Fallout 4

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  1. G4M3W1NN3R
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    Version 1: Affinity Perks
    <->-<=>-<=><=>-<=>-<=>-<->
    Spoiler:  
    Show
    ====
    Cait
    ====

    New Perk Name: Dark Fiend

    Effect 1: Increases Shotgun and Melee Weapons Damage by +50%

    Effect 2: Increases All Chems Potency, Duration and Addiction Chance by +100%

    Effect 3: Being Addicted To Chems Increases All Weapons Damage by +100% and You only Take 70% Incoming Damage

    ========
    Codsworth
    ========

    New Perk Name: Cyborg Commando

    Effect 1: Increases Laser, Assault Rifles and Flamethrower weapons Damage by +50%, and they Reload 50% Faster

    Effect 2: Increases Robot Armor Rating +50 Points

    Effect 3: Increases Action Points +50 Points, and They Regenerate 50% Faster

    =====
    Curie
    =====

    New Perk Name: Guardian Angel

    Effect 1: Increases Health and Damage Resistance by +50 Points

    Effect 2: Full Restores Health and Fully Removes Radiation once Per Day

    Effect 3: Increases Health Regeneration by +25%

    =====
    Danse
    =====

    New Perk Name: Agent of Death

    Effect 1: Increases T60 Power Armor Rating by +100 Points

    Effect 2: You do Double Damage to Synths, Super Mutants and Ghouls with all Weapons

    Effect 3: Increases Minigun and Gatling Laser Damage by +50%

    ======
    Deacon
    ======

    New Perk Name: Assassin

    Effect 1: Increases Stealthboy Duration by +100%

    Effect 2: You do Double Damage with Scoped and or Suppressed Weapons

    Effect 3: You move 100% Faster whilst Sneaking

    =======
    Hancock
    =======

    New Perk Name: Fusion

    Effect 1: Increases All Radiation Weapons Damage by +50%

    Effect 2: Reduces Incoming Weapon Damage by 10% Per every 100 Radiation you Take

    Effect 3: Increases Broadsider Damage by +50%

    =========
    MacCready
    =========

    New Perk Name: Supreme Gunner

    Effect 1: Increases Combat Weapons, Plasma and Gauss Rifle Damage by +50% and they Reload 50% Faster

    Effect 2: Increases All Grenades Damage and Blast Radius by +50%

    Effect 3: Increases Combat and Military armor Rating by +50 Points

    ==============
    Nick Valentine
    ==============

    New Perk Name: Silver Tounge

    Effect 1: Increases Charisma by +1 and Charisma Speech Checks Succession by +50%

    Effect 2: Increases Western Revolver Damage By +100% and Reload Speed by 50%

    Effect 3: Increases Hacking Guess Chance by 1

    =====
    Piper
    =====

    New Perk Name: Third Eye

    Effect 1: Increases .44 Pistol Damage by +50% and Doubles the XP Gained by Locations Found and Successful Speech Checks

    Effect 2: Doubles the Effects Granted by All Magazines

    Effect 3: Doubles the Effects Granted by all Bobbleheads

    =======
    Preston
    =======

    New Perk Name: Supreme General

    Effect 1: Increases All Companions Damage by +50%

    Effect 2: Increases Laser Musket Damage by +100%

    Effect 3: Increases Minutemen General Outfit Armor Rating By +100 Points and You Do 100% More Damage With All Weapons if Wearing it

    ======
    Strong
    ======

    New Perk Name: Beast Within

    Effect 1: Increases Heavy Weapons, Melee and Unarmed Damage by +100%

    Effect 2: Increases Non-Heavy Weapons Damage by 50%, and Grants Immunity To Stagger

    Effect 3: When your Health Drops Below 25% you do 200% More Damage With All Heavy Weapons.

    =====
    X6-88
    =====

    New Perk Name: Hunter-Killer

    Effect 1: You do Double Damage to all Humanoid Enemies

    Effect 2: All Energy Weapons do 100% more Damage

    Effect 3: You only Take 70% Incoming Damage from all Sources

    ==============
    Old Longfellow
    ==============

    New Perk Name: Big Game Hunter

    Effect 1: You do Double Damage to and take 25% Less Damage from Mirelurk Queens, Behemoths, Deathclaws

    Effect 2: you Do 100% More Damage with Hunting Rifles, Harpoon Gun, and Lever Action Rifle

    Effect 3: Your Radiation Resistance is Increased by +100 Points, and you only take 50% Incoming Damage from all lesser animals and Creatures

    ====
    Gage
    ====

    New Perk Name: Warlord

    Effect 1: Increases Raider Power Armor Rating by +100 Points

    Effect 2: Increases Raider Overboss Power Armor Rating by +200 Points

    Effect 3: You do 100% More Damage With All Weapons

    <->-<=>-<=><=>-<=>-<=>-<->
    Version 3 Affinity Perks:
    <->-<=>-<=><=>-<=>-<=>-<->
    Spoiler:  
    Show
    ==========
    Caits - Perk
    ==========

    New Name: Dark Fiend

    Buff 1: Do 50% More Damage With Shotguns and Melee Weapons

    Buff 2: Increases All Chems Potency  by 100%

    Buff 3: Increases All Chems  Duration by 100%

    Buff 4: Whilst Addicted to Chems you now do 100% more Damage with all Weapons, Until the Addiction Wears Off

     - Removed - the Addiction Chance Buff

     - Removed - the Damage Reduction Buff

    ===============
    Codsworth - Perk
    ===============

    New Name: Cyborg Commando

    Buff 1. Assault Rifles, Laser and Flamer do 50% More Damage

    Buff 2. Assault Rifles, Laser and Flamer Reload 50% Faster

    Buff 3.  Increases Robot Armor Rating by 50 Points

    Buff 4. Increases Action Points by 50 Points

     - Removed - Action Points Regeneration Buff

    ==========
    Curie's Perk
    ==========

    New Name: Guardian Angel

    Buff 1. Increases Health by 50 Points

    Buff 2. Grants 50% Resistance to Limb Damage and Falling Damage 

    Buff 3. Grants 25% Damage Reduction, Against all Incoming Damage

    Buff 4. Fully Restores Health and Fully Heals Radiation Damage, once per Day.  

     - Removed - Damage Resistance buff

     - Removed -  Health Regeneration Buff

    ==========
    Danse Perk
    ==========

    New Name: Titan

    Buff 1. Increases Minigun, Tesla Rifle, Laser, and Gatling Laser  Damage by 50%

    Buff 2. Increases Minigun, Laser and Gatling Laser Fire Rate by 50%

    Buff 3. Increases  Minigun, Tesla Rifle, Laser, and Gatling Laser  Reload Speed by 50%

    Buff 4. Increases Maxons Battlecoat, T-60 and X-01 Power Armor Ratings by 60 Points

     - Removed -  Double Damage to Synths, Super Mutants and Ghouls with all Weapons.

    ============
    Deacon's Perk
    ============

    New Name: Assassin

    Buff 1. Increases Stealth Boy Duration by 100%, and Whilst Under the Affects, all Weapons do 50% More Damage.

    Buff 2. Scoped and Supressed Weapons do 50% More Damage

    Buff 3. Scoped and Supressed Weapons now have 50% Increased Range and Accuracy

    Buff 4. Sneak Attacks with Scoped or Suppresed Weapons do 3x Damage

     - Removed - Sneaking Speed Movement Speed Multiplier

    =============
    Hancock's Perk
    =============

    New Name: At One With Atom

    Buff 1. Increases All Radiation Weapons Damage, Munitions Damage, and Lingering Radiation Damage by 50%

    Buff 2. Increases All Radiation Weapons Reload Speed by 50%

    Buff 3. Increases Fatman, Nuka Grenades and Mines Explosive Blast Radius by 50%

    Buff 4. Reduces All Incoming Damage by 20% for every 250 Points of Radiation Damage you have. up to 80% at 1000 Rads or more.

    ================
    MacCready's  Perk
    ================

    New Name: Supreme Gunner

    Buff 1. Increases Combat Rifle, Shotgun, Plasma, and Gauss Rifle Damage by 50%

    Buff 2. Increases Combat Rifle, Shotgun, Plasma, and Gauss Rifle Reload Speed by 50%

    Buff 3. Increases Combat Rifle, Shotgun, Plasma, and Gauss Rifle Armor Penetration by 50%

    Buff 4. Increases Ada and Built Robot Weapon Damage by 50% and Combat. Gunner & Military Armor Ratings by 60 Points

    ==================
    Nick Valentine's  Perk
    ==================

    New Name: Silver Tounge

    Buff 1. Increases Western Revolver and Lever-Action Rifle Damage by 50%

    Buff 2. Western Revolver and Lever-Action Rifle has a 25% Chance to Stagger Targets

    Buff 3. Grants 5 Additional Points into Charisma, and Persuasion is 50% Easier

    Buff 4. Buying and Selling is 50% Better, and Vendors have 500 Additional Caps, Buying Capacity

     - Removed -  Additional Hacking Guess Chance

    ==========
    Piper's Perk
    ==========

    New Name:  Inner Eye

    Buff 1. Increases the Accuracy and Range of All Weapons by 50%

    Buff 2. Doubles XP Gained From Discovering New Locations

    Buff 3. Doubles XP Gained From Successful Speech Checks

    Buff 4. Doubles the Effects Granted from All Bobbleheads and Magazines

     - Removed - Increased .44 Pistol Damage

    ===================
    Preston Garvey's Perk
    ===================

    New Name: Supreme General

    Buff 1. Increases All Companions Damage, Defense and HP by 50%

    Buff 2. Increases Laser Musket Damage and Armor Penetration by 50%

    Buff 3. Increases Minuteman General Uniform Armor Rating by 50 Points

    Buff 4. increases All Weapons Fire Rate by 50% if Wearing the Minuteman General Uniform

     - Removed - All Weapons Damage Buff if Wearing General Uniform

    ===========
    Strong's Perk
    ===========

    New Name: Rampage

    Buff 1. Increases Melee Weapons and Unarmed Damage by 100%

    Buff 2. When your Health Drops Below 75%, Increases All Weapons Fire Rate, Accuracy and Range by 50%

    Buff 3. When your Health Drops Below 50%, Grants Immunity to Stagger, and Increases All Explosive Damage and Blast Radius by 50%

    Buff 4. When your Health Drops Below 25%, Grants 50% Damage Reduction, and All Weapons now Ignore 50% of the Targets Damage Resistance
    and have 50% Chance to Stagger the Target

    Buff 5: When your Health Drops Below 10%, Increases Fatman Damage and Blast Radius by 250%

     - Removed - All Heavy Weapons Buff

     - Removed - Non-Heavy Weapons Buff

     - Removed - Perma Stagger Immunity

     - Removed - 200% Increased Weapon Damage when 25% low Health.

    Note: This Perk is completely Reworked, to be much more Unique, and to really live up to its new Name ;)

    ==========
    X6-88's Perk
    ==========

    New Name: Hunter-Killer

    Buff 1. Increases Harpoon Gun, Missile Launcher, Broadsider, and Minigun Damage by 50%

    Buff 2. Increases Courser Armor Rating by 50 Points

    Buff 3. Aiming Down Sights, Slows time Down, and Increases All Weapons Accuracy by 100%

    Buff 4. Sneaking Activates a Stealth Field, Whilst the Stealth Field Persists, you become Completely Undetectable.

     - Removed - 2x Damage to Humanoid Enemies

     - Removed - Energy Weapons Damage Buff

     - Removed - Damage Reduction Buff

    ====================
    Old Longefellow's Perk
    ====================

    New Name: Apex Predator

    Buff 1. Increases Hunting Rifle, Harpoon Gun and Lever-Action Rifle Damage, Accuracy, and Reload Speed by 50%

    Buff 2. Increases Damage Done to all Animals and Creatures by 100%, and Reduces Damage Taken from them by 50%

    Buff 3. Increases Hunters Coat Armor Rating by 50 Points

    Buff 4. Increases Radiation Resistance by 250 Points

    ==========
    Gage's Perk
    ==========

    New Name: Warlord

    Buff 1. Increases All Nuka Gangs, Deliverer, and Railway Rifle Weapon Damage and Reload Speed by 50% 

    Buff 2. Increases All Nuka Gangs, Deliverer, and Railway Rifle Weapons Fire Rate and Accuracy by 50%

    Buff 3. Increases Raider, Trapper and  Nuka Gangs Armor Rating by 60 Points, 10 Points per Armor Addon, and 50 Points per Under Armor.

    Buff 4. Increases Overboss Power Armor Rating by 100 Points
     - Removed - Raider PA Buff
  2. KeimaniiL
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    Ok, play with this and I must say that the game totally breaks xD, but there is a bug with Nick that prevents me from investing in the stores and does not give the 500 caps to the merchants
    Will you be thinking of dividing the perks? To only choose, for example, only codsworth and nick without changing the others.
    I loved the mod, thank you very much for your work.
  3. dbj87jb
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    Description on what the changes to companion's perks are made would be appreciated. What exactly are the "unique alternatives" doing?

    Only recently got Fallout 4 (after a very long time putting it off) so not maxed out any companion's affinity although have Preston following me but might drop him for Piper, Codsworth or Nick Valentine (who does need a buff (in my opinion & looking at the Fallout Wiki for reference), 1 extra hack attempt & shorter lockout period isn't exactly that useful with him by your side in the long run).
    1. G4M3W1NN3R
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      Primary sticky post. Version 3.0 Affinity Perks *Spoiler*, contains the information you seek.
  4. o3yahn
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    I think this is really interesting and want to try because it is along the lines of something I have been trying to investigate in CK and FO4Edit. I've been wanting Cait to not view chem use after Benign intervention as a bad thing. Why? Well, Cait fights so well because of chem use. Also, she is a liar. Load her inventory with psycho and MedX after her "cure" and you will find by checking after every bit of combat she still uses it (sometimes one of each per encounter and sometimes only one, but ALWAYS something) for combat. But then she hypocritically dislikes it if your player uses chems.

    Your mod, from what I can see in the description, solves half the problem and seems to make (with her new perk ) a positive for player chem use throughout the game, including after her "cure"? If the answer is yes, then immediate download for me!

    *The rest of what I want to do eventually is actually hear her comments after Benign Intervention she makes when alone from before the cure, where you can hear her say how good it feels (because we know she is a hypocrite from continued chem use after Benign Intervention), or what a rush, etc, and to treat the player chem use as still a like. 

    I see that in 2.0 Cait still likes player chem use and addiction. Is this still the case in 3.1 (and I assume not in 3.1a)?
    1. G4M3W1NN3R
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      yep 3.1(chem variant) includes the script that disables her dislikes of the player using chems post her personal affinity quest (which would be the Beneing intervention quest), for 3.1.a (the alcohol variant) the script is not included simply because the script (which is what contains the actual change to disable cait disliking the player doing chems post her affinity quest) is intended to make the chem variant of the mod not contradict the edit (which encourages the use of chems), the change is in the esp, but the script is required as the change edits the script in the esp, as such only the chems variant of the mod will have the change, not the aclohol variant, but i can do this if its requested.

      i have not actually tested the script however, simply because i have not actually played fallout 4 at all for a long time now (and dont actually have the desire to play it, as such the only time the game is launched, is when i test my mods, and always on a brand new character each and every time to minimize the possibility of error, which means i largely wont test things that would be tedious to test, such as getting cait, maxing her affinity, then doing her quest, as such my mod testing, is mostly just enough to ensure that it works and achieves the goal, but typically would be about 30 minutes to an hour of testing, although if the test would require a long tedious process, such as doing the above with cait, i likely wont test it, as i delete my save game and then create a new character, every time i test my mod, which is usually done when significant progress has been made, as such a test would be straight from vault 111 on a level 1 character.)

      with that said, the script should work as advertised, it essentially edits Cait's affinity script, essentially in said script their is a flag of a sort that gets triggered once the PC has completed her quest, to trigger said dislike, my script simply turns this flag off, so that you no longer get dislikes from her when consuming chems, post affinity quest (beining intervention)

      i am not sure if she will actually still give out positive comments that she used to give prior to her affinity quest (post her quest) however, but the least it will do is prevent her negative comments on chems, post her affinity quest, which is largely the goal.
    2. o3yahn
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      Gosh I appreciate such a quick response and explanation! Didn't expect that, since you obviously have a real life and have already put many hours of work into this.

      I applied it to a current playthrough, which is post-benign intervention, installing the two script files as well which were in the download and which replaced game script files. It didn't change anything. She still dislikes chem use. Not sure if I messed something up or the Beth insistence on this character trait change is so strong that nothing can change it.

      I think I will start a separate new playthrough as well and work to find her as soon as possible to see if there are different results. That will of course take awhile to find out.

      EDIT: Possible idea for what is wrong. I have this mod (Beauty Cait) https://www.nexusmods.com/fallout4/mods/42843?tab=posts installed also, which loading your mod after negated (and gave Vanilla looks as well as no CBBE body), even though Beauty is only an appearance .esp mod (it only changes her face...body is controlled by CBBE. It returned to the look I want when I immediately moved Beauty Cait to load after.

      I saw somewhere that two .esp cannot be designated for the same person. If that's so, even though yours is not appearance related, it picked yours, loading later, and thus would have negated Beauty Cait. By me loading Beauty Cait after yours I negated your mod, I think. Is my supposition correct?

      If so, I will have to figure out how to merge them...I think I did that once back in Oblivion days.
    3. o3yahn
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      I followed a guide for editing Beauty Cait into your, but no luck. She still got mad when I used in front of her. LOL, probably madder than ever. Deleted that, did not use Beauty Cait at all, deleting that esp and reinstalling yours so I just had vanilla Cait. Ran again, even waiting for long cooldown by sleeping twice for about 24 hours. Then had character take a hit of psycho and she still chewed me out for using in front of her.

      I wish I had seen this mod back when 2.0 was up and she actually LIKED it still. Not sure what else you'd like me to try, but the script doesn't seem to disable the game-dictated flag to hate chem use like a hypocrite (it's funny she used the word just now also, when she uses every battle, LOL).

      I tried about a half a dozen Caits that only provide a new face and your mod overrides them all, giving vanilla face and body (which should be CBBE curvy because that's what I use) to all of them.

      If I can't get this to work I'll see if I can figure out how to remove BI from the romance requirement, since there are companions that don't have a quest requirement to reach max affinity and get their benefit. So it should be possible? Just not sure where to look for that requirement.
    4. G4M3W1NN3R
      G4M3W1NN3R
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      Edit: i have figured it out, il have an update shortly, that not only disables caits dislikes of the player taking chems, but will also revert it so that she still likes player taking chems post her affinity quest, including positive comments on it ;) the dislikes is far more indepth then originally anticipated, but i have figured it out looking more in-depth. so ye next update will have this as standard. for the chems variant of the mod. also their is indeed a lot more scripts that need to be copied into main file, as such a large part of why it does not currently work is missing and unedited scripts, so ye, version 3.2 will be the definite solution. this will only be for the Chems Variant of the Mod, as that is the sole purpose of doing these dislikes changes, to comply with the ideal of the perk edits.
    5. o3yahn
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      You are an extremely patient and kind person! I was just about to write to ask if there were further steps I needed to try. I am gratified to know my supposition that visual mods of a person's record won't work with behavior mods since they are both part of the same character record overall. At least in the future I'll be able to merge a looks into yours. Who knows, maybe I did it correctly last night before I scrapped it in frustration. As you can tell from my writing I was up 3/4 of the night trying to get it to work.

      I'm sorry to have caused you trouble for something you've mostly left behind. I want you to know I deeply appreciate you taking a look and finding that the scripting was more involved. Thanks, and I look forward to trying it out when it's fixed. I'm endorsing this just for your kindness and effort!
    6. G4M3W1NN3R
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      i appreciate it :)

      version 3.2 should be the definite solution, 1 thing i did notice, that their is in fact 4 scripts that all use the same condition, for some unknown reason, bethesda added the same condition for each main DLC, which is weird to do, but yea, the other 3 DLC scripts have also been adjusted to fix this dislike condition on chem use. however said dlc scripts cannot be compiled (although their is a good likelyhood that they are unnused for base game companions, in the sense that each dlc companion affinity script is likely only used for each dlc companion), but as they cannot be recompiled that likewise means i cannot add them into the mod, but hopefully the esp should still include said changes for all 4 scripts, and thus solve the dislike of using chems post her personal affinity quest if the 3 dlc scripts are also used. however the main script that is included, should be all that is needed to achieve the result, which is to likewise still get positive comments on using chems, just like before her quest ;)

      i will look further into it, should these changes not work, although i am somewhat confident they will, the main concern is the inability to pack the dlc scripts incase the game uses them for the dislike chem use condition, but with that said the esp file should override the changes and thus work anyway. and main affinty script should really be the only 1 required to achieve the goal.

      also no trouble at all, whilst i have moved on from the mod, all of my mods are created with passion, and likewise if their half finished/ not a full working product this would go against that passion, as such i will/do eventually get around to fixing them, plus knowing that users are enjoying my mods, is a good feeling, its reward in itself, and fueles the passion, and desire to fix and improve upon.
    7. o3yahn
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      I unfortunately need to report that Bethesda baked some hard Voodoo into some of their files. I used to mod RTW extensively, and even with all the tools there were just some things that were hard-coded. I wonder if this conditional is just one such thing. I deleted your scripts and esp. Ran the game for a save through several in-game hours. Then exited and installed 3.2. She still disliked it chem use.  I sure wish I knew why they made her character such a hard case as compared to the others. It's almost like they created her first probably, and got ptogressively more laid back (being nice there) with the other companions.

      Yeah, my investigations prior also showed at least 4 separate scripts just in the COMCait group. I gave up trying to follow their references to the sources. LOL.
    8. G4M3W1NN3R
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      Edit: Missed 1 Condition on a sneaky script.

      update in bound (Version 3.3), should definitely work THIS time

      the conditions are pretty sneaky, as they are in many more scripts then originally thought. but ye let us know how version 3.3 plays out, should definitely work this time, as i have now actually edited the quest related script which was previously hidden, sort of hidden.
    9. o3yahn
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      I'm sorry, it still didn't work. It's apparent Bethesda really wanted this story to play out that way. I appreciate your work! If you'd rather I wait for the successor and any of this mod characteristics that gets incorporated in there I can. I hate to see you spinning your wheels for just me.
    10. G4M3W1NN3R
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      did you try, loading a save prior to starting cait's quest ?, with my mod and scripts installed

      as the scripts wont do anything on a save that has already completed or even started her quest, due to the way save games & scripts work, essentially whenever you save, the scripts bake into the saves, so any script that would of changed a script already baked in on a save that has already fired (in this instance even starting her affinity quest), the changes very likely Wont Take Affect, because the vanilla script is already active and has baked its data in to the save. really the only thing that can be done in this instance is to straight up delete her negative affinity lines, but this could technically result in empty lines being displayed in game, technically.

       (without being to technical) i assume the way the  particular chem use dislike works, is on her quest completion a switch is triggered which would be the chem use dislikes, my scripts edit that switch to point to a null global (as her negative lines on chem use, checks to see if a particular global has a value of 1, the quest completion would change said global to a value of 1), but on a save game prior to them script changes and the quest been completed, the scripts changes wont do anything, as that global has already been set to 1 (due to the vanilla script being already baked into the save game), and wont be changed. they should only take affect on saves before even starting the quest. so ideally before even talking to her and thus starting her affinity quest, essentially meaning that for each of her negative lines, it checks to see if the global has a value of 1, which it wont as that particular global should not swap to 1, because i changed the actual switch to a null global which is not referenced by the lines, so essentially what you have is, the vanilla script changes a global entitled CaitChemuseDislike to 1, her negative lines check that global and if it is indeed 1, the line will override her positive lines, my change removes that global from the quest completion to another global that is not referenced by the negative lines, meaning they should not fire because their condition is not set to 1. (i tried not to be technical but alas xD) a lot of this paragraph is to give an idea on how this works, without being more in-depth, as to not be to confusing. and more specifically why my scripts wont do anything on a save that already has the vanilla script baked in.

      if you have, and it still dont work, their is 1 more thing i can try, but again any update to said scripts would need to be on a save before the starting her affinity quest (which would be, when the game pops up saying "Started: Beinign Intervention"

      last thing i will try, is to delete the condition altogether, as the successor to this mod, wont be for a long time, as my main focus atm is my Supreme Perks mod, which is significantly bigger in scale and depth, and will take a lot of time to finish. 

      so yea as such, if you can find a save, before triggering her affinity quest, and then go ahead and accept said quest and then complete, then check to see if she still dislikes the player using chems.

      il await your feedback, and then if after doing the above still does not work, then i will go ahead and delete the switch altogether, which should be the most successful, i will also delete her negative lines. so that they can never fire. and to ensure that only the positive ones can fire, i will do this should the above not work. 

      testing on a save prior to even starting her quest should be enough to know if they do indeed work as advertised. however save hopping does still have a good failure rate,

      A Brand New Game is the only Guaranteed Way to eliminate any possibility of error, essentially meaning that the scripts may not work on a game that has either started or completed her quest, but may very well work on a new game. but i realise this would be tedious to start again, esepcially if it does not work.
    11. o3yahn
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      I came to this same conclusion after I wrote those results, so I have started a new game. I figured that whatever was in the old saves is still running, which is why uninstalling many mods is a problem.  Please be patient since it may take a bit for me to progress her questline far enough to see what happens on a fresh game.

      Again, thanks for being such a good sport on this!
    12. G4M3W1NN3R
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      nps, and i highly appreciate that you are willing to start a new game to test this, kudos

      i am determined to get this to work as intended, so i wont be moving on from this mod just yet, once it is working as intended then i will call this mod complete. and will be the base for the successor to come

      in the meantime i will continue my other mod

      it is a learning experience for me, as i have not messed around with the likes and dislikes aspect before
    13. o3yahn
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      Good Morning, I apologize for the delay, because if I was going to start a new game, I was going to play legitimately and follow all the related story arcs. Heck, I was nearly to level 10 before I even met Cait.

      I think you are a genius. You have created a winner.  We were in the Glowing Sea (a day after curing Cait in Benign Intervention) fighting 3 Radscorpions and I used some Psycho in the battle. Message popped up on screen at the moment the psycho gave extra damage to demolish the last radscorpion. It said "Cait Liked That" and a second one immediately after that said "Cait Idolizes You", which meant I knew I had peaked on Affinity. Not sure if it was attributable to the battle and getting to that point, or if that coincidentally came at the same time an appreciative remark came, I decided to go another 48 hours back at Red Rocket, sleeping.

      Upon awaking I had character take a Med-X, and Cait said "Feels Good don't it?" as the screen said Cait Liked That. So, you've been successful and I commend your work!

      One point, during the last three days, the only thing she has said prior to being cured is the Feels Good. No big deal, just letting you know that since I have seen in her lines regarding she actually has 4 (IIRC) or 3 lines that should rotate. Or maybe it's completely random and I've randomly stumbled 5 times on that line alone.

      I appreciate your work!  That said, most people will likely follow Bethesda's  lore that she is cured after and use your alcohol option. But if any notice like I do that she is still using, this makes the most sense.
    14. G4M3W1NN3R
      G4M3W1NN3R
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      very nice :)

      as for her chems lines, their is 3 positive, and 3 negative, what line she says is RNG. game will randomly pick a line, which can proc the same line multiple times, as you experienced 5 times (which is crazy rng, but not surprising).

      their is also 1 additional line that she would of normally say, when the player has the cannibal perk, and likewise consumes a corpse, this line is only said post her affinity quest, and is connected to the same global as the negative chem use lines, however as my scripts have removed the dislikes from equation, this also means she will no longer say that negative comment either, when the player consumes a corpse
    15. o3yahn
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      Looking forward to further playthroughs with the rest of the companions, as you have I believe changed some major qualities of the game. I also will be an immediate download of your overhaul of this. I'll be trying out your Perk revisions as well. Thanks much!
  5. corydl5
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    I love the new update. I was wondering if this requires a new game because I already had a couple of affinity perks unlocked and after updating they don't seem to be working. Also, I understand the idea about needing the companion with you to have the perk working however for my current playthrough I have it modded around the idea of being overpowered by the perks plus I just prefer traveling alone. Would all I need to do to remove that requirement is edit the condition "Subject.GetInFaction(CurrentCompanionFaction [FACT:companion code]) = 1.000000 AND" from 1.000000 to 0.000000 for each effect under each perk? I'm not a modder but this was my best guess. Again, I love the new updates for this and Supreme Perks.
    1. G4M3W1NN3R
      G4M3W1NN3R
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      technically a new game should not be required, however as these are complete reworks theirs always that chance the game just says no and messes up due to a complete rework of the content the save already has, being completely changed, as such i would say yea a new game is required, to prevent that problem, plus the perks now have them conditions so their very function has changed which could further increase the likelyhood of the game messing up on an active playthrough that was using the mod prior to the latest update.

      Continued
      Spoiler:  
      Show
      with the way the perks are now setup, in order to get the perks to work, on an active play through where you have already got the perks at some point, you would need to re-acquire the companion with the perk you would like, however i have not tested this mod yet, as i am constantly working on my supreme perks mod, and due to how big it is (content wise and how many hours and planning is put in), theirs not really any time to test my mods (essentially the vanilla based variant of the supreme perks mod took roughly 48 hours to make, and likewise the other variants i have planned will take around that same time, the mod itself took around 100+ hours, which is what i mean by big, content and time wise, the mod is far bigger then it may appear and somewhat complex, i also heavily plan and document everything when making a mod to ensure it works exactly as it should, and that it aint just another generic mod, i really aim for my mods to be unique, and that is where the great lenght of time is spent, planning - documenting and implementing/creation, of course with having such a large mod and spending so much time on it, their is bound to be problems which are typically oversights as i very much treat my mods as projects and likewise get very dedicated spending large amount of hours working on it (but ye i have not even created my character yet so theirs also that, and would rather have my mods fully finished before i finally jump into the game), as such i'm relying on feedback, but ye as for this mod i'm not entirely sure if that condition is all that is required to get the desired affect that i am going for, i do have other options i can use should it not work, but judging by what your saying it looks like it is indeed working as intended thus far, but would need you to re-acquire a companion that you have already unlocked the affinity perk to confirm it. 

      so yea before deleting them conditions and or starting a new game, would you mind getting a companion you have unlocked the perk, to see if you do get that perk back and its working as advertised, as in, whilst their traveling with you and that the perk is working exactly as stated by its perk description, i cant really test this myself yet, due to the reason mentioned above, and also because it would take a fair amount of time for me to finally get a companion to test 

      as for them conditions you mentioned, yep, deleting them will remove the need to have the companion with you in order to get their perk.

      the main reason i did it like this, this time is it gives me more freedom with my mod, as i don't create cheat mods, and never intend for my mods to be on that level, i personally don't like cheats/being overpowered, quite the contrary i actually like challenge, however with that said i do also like the idea of being very powerful, but with restrictions. and as such by doing it this way, you get powerful perks without being brokenly powerful if you were to have them all at once. its to give the real sense that by adventuring with a companion that admires you, they share their power and Character with you, and that is what this mod is all about, its all about strength in numbers, and being united, and thus becoming stronger for it. as said i put a lot of thought into my mods, their not just random generic buffs randomly applied, they actually have a lot of thought go into them, each of my affinity perks are created to match the character that grants them, and more in-depth then that, however i wont go to into it as my post is already long enough xD
    2. corydl5
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      Thanks for the quick reply and all the hard work you have been putting into these mods. I hope they get much more attention.

      I had already tested it out before posting on here. When I loaded up the game in which I already had Codsworth and Prestins affinity perks unlocked, I saw the correct text for the new perk descriptions. With the cyborg companion, I did the math and came to the conclusion that I had as many as I should have without the perk so there was no effect. I dismissed Codsworth and removed the perk with console commands, adding Codsworth back to the party did not automatically add the perk back. I added it back with console commands and still no effect. I also checked a couple of laser weapons I had on the chance that the AP bonus was still not working and no change to damage.
    3. G4M3W1NN3R
      G4M3W1NN3R
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      Edit: I have now removed all the Conditions, as such they should now work, this will be temporary upload until i can figure out a way of achieving my goal of making each specific perk only work when you are currently traveling with the specific companion, as due to how powerful the perks are now, i'm not happy about having all perks available at all times, as it goes against the vision for the mod, but with that said, as it stands now, the perks are completely designed around the idea that you only have 1 active at a time, as such, it is very possible to become completely invulnerable and brokenly overpowered if you was to have all the perks or even just several at the same time, due to the new reworks perks being far more powerful then before, and the very real potential of stacking with each other, as such something to keep in mind, the perks are completely designed with the idea that you only have 1 at a time

      so yea the upload is temporary until i can figure out how to achieve my goal.
    4. corydl5
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      Thanks for the quick fix but I hope just my feedback alone didn't cause you to roll back that feature. I only tested it out on a current playthrough. It very well may work perfectly on a new playthrough.
    5. G4M3W1NN3R
      G4M3W1NN3R
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      no probs :)
  6. corydl5
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    Love this mod along with your supreme perks mod. Is there a chance for a mod to add affinity perks to some of the more popular companion mods out there?
    1. G4M3W1NN3R
      G4M3W1NN3R
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      i appreciate it :)

      as for creating an affinity perks mod for modded companions, this is not something i would be interested in creating any time soon

      as i'm not actually playing fallout, i'm just creating mods for it, and testing new mods, as such for the mod in question, this likely wont be for some time, i also still have plans that im currently working on, for my supreme perks mod, and some updates for my other mods, plus new mod ideas when all of that is finished. 

      but ye il think about it for sure. and it may come eventually, but im not sure how much interest their would actually be in it, if theirs is not enough interest from the public, i likely wont do it.

      after all my planned updates are done, im going to re-create my workshop lights mod, which is going to be a large project.
  7. ID8879488948574
    ID8879488948574
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    This is actually something that makes it interesting to play with companions.

    One note - new perks are still not very balanced among each other. Some are just way too more powerful than others and some are mediocre unfortunately (but hey, no complains - we all know vanilla perks suffer from this even more). Especially on later game stages.

    Hints to make it balanced - make it so that perks are OP, but are only working when having an active companion. Thanks for the mod, I was planning to do something similar but thanks to your work I just edited some stuff to my liking and saved a lot of time!
    1. G4M3W1NN3R
      G4M3W1NN3R
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      i know this is a very late reply, but i have finally returned to fallout 4, after a 2 year break, and likewise, am planning to revisit all of my mods, so expect some updates in the future, assuming peeps are still using them.
  8. Eryxienne
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    Any possibility of an Add-On for mod companions?
    1. G4M3W1NN3R
      G4M3W1NN3R
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      not really, unless the mod authors of said companions Reach out to me, which is unlikely to happen.
  9. joswald1018
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    Does this work with an existing run?
    1. G4M3W1NN3R
      G4M3W1NN3R
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      yea it should do. the effects will be immediate.