yay, seem to work now. A message to everyone - if in the lvlup menu after choosing *Bonus X perk nothing happens, just reopen the menu. The bonus really applies.
Using this mod, for me the resulting menu that replaces the default perks "tab" once you've completed it is rather broken: clicking on a SPECIAL trait to spend a perk point on it results in that point being spent on ANOTHER trait, and THEN that menu item is replaced - overwritten - by one for the trait that you thought you were just increasing, or perhaps a different one entirely. I'm still trying to figure out the bizarre pattern of overwriting.
I can see my experience being the result of a conflict with a UI mod, and as it happens I'm using the FallUI suite. I'm not going to even consider disabling it to find out.
It's possible to make the perk use the same image as the "training" perks, instead of the default thumbs up. in xEdit, go to each of the bonus perks, and add the FNAM - SWF field, then enter the following in the FNAM - SWF field for each perk (be sure to only copy the text in the code block for each perk):
Strength: Components\VaultBoys\Perks\PerkClip_d9784.swfPerception: Components\VaultBoys\Perks\PerkClip_d9789.swfEndurance: Components\VaultBoys\Perks\PerkClip_d978e.swfCharisma: Components\VaultBoys\Perks\PerkClip_d9793.swfIntelligence: Components\VaultBoys\Perks\PerkClip_d9798.swfAgility: Components\VaultBoys\Perks\PerkClip_d979d.swfLuck: Components\VaultBoys\Perks\PerkClip_d97a2.swf Why Bethesda chose to use weird naming instead of descriptive names, I don't know.
For the accompanying sounds, you will need to add the following to the SNAM - Sound field for each perk (only the 8 digit hexadecimal number that starts with 00 is needed, you can still copy and paste the full thing in the code block if you wish instead):
Found out one more thing in testing, it's not truly unlimited if you add the things above (disappears after only a single use), so changing the number of ranks to 255 (literally the max allowable, I actually tried -1, but it went to 255 instead (i have not tried 0)) will allow it to last for a very long time.
EDIT: change the number of ranks to 0, it will literally last forever. 255 will just make a very high ceiling, but ultimately finite.
2nd EDIT: 0 doesn't actually work, needs to be 255.
3rd EDIT, turns out 2 ranks might be enough (it never goes above 2, as there's no actual next perk), 3 is definitely enough, but 2 will allow you to keep selecting it over and over without having to back out each time.
Final EDIT (I hope): turns out 2 ranks is enough with the added changes to the swf and sound fields, it can be used infinite times.
ayyy, as long as it gets done eventually that's all im hoping for. i tried doing it myself, but it didnt seem to work. can't wait to be able to put my 900+ extra skill points to use! godspeed!
First of all, love the mod, easy endorsement from me. Though there's a problem: For selecting the Bonus SPECIAL perks, the requirement to take that perk seems to rely on current SPECIAL after any special modifiers. This has become a problem in my playthrough due to various aspects of the game (especially in Survival) messing with my SPECIAL stat modifiers. It had gotten to the point where even though I maxed a stat like Perception in terms of leveling the base stat, I couldn't take the bonus because a modifier knocked my Perception down to 8.
I ended up fixing this for myself with some modav commands, though it's really not an ideal solution. I know it's been some years since you last updated, but it would be awesome if you would take a look at this problem!
I think I know the issue; The perk requirements have a GetValue condition instead of GetBaseValue, should be an easy fix if you have any xEdit knowledge
Hi! I have to tell you, this is an absolute necessity if you're going to use the S7 system unless you want to stop leveling at level 22.
I have personal preferences for the bonus traits of SPECIALs, naturally;
STR granting an incremental bonus to carry weight, object handling (hauling bodies and such is more broken here than Skyrim and that's really saying something!), jumping height, falling distance (brace for impact!), and thrown item distance. (The bonuses you have are fine... for END) PER granting the damage bonus with ranged (not just energy, it's aiming whatever you fire) and adding an incremental bonus to range. Also incremental expansion of the lockpick sweet spot. END granting the bonuses you have tacked onto STR at this point, along with a minor (incremental) percentage boost to poison, disease, and radiation resistance and time underwater before beginning to drown. CHA granting incremental bonuses to persuasion/intimidation/relationship values. INT granting incremental bonuses to crafting results, scrapping and scrounging. AGI granting incremental speed increase and bonuses to pickpocketing, stealthiness (including detection distance) and damage reduction of explosions. LUCK granting incremental bonuses to grenades and mines you throw/place, time granted to disarm hostile explosives before they explode in your face (rhyme inadvertent), and container loot.
Pimburton, I had an idea for the optional perk. Could you make it a real perk in LevelUpMenu, attainable only at a certain level? For example call it 'Art of War' perk and make it available only at lvl100. Lovely mod, hope to see you back in action soon
76 comments
A message to everyone - if in the lvlup menu after choosing *Bonus X perk nothing happens, just reopen the menu. The bonus really applies.
I can see my experience being the result of a conflict with a UI mod, and as it happens I'm using the FallUI suite. I'm not going to even consider disabling it to find out.
in xEdit, go to each of the bonus perks, and add the FNAM - SWF field, then enter the following in the FNAM - SWF field for each perk (be sure to only copy the text in the code block for each perk):
Strength:
Components\VaultBoys\Perks\PerkClip_d9784.swf
Perception:Components\VaultBoys\Perks\PerkClip_d9789.swf
Endurance:Components\VaultBoys\Perks\PerkClip_d978e.swf
Charisma:Components\VaultBoys\Perks\PerkClip_d9793.swf
Intelligence:Components\VaultBoys\Perks\PerkClip_d9798.swf
Agility:Components\VaultBoys\Perks\PerkClip_d979d.swf
Luck:Components\VaultBoys\Perks\PerkClip_d97a2.swf
Why Bethesda chose to use weird naming instead of descriptive names, I don't know.
Strength:
UIPerkMenuStrengthTraining [SNDR:0019C8CF]
Perception:UIPerkMenuPerceptionTraining [SNDR:0019C8CE]
Endurance:UIPerkMenuEnduranceTraining [SNDR:0019C8CB]
Charisma:UIPerkMenuCharismaTraining [SNDR:0019C8CA]
Intelligence:UIPerkMenuIntelligenceTraining [SNDR:0019C8CC]
Agility:UIPerkMenuAgilityTraining [SNDR:0019C8C9]
Luck:UIPerkMenuLuckTraining [SNDR:0019C8CD]
EDIT: change the number of ranks to 0, it will literally last forever. 255 will just make a very high ceiling, but ultimately finite.
2nd EDIT: 0 doesn't actually work, needs to be 255.
3rd EDIT, turns out 2 ranks might be enough (it never goes above 2, as there's no actual next perk), 3 is definitely enough, but 2 will allow you to keep selecting it over and over without having to back out each time.
Final EDIT (I hope): turns out 2 ranks is enough with the added changes to the swf and sound fields, it can be used infinite times.
I ended up fixing this for myself with some modav commands, though it's really not an ideal solution. I know it's been some years since you last updated, but it would be awesome if you would take a look at this problem!
I have personal preferences for the bonus traits of SPECIALs, naturally;
STR granting an incremental bonus to carry weight, object handling (hauling bodies and such is more broken here than Skyrim and that's really saying something!), jumping height, falling distance (brace for impact!), and thrown item distance. (The bonuses you have are fine... for END)
PER granting the damage bonus with ranged (not just energy, it's aiming whatever you fire) and adding an incremental bonus to range. Also incremental expansion of the lockpick sweet spot.
END granting the bonuses you have tacked onto STR at this point, along with a minor (incremental) percentage boost to poison, disease, and radiation resistance and time underwater before beginning to drown.
CHA granting incremental bonuses to persuasion/intimidation/relationship values.
INT granting incremental bonuses to crafting results, scrapping and scrounging.
AGI granting incremental speed increase and bonuses to pickpocketing, stealthiness (including detection distance) and damage reduction of explosions.
LUCK granting incremental bonuses to grenades and mines you throw/place, time granted to disarm hostile explosives before they explode in your face (rhyme inadvertent), and container loot.