues, and re-worked my vision.
(Unlocking the perk at certain skill intervals is also troubling, because skill points can be easily abused. Even if you limit them, you can cause other issues, like not having enough skill points for a level up to make an impact).
I suspect HappySlapp may have abandoned this mod because of the need to reference vanilla perks, but also just general disinterest with the project. Modding is mostly a thankless task, and as a new modder myself, I tend to only make mods I know I am going to use. When you make a mod, and you're not going to use it yourself, it's very difficult to stay motivated.
Anyway, it's unfortunate that this mod is abandoned, but it's helpful to know the struggle behind it and other mods as well. HappySlapp was crucial in the development of my mod, and I give them great thanks for their help and support. I wish them the best in their future endeavors!
Not trying to be critical of your comment (except first line of this post). I'm glad you also appreciate the work HappySlapp put in just as I do. This post is mostly to give other users perspective of why implementing a classic leveling system is very difficult in the base game. Projects like F4NV, Capital Wasteland, and Fallout London will probably disable those base game perks, but they intend to completely rewrite the game.
Yoyo is pretty much correct when he said that my motivation for this mod specifically has died, that's not to say that I won't make a spiritual successor someday, though it would be far less ambitious in its scope, considering that my ambition is what killed my motivation for making this mod in the first place.
973 comments
But this mod is and will forever be retired, that much still stands true!
I haven't been transparent about that fact, and for that, I am sorry, if you were waiting for a new update, it's not going to be coming, probably ever. But that doesn't mean there aren't mods just like this one, in fact, I will recommend a few mods that I think most people will agree are just as good, if not better than You Are Special:
Delirium by Ravvynfall
S7 Skill System - A Skyrim Style Leveling Overhaul by yoyoma3010
Creative Perks by TaliRedmint
Creative Perks Plus by WhiskyTangoFawks
And to that end, I want to say thank you to the thousands of people who have downloaded this mod over the years, I appreciate every single one of you, and hope you understand why I have to do this.?
Is it something I have to manually open?
Edit: Okay, so, I figured out my problem and it was not an issue with the mod. I was a clumsy idiot and must have messed up the installation via Mod Organizer 2, since for some reason, MO2 doesn't want to automatically install any of this and doesn't seem to detect the proper location for the contents, and you have to set the directories yourself (a few good mods are like this, actually). I am assuming the same would be for Vortex, so here's what I did in case anyone is having problems and you think maybe you did something wrong:
Go into MO2 and right click on "You Are SPECIAL - a LevelUpMenuEx mod" in the left-hand pane that contains all your installed mods.
Click on "Open in explorer", and then verify that a "PRKF" folder is there. Inside, make sure there's a YouAreSPECIAL.ini file.
If there isn't, go into the zip file you downloaded from the Nexus, open it, and manually extract the PRKF folder into your "You Are SPECIAL - a LevelUpMenuEx mod" folder in whatever directory your organizer stores your mods. Done.
Once you do that, you can open your perk menu and all 100 of the skill points you probably saved up not being able to see the skill menu should be there waiting for you, lol. Good luck, and hopefully your problem is as simple as mine was. Everything runs perfect now.
1) Install - just like any other mod
2) At the BAIN Package Installer window select "Manual" down below. Do NOT select OK.
3) You will see two folders.DATA (this and everything inside it will be installed) - from here on out I refer to this as the Main DATA folder.and Optional (this will not).
-------------
4) Example: I want both Optionals so this is what I do.I expand Optional - MCM - Data and I see another MCM folder.I drag this MCM folder into the Main DATA folder above. I rinse and repeat for the Perk Points, I expand Optional - Perk Points Per Level - Data - and I see an F4SE folder. I drag that F4SE folder into the Main Data folder.Note:When you drag it over drag it right on top of the DATA folder (it should be highlighted) then drop it.
4a) For a quick sanity check, expand the Main DATA folder and now you should see the .ESP, the 2 .BA2's and 3 directories (PRKF, MCM and F4SE).Everything should be checked.
-------------
5) When you are done, Right Click the main DATA directory and select "Set Data Directory" then OK - your mod is installed properly, with whatever Optional components you wanted.
This sounds a lot harder than it really is. It takes about 10 seconds tops and you are done.
I have no idea what those Discords are. I've been trying to find Discords dedicated to coding, but all I've found is The Fallout Network, which is mostly dedicated to normal modding, although one person there has been super helpful to me. Currently finishing up my 4th restart of the project, and hoping it actually works this time... but, I have low expectations. I just can't seem to figure out how to make the mod recognize that the Skills exist.
Adding skills to any skill system in LevelUpMenuEx, is as simple as dropping a new actor value into a formlist. To make the value have purpose is harder, and depends what you're trying to do.
I just downloaded your successor mod and am very excited to try it out! Time to start a new playthrough!
If you already have the keywords added odds are something in your LO overwrites the related record and you just need to patch it (keyword can be dragged over or you can copy it into a new overwrite mod for a proper patch).
E: And would it be possible to have the effect turned off by Power Armor helmets? Adding the keyword is a possibility, but something that just checked for PA helmets would be nicer compatibility wise.
is there a way to like, remove the effect from power armor helmets specifically or to just remove the trait if thats what it takes?
I didn't delve into adding a condition to check for PA stuff as I wrapped up SS2 Ch2 and decided to take a break to play/mod other games.
The main problem with implementing a classic leveling system is the base game's referencing of vanilla perks. It makes it extremely difficult to get away from the vanilla perks. You'd have to edit every crafting recipe to remove references to perk requirements (which would mean terrible compatibility with many mods). Then think about literally every other weapon mod references base game perks. You can set the crafting requirements to skill level, but that actually makes the item disappear from the crafting menu entirely until you meet requirements. Combine that with trying to implement effects for every skill that is somewhat similar to FNV, and it gets more challenging. HappySlapp and I both hit this issue when developing our mods. I actually scrapped a mod I had been developing because of these issues, and re-worked my vision.
(Unlocking the perk at certain skill intervals is also troubling, because skill points can be easily abused. Even if you limit them, you can cause other issues, like not having enough skill points for a level up to make an impact).
I suspect HappySlapp may have abandoned this mod because of the need to reference vanilla perks, but also just general disinterest with the project. Modding is mostly a thankless task, and as a new modder myself, I tend to only make mods I know I am going to use. When you make a mod, and you're not going to use it yourself, it's very difficult to stay motivated.
Anyway, it's unfortunate that this mod is abandoned, but it's helpful to know the struggle behind it and other mods as well. HappySlapp was crucial in the development of my mod, and I give them great thanks for their help and support. I wish them the best in their future endeavors!
Not trying to be critical of your comment (except first line of this post). I'm glad you also appreciate the work HappySlapp put in just as I do. This post is mostly to give other users perspective of why implementing a classic leveling system is very difficult in the base game. Projects like F4NV, Capital Wasteland, and Fallout London will probably disable those base game perks, but they intend to completely rewrite the game.