Got some ideas my friend. Might be bad but here we go so haha
Lockpicking ranks 1, 2, and 3 could increase sweet spot size to help ease the pain of lock picking over and over. Also makes sense as you would get better over time like in skyrim.
Big league's. You could change the disarm over to cripple. Disarming enemies makes them block constantly and is annoying lol
Reduced fall damage by 25% on rank 1 then another on rank 2 for 50% reduction on skeleton perk. Endurance tree.
Also with aqua boy/girl could possibly add swimming speed increase on rank 2.
Lockpicking I remember there're some magazine to do that. And, You really failed that much. Even master locks feels like childplay. Or because I'm not on console? And, rank4 actually makes lockpicks unbreakable.
Big League cripple was already used by Iron Fist(Unarmed). Constant blocking. That one I need to test and see how it goes.
Fall dmg The game basically wants you to use the freefall legs or any two piece of that legendary armor. And, we do have like 60% fall dmg reduction with cross_jetpack.
Aquaboy/girl rank2 creature resistance debuff already strong enough I assume. And, some players already complaining that Aqua2 let you totally bypass lots of the heavily guarded enemy areas. So, the perk is probably OP already, for those who knows how to exploit the mechanism.
Lockpicking. Good point, cant argue that. The 15% explosive damage is awesome to be fair.
Okay i hear you about the fall damage. Still i think a small 25 or 50% would be good. Not complete immunity so would still require the armor to eliminate it.
Cripple was the only thing i could think of instead of disarm. I've found for melee removing the weapon allows the enemy to start blocking alot which ends up being frustrating especially super mutants. Maybe try adding knockdown chance over disarm.
I can definitely see what you mean about aqua boy/girl being great already.
Hey dude just wanna stay still using your mod and love the newest update.
Was wondering if you thought about adding the ability for the caps from fortune finder rank 4 to add automatically to the players money rather than having to look for the drops and pick up.
Would be a great quailty of life bonus also seems to help the performance abit on console.
Another mod already doing this and by changing the script. I don't know how to do it and it's probably not right to copy paste his work.
But you can probably use both mods at the same time. Not sure about load order. But my mod, main selling point is just giving you nuclear/oil recipes. So, change to the perk itself not important. Which also means, you can use any mod to overwrite that perk as you want.
Well, glad you like it. Just did this to share and not to hold this only for myself. Feel free to leave a comment if you think about anything. I think Fallout 4 still got quite some years ahead.
Happy you did share haha I like how it fixes quite a few wasted perks making them useful. Lead belly and cannibal being super fun now for role playing.
Yup. I guess they meant well for that perk, but never got the time to polish it. Just like many other aspects in this game. With everything fixed and polished, it's actually quite an amazing game to play.
Same as vanilla game. Only thing matters is load order if they have overlaps. Consider my mod 'vanilla remastered', if you're asking whether it's safe.
The other mod, I don't know. I assume you mean this mod: https://www.nexusmods.com/fallout4/mods/36519
I really like your mod, Thank you so much. I am exited to get it going.
I just started a game, I have a 100 mods ( i really like mods) ... and I am noticing no difference when i look at perk screen regardless if I have this mod activated or not. For example, when I look at "rooted", I should see the stat change starting at 30.. but it still says 25.
I just put this at the end of the load order but still no change. Am I missing something here? I am guessing its so minimal I am having a hard time seeing it maybe? =D
Hi, sorry, I didn't check my mod page very often. The mod works perfectly for all others. The mod has 2k to 3k downloads for xbox and ps4 on Bethesda.net. Nobody ever reported such issue.
You definitely have other mods changing it. I used this mod on my existing save and it works perfectly. And, yes, it's a vanilla taste mod, so it just enhance the vanilla experience with cool little tweaks.
To verify whether this mod is on, look for 'robo relay grenade' under 'grenades' at Chemistry Station.
Thanks for telling me. Sorry. Uploaded the wrong file. Nexus can simply rename the wrong file to the correct mod name. These mod won't be merged together as they do very different things. People can have choices about what they want and what they don't.
Hey there, I love the changes you've made here. Do you think it's possible for a compatibility patch for Equipped Armor Weight Reduction? https://www.nexusmods.com/fallout4/mods/12824
You can simply load his mod after mine. Having benefits from both can be a bit OP. His armor weight reduction pretty much worth the 20 points weight limit increase I made. At the end of the day, they give very similar results.
If you really want to have both, download FO4Edit, Open both mods, drag changes to one mod and save to that mod. Done. It will only take you a few minutes.
27 comments
Lockpicking ranks 1, 2, and 3 could increase sweet spot size to help ease the pain of lock picking over and over. Also makes sense as you would get better over time like in skyrim.
Big league's. You could change the disarm over to cripple. Disarming enemies makes them block constantly and is annoying lol
Reduced fall damage by 25% on rank 1 then another on rank 2 for 50% reduction on skeleton perk. Endurance tree.
Also with aqua boy/girl could possibly add swimming speed increase on rank 2.
What i got so far like.
I remember there're some magazine to do that. And, You really failed that much. Even master locks feels like childplay. Or because I'm not on console? And, rank4 actually makes lockpicks unbreakable.
Big League
cripple was already used by Iron Fist(Unarmed). Constant blocking. That one I need to test and see how it goes.
Fall dmg
The game basically wants you to use the freefall legs or any two piece of that legendary armor. And, we do have like 60% fall dmg reduction with cross_jetpack.
Aquaboy/girl rank2 creature resistance debuff already strong enough I assume. And, some players already complaining that Aqua2 let you totally bypass lots of the heavily guarded enemy areas. So, the perk is probably OP already, for those who knows how to exploit the mechanism.
Okay i hear you about the fall damage. Still i think a small 25 or 50% would be good. Not complete immunity so would still require the armor to eliminate it.
Cripple was the only thing i could think of instead of disarm. I've found for melee removing the weapon allows the enemy to start blocking alot which ends up being frustrating especially super mutants. Maybe try adding knockdown chance over disarm.
I can definitely see what you mean about aqua boy/girl being great already.
Was wondering if you thought about adding the ability for the caps from fortune finder rank 4 to add automatically to the players money rather than having to look for the drops and pick up.
Would be a great quailty of life bonus also seems to help the performance abit on console.
Anyway great to see these mods get support still.
But you can probably use both mods at the same time. Not sure about load order.
But my mod, main selling point is just giving you nuclear/oil recipes. So, change to the perk itself not important. Which also means, you can use any mod to overwrite that perk as you want.
Was not aware it was so complicated so apologies if i was overstepping.
I will try combining your mod and the other then. Overall i think you have done a great job improving on the vanilla perks.
I so far ain't seen a better perk overhaul on Xbox that stays true to the vanilla style.
Just did this to share and not to hold this only for myself.
Feel free to leave a comment if you think about anything. I think Fallout 4 still got quite some years ahead.
Unofficial patch changes carried on in all 3 mods
I like how it fixes quite a few wasted perks making them useful. Lead belly and cannibal being super fun now for role playing.
Consider my mod 'vanilla remastered', if you're asking whether it's safe.
The other mod, I don't know.
I assume you mean this mod:
https://www.nexusmods.com/fallout4/mods/36519
I am exited to get it going.
I just started a game, I have a 100 mods ( i really like mods) ... and I am noticing no difference when i look at perk screen regardless if I have this mod activated or not. For example, when I look at "rooted", I should see the stat change starting at 30.. but it still says 25.
I just put this at the end of the load order but still no change.
Am I missing something here?
I am guessing its so minimal I am having a hard time seeing it maybe?
=D
The mod works perfectly for all others. The mod has 2k to 3k downloads for xbox and ps4 on Bethesda.net. Nobody ever reported such issue.
You definitely have other mods changing it. I used this mod on my existing save and it works perfectly.
And, yes, it's a vanilla taste mod, so it just enhance the vanilla experience with cool little tweaks.
To verify whether this mod is on, look for 'robo relay grenade' under 'grenades' at Chemistry Station.
Was this unintentional and should we wait before updating? Or which mod should be overwritten? Please advise.
Thanks.
If you really want to have both, download FO4Edit, Open both mods, drag changes to one mod and save to that mod. Done. It will only take you a few minutes.