So, let me get this straight : I install this and I, a frequent VATS user that invested in Perception because I was promised accuracy and pride myself in VATS/non-VATS snipping skills will become a SUPERMAN (at least snipper-wise) ?
My main weapon is a snipper riffle with 45. rounds and damage of 32. My perception points are 8 so, I will have a damage of how much exactly (I'm sorry, but I can't relly math this up, even with a calculator) ?
Can you help me with the console command to force this perk to show up? I have installed mid playtrhough with MO2 with perception 11 and can`t say if its working.
something like “resetquest argvPerceptionRangedWeaponsInit” in console to re-run the initialization would work?
I was wondering if I extract the BA2 and left the folders the same as structured in the BA2 and drop it back into the main folder, if it would still work as before. Obviously removing the BA2.
I'm trying to trim my BA2s as I keep hitting my limit every time I adjust anything. Was thinking that I could get away with running this one as a loose file.
You ever run into a mod you didn't know you needed until you found it? I just did! I only had to stumble upon a mod that recommended Strength-Based Bash-Bonus in its description, which then had this recommended in one of its comment posts. I'm a sucker for systems that add extra scaling to SPECIAL stats. Mix in mods that offer other avenues towards higher stats, like AlwaysAPerk, and you get some pretty interesting builds.
Now I just need some mods or ideas to make investing really far in Charisma or Intelligence more interesting. Base game Charisma stops being useful past the low teens, unless you're really into buffing your settlement population. Intelligence's XP gain is fine, but does nothing to influence how you play the game. (Maybe I'll toy with boosting energy weapons with Intelligence? Dunno, need to think on it.) Luck doesn't need much help, but I still like mods like Critical Hits Outside of VATS. Strength, Endurance and Agility all already have multiple useful effects that scale indefinitely.
Anyways, cool idea and implementation. Wish it had more exposure. Will be downloading it tonight.
This is a great mod! I ended up going into FO4Edit and Changing the Perception Description to Match what this mod does, Let me Know if you want me to send it to you so you can update this page?
Hey mate, fun mod thanks for thinking of the non-vats player, well endorsed. Only suggestion is to update the Perception perk description. I notice when reading the STAT > SPECIAL screen, Perception reads "Perception affects pickpocketing success, VATS accuracy and the damage done by non-melee weapons." Perhaps include a similar description when reading the perk inside the Perk Tree :)
Couple of questions. 1. Why would perception be used with grenades? They should be with Agility. 2. Is the formula the same with grenades as with firearms or projectile weapons? I really love the idea as I hate VATS and always felt it was a cheat imo, the only thing holding me back is the nades in question. Thank you for doing this and if the damage with nades is negligible then I will def. use it.
1. The Demolitionist perk is in the Perception tree, and agility doesn't need a buff unless you completely removed VATS. 2. Yes, the damage with explosives are affected exactly the same as guns in 1.1. If you check the 'old versions' section in files, you'll see that 1.0 doesn't include grenades.
If you'd like grenades to be affected by agility then I can totally make that, not too much trouble at all. In fact, by the time you've read this, it's probably already in the Misc section.
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My main weapon is a snipper riffle with 45. rounds and damage of 32. My perception points are 8 so, I will have a damage of how much exactly (I'm sorry, but I can't relly math this up, even with a calculator) ?
I have installed mid playtrhough with MO2 with perception 11 and can`t say if its working.
something like “resetquest argvPerceptionRangedWeaponsInit” in console to re-run the initialization would work?
I was wondering if I extract the BA2 and left the folders the same as structured in the BA2 and drop it back into the main folder, if it would
still work as before. Obviously removing the BA2.
I'm trying to trim my BA2s as I keep hitting my limit every time I adjust anything.
Was thinking that I could get away with running this one as a loose
file.
Now I just need some mods or ideas to make investing really far in Charisma or Intelligence more interesting. Base game Charisma stops being useful past the low teens, unless you're really into buffing your settlement population. Intelligence's XP gain is fine, but does nothing to influence how you play the game. (Maybe I'll toy with boosting energy weapons with Intelligence? Dunno, need to think on it.) Luck doesn't need much help, but I still like mods like Critical Hits Outside of VATS. Strength, Endurance and Agility all already have multiple useful effects that scale indefinitely.
Anyways, cool idea and implementation. Wish it had more exposure. Will be downloading it tonight.
Thanks again!
2. Yes, the damage with explosives are affected exactly the same as guns in 1.1. If you check the 'old versions' section in files, you'll see that 1.0 doesn't include grenades.
If you'd like grenades to be affected by agility then I can totally make that, not too much trouble at all. In fact, by the time you've read this, it's probably already in the Misc section.