Fallout 4

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SgtWhatsHisName

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SgtWhatsHisName

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106 comments

  1. ForgottenSyrup
    ForgottenSyrup
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    does this work with pre existing saves?
    1. SgtWhatsHisName
      SgtWhatsHisName
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      kind of. your perks will remain spent and in the locations they were spent in but it may have different results that you were wanting. a new save is kind of best to get the full effect of the mod.
  2. SgtWhatsHisName
    SgtWhatsHisName
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    ok, i shall be taking a look at this mod over the next few weeks. life seems to be done drop kicking my balls for now. expect an update.....in maybe two weeks. maybe less if i really make quick progress.
  3. Caratar
    Caratar
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    Does anyone know if there's any updates planned for this mod . . . or maybe a new version (or similar mod) posted somewhere else by a different user? Coming back to Fallout 4 after a bit and am having troubles with this. It's my favorite perk overhaul, but sadly, whether I use the vanilla mod or the update posted by nxcruiser I get the odd strength training bug for Local Leader and Lady Killer hasn't been replaced with Local Leader (among other bugs, but those are the most egregious). I will try another clean install and try the manual FO4Edit walkthrough posted by home7.

    Sadly, it seems like most of the mods I used to enjoy have been abandoned.
    1. Caratar
      Caratar
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      OKAY! I found the culprits! It would seem as though "Binary Speech Checks" and "Critical Hits outside of VATS" make modifications to a few perks that screw with a few key perks in this overhaul (Lady Killer/Black Widow, Iron Fist, and 4-Leaf Clover). The fix is to just go into FO4Edit and make the manual changes to just fix the conflicts.

      I changed the SPECIAL and level requirements for the CHA perks in the Speech mod, then did the same for the levels in the Crits mod. The Crits mod had some more in-depth changes to Iron Fist, however, so I copied over all of the core changes from RePerkification into the Crits mod to basically meld the two perks together.

      It's probably not the cleanest or best solution, but I'm no modder, so I just Jerry-Rigged it to the best of my ability and got it working properly. I figured I'd post my findings here for anyone else.
  4. nxcruiser
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    Just because i wanted it to work myself, i fixed the RePerkification.esp for Nuka World: Download from my DropBox

    Of Course it needs NW now to work... just install the mod here and replace the esp with mine, done.
    1. SgtWhatsHisName
      SgtWhatsHisName
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      thank you for doing this. life decided i needed a kick in the dick the last few months (sever illness in me, my wife, my kid, then a car accident, all wrapped up in normal life things that needed to get done.) so i have been unable to even touch my mod. so thank you very much for this. shortly i shall be able to work on it and hopefully get luck based crit functioning.
    2. CrusaderTheFirst
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      You might not get this message but local leader is broken. It says strength training when hovering over it and it stays greyed out regardless of my charisma. Oh, and semi automatic weapons are affected by energy savant. If not all, then maybe just the double shotgun, not sure on that last one though.
    3. home7
      home7
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      thanks man
  5. CrusaderTheFirst
    CrusaderTheFirst
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    Nuka World's been released. Quick hands, steady aim, and ghoulish are missing their animations. Just sayin.
  6. kornag
    kornag
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    I am not certain if it's this mod, an incompatibility with another or due to the latest patch, however- ballistic expertise is just broken, it's got one of the white icons in it's stead, that says SNEAKV04- and it's some whacky sneak thing. Sorry I can't be more descriptive in the error- I did update a number of mods to work post 1.6.x, yet this perk remains broken. All other perks work fine, which is grand because this is by far my favorite perk overhaul mod. I've tried them all- and keep coming back to this one.
    1. SgtWhatsHisName
      SgtWhatsHisName
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      you may have installed the wrong version or more liekly since i havent played sine the last dlc, it broke my mod. ill check it out today.
  7. Krokosmil
    Krokosmil
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    I am only getting 21 points to distribute depsite choosing the special addon.. It is last in my load order and I am hardly using any other mods at all. Any ideas? Edit: I solved it.. Mods were not activated ingame
    1. SgtWhatsHisName
      SgtWhatsHisName
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      glad to see you solved it. enjoy the mod. i am still working on it so there will probably be an update later this week or weekend.
  8. UrsaClaire
    UrsaClaire
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    Hey, you still updating this mod?

    Love the idea, but late into my playthrough, I've noticed that Energy Savant is boosting my ballistic weapons too. Weapon damage in general seems fickle and doesn't make much sense when I do the math.

    If I can't fix this, can you tell me how to remove the Lifegiver regen from a save file? I tried switching back to just vanilla perks but even without Lifegiver the added regen from your mod is persistent, and using 'player.setav healrate 0' doesn't stop it either.

    Edit: Okay, the inconsistency and fickleness was me not accountign for Adrenaline bonus. But the game most definitely IS adding Ballistic and Energy perks to both damage types. For the moment, I'm just sticking to one perk line per character.
    1. SgtWhatsHisName
      SgtWhatsHisName
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      yes im still updating it, currantly im working on granting crit based on luck, but its being a rather large pain in the ass.

      as for the life regen issue i have no idea why its persisting or how to remove it.

      ill take a look at the energy/ballistic issue, but i havent seen it misbehave since i went to using the CK.

      sorry for the late reply, life decided to attack and delay progress on anything gaming based for about a month, but ill get on the mod this morning.
    2. UrsaClaire
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      Life comes first, man. It's cool, still been enjoying the heck outta this mod.

      So after more experimentation, only Energy Savant is broken. Ballistic Expertise, Melee Master, et all work just as intended, but Energy Savant seems to be increasing all damage, not just Energy.

      Take my problems with a grain of salt, I run a lot of mods. But no others that change perks, I don't believe. I turned all those off to avoid any conflicts, and I use NMM and LOOT for all my mods. I thought it might just be my custom added weapons like my .223 pistol or my plasma katana, but it most certainly affects every weapon. The Deliverer, Gauss Rifle, Combat Rifle, they all get more damage if I take Energy Savant.
    3. SgtWhatsHisName
      SgtWhatsHisName
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      well nothing in the cond tree even calls for ballistic (just lazer OR plasma + NOT heavy) ill do some more digging, i do appreciate having people bring me bugs so thanks for helping me keep this functional. ill be working on it throughout the day.

      Edit: Yup its wanting to be a pain in the ass. ill try suing dn_weap_energygun for the keyword,
  9. falafelout3
    falafelout3
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    the mighty blows (big leagues) perk does the grand slam while unarmed? i have that perk and cant perfom a grand slam
    1. SgtWhatsHisName
      SgtWhatsHisName
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      grand slam was just flavor text. its an increase to power attacks. so the power attack for unarmed (holding the attack button while it is equipped) for unarmed is boosted.

      grand slam is a base ball term (fenway park, get it?) when the bases are loaded (a person on every base) and someone hits a home run and clears the bases (4 runs scored with a home run)

      grand slam is just flavor to fit in with the rest of the game.

      TL; DR grand slam is flavor, do a power attack and get more damage
  10. SvProlivije
    SvProlivije
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    Could you add a optional file for removing the S.P.E.C.I.A.L. requirements also, because i would like to use this mod with a mod that disables S.P.E.C.I.A.L. upgrading, and a LVL cap mod?
    And can we add this to a already created character or does it have to be a new game,can we just remove perks and install your mod and then re-add them later?
    1. SgtWhatsHisName
      SgtWhatsHisName
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      unfortunately i cant remove special requirements. the way bethesda did the perk vault the perks only show up in the correct places (or at all) if they have a special requirement and there is no other perk with the same requirement. i have tried and ended up with massive crashes as a result. i will upload a 63 point versions of the specails (thats max in every stat) soonish.

      as for the install the perks should work regardless of where you character is in the game or what level it is. however, the SPECIALs are triggered by either the exit from vault 111 or the game start. so sadly THAT does require a new game.

      feel free to bug me if you have anymore issues or questions or if there is something you would like to see.
    2. SvProlivije
      SvProlivije
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      Well this mod does it http://www.nexusmods.com/fallout4/mods/13214/? maybe its author can help
    3. SgtWhatsHisName
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      i looked into it and now that the CK is out and while it is possible i am not going to do so. i intend to buff the specials (crit outside of vats on Luck, move speed on agi) so i see no reason to remove them. also ive moved all the story/playstyle (basher does not need to be strength perks to lower more easily accessible