Thanks for letting me know! I'm not currently playing Fallout 4, so I haven't tested it myself. The mod is distributed under a Cathedral license, so anyone can feel free to modify or update it.
I went back and studied this mod a bit more and looked at it in Xedit, it does still work, it's removing the level requirements as the description page states what it doesn't do is remove the top perk requirement that the bottom perks require. IE for science you still need to have your intelligence to be at the required level but removes player level requirement.
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.
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It's working as it should for me.
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