Using laser weapons, it seems as though the Science perk no longer provides a percentage bonus to laser weapon damage. I assumed that the Rifleman and Commado perks would boost damage instead, but upon testing there was no change either.
This is unfortunate, as now laser weapons quickly scale into underpowered as the game progresses when compared with ballistic weapons.
Am I missing something? Can you boost laser damage in some other perk? Or is this a deliberate decision?
This mod was released under a Cathedral License, so sharing your own edits is fine.
Some perks were deliberately left with the vanilla behavior, because they use scripts. You can find a list of these in the change log on the main page, in the changes recorded for version 1.1
So do the scripts actually take the character level into account, other than just comparing it to the target's level? If not, then it shouldn't matter.
One more thing, as this mod is nothing more than overrides, the esp can be marked as an esl. The only thing that would prevent it being marked as an esl is any new records that use more than 3 digits in the FormID (not counting the 2 digits that determine load order).
Removed because it has several incompatibilities. The "PS4 buttons" mod overrides everything, but even without it several perks aren't affected, Idiot savant, intimidation, aquagirl, wasteland whisperer, etc.
It sounds like another mod is overwriting this mod. To test that out, move this mod much lower in your load order. If that fixes the problem, then it's definitely a mod conflict. Find the mod that's overwriting perks by checking for conflicts in FO4Edit.
Hey not sure if you are still actively working on this, or if anyone is taking it over for you, I was wondering if there are anymore known conflicts with your mod, as I enjoy it, but some perks are not being affected. I've made a list of the perks that are not being affected, and the ones which I know of another mod I have loaded, is causing a conflict with them. Sorry I couldn't be of more help, but the majority of these perks, I do not know of any mods which are specifically making a change to them.
Iron Fist (5) Strong Back (2) [likely affected by Strong Back x 3 https://www.nexusmods.com/fallout4/mods/2476] Cannibal (2 and 3) Lady Killer (2 and 3) Animal Friend (2 and 3) Wasteland Whisperer (2 and 3) Intimidation (2 and 3) Hacker (2, 3, and 4) Nuclear Physicist (2 and 3) Idiot Savant (2 and 3) [affected by Genius Game Perk https://www.nexusmods.com/fallout4/mods/3996] Four Leaf Clover (2, 3, and 4)
I'm not playing Fallout at all right now; the mod was released under a cathedral license, so anyone is welcome to make changes, additions, or fixes to it. Cannibal, Animal Friend, Intimidation, and Wasteland Whisperer are deliberately not changed, since they include scripts and I didn't want to deal with that. For the other perks, the behavior you describe comes from another mod reverting the changes to the perks; try moving it down in your load order. I see Steam has a Fallout4 update queued for me; if moving Perks Unleashed lower doesn't restore functionality, it's possible the update has deprecated it. It's unlikely Bethesda would make a significant infrastructure change so long after the game's release, but you never know. If you want to know for sure if something is reverting the perk changes, use FO4Edit. Open it up, make sure everything in your load order is selected, then once everything is loaded, navigate to PerksUnleashed and view which mods are conflicting with its records.
I know that the game is playable, however i'm not sure if "Critical Hits Outside of VATS" is causing some of the perks to keep their original level requirements, listed below:
Iron Fist (5), Cannibal (2 and 3), Lady Killer (2 and 3), Animal Friend (2 and 3), Wasteland Whisperer (2 and 3), Intimidation (2 and 3), Hacker (2, 3, and 4), Nuclear Physicist (2 and 3), and Four Leaf Clover (2, 3, and 4)
Check the mod load order, and if any mods conflict, here is a list of perks that this mod is not working for in my game, which has 206 plugins:
Iron Fist (5) Strong Back (2) [likely affected by Strong Back x 3 https://www.nexusmods.com/fallout4/mods/2476] Cannibal (2 and 3) Lady Killer (2 and 3) Animal Friend (2 and 3) Wasteland Whisperer (2 and 3) Intimidation (2 and 3) Hacker (2, 3, and 4) Nuclear Physicist (2 and 3) Idiot Savant (2 and 3) [affected by Genius Game Perk https://www.nexusmods.com/fallout4/mods/3996] Four Leaf Clover (2, 3, and 4)
126 comments
This is unfortunate, as now laser weapons quickly scale into underpowered as the game progresses when compared with ballistic weapons.
Am I missing something? Can you boost laser damage in some other perk? Or is this a deliberate decision?
It also overwrites changes from the unofficial patch back to original.
I can share my own changes, if it's okay, just not sure how to share it.
Some perks were deliberately left with the vanilla behavior, because they use scripts. You can find a list of these in the change log on the main page, in the changes recorded for version 1.1
I hope you enjoy making your mod. :-)
One more thing, as this mod is nothing more than overrides, the esp can be marked as an esl. The only thing that would prevent it being marked as an esl is any new records that use more than 3 digits in the FormID (not counting the 2 digits that determine load order).
I need level up from 11 to 18 to make 3rd lockpick perk level
Iron Fist (5)
Strong Back (2) [likely affected by Strong Back x 3 https://www.nexusmods.com/fallout4/mods/2476]
Cannibal (2 and 3)
Lady Killer (2 and 3)
Animal Friend (2 and 3)
Wasteland Whisperer (2 and 3)
Intimidation (2 and 3)
Hacker (2, 3, and 4)
Nuclear Physicist (2 and 3)
Idiot Savant (2 and 3) [affected by Genius Game Perk https://www.nexusmods.com/fallout4/mods/3996]
Four Leaf Clover (2, 3, and 4)
Cannibal, Animal Friend, Intimidation, and Wasteland Whisperer are deliberately not changed, since they include scripts and I didn't want to deal with that.
For the other perks, the behavior you describe comes from another mod reverting the changes to the perks; try moving it down in your load order.
I see Steam has a Fallout4 update queued for me; if moving Perks Unleashed lower doesn't restore functionality, it's possible the update has deprecated it. It's unlikely Bethesda would make a significant infrastructure change so long after the game's release, but you never know.
If you want to know for sure if something is reverting the perk changes, use FO4Edit. Open it up, make sure everything in your load order is selected, then once everything is loaded, navigate to PerksUnleashed and view which mods are conflicting with its records.
Hope this helps!
Iron Fist (5), Cannibal (2 and 3), Lady Killer (2 and 3), Animal Friend (2 and 3), Wasteland Whisperer (2 and 3), Intimidation (2 and 3), Hacker (2, 3, and 4), Nuclear Physicist (2 and 3), and Four Leaf Clover (2, 3, and 4)
Iron Fist (5)
Strong Back (2) [likely affected by Strong Back x 3 https://www.nexusmods.com/fallout4/mods/2476]
Cannibal (2 and 3)
Lady Killer (2 and 3)
Animal Friend (2 and 3)
Wasteland Whisperer (2 and 3)
Intimidation (2 and 3)
Hacker (2, 3, and 4)
Nuclear Physicist (2 and 3)
Idiot Savant (2 and 3) [affected by Genius Game Perk https://www.nexusmods.com/fallout4/mods/3996]
Four Leaf Clover (2, 3, and 4)