Gotta say, thats one very damn hardcore perk rework.
I fixed it myself in FO4 edit, but I still have to point out something, that looks weird to me: This rework seems to focus on making character around 1-2, 3 tops perk trees BUT because of VERY high level restrictions and cap on SPECIAL training (every 7 levels) it also seems to encourage branching out... and then immediately slamming with more restrictions and then encouraging to branch out... Its kind of weird loop "I pick perk" --> "Cant get next rank cuz locked due to level/SPECIAL" --> "I pick some other perk" --> "Repeat" which makes my build all over the place. Also I kinda dont like how it locks out intimidation archetype for like 50 levels.
Overall though good rework. I'll kinda miss jumping off of buildings with Synth Body though (or not, FO4edit FTW)
Your starting specials are very important, it defines your build. If you dump a stat, then yeah, you're not going to be taking perks in that stat, and yeah, you're going to have to get some more levels before you can take the next one. If you want the top perk for a special early, you're going to need to start with that special at 9 or 10, and pay the price in your other stats for it.
It's built with Lunar Fallout Overhaul in mind, which makes the game scale well past level 100, so by design, you can't get everything you want by level 30.
How would I go about patching this for MAIM? all I need to do is just rip the medic perk from maim and slap it on here. I'm familiar with fo4edit, but I've never made a patch for perks
The main thing to worry about is the perk conditions. The conditions are what determine where in the chart it is placed. So, if you don't carry them over correctly on a moved perk (and Ive moved a lot of perks in this mod), you get whited-out perks, or perks replaced by the strength training icon.
I cant seem to get this to work properly. Like the perks are out of their trees and strength training has been duplicated into the endurance tree and i cant click on half of the moved perks. Im running the midnight ride plus this mod any help is appreciated.
Hey, so I got the BLD patch working. I dunno if you want it for your collection, or if I'm allowed? Would I need permission from ExpressFreely? I had to remake most of it, but there are a few things I didn't touch.
Quick question, do you know if the VAFS patch for Lunar Fallout (https://www.nexusmods.com/fallout4/mods/48936) functions as a patch for this mod? If so, could you add it to the patch repository on this page?
Personally, I'd be willing to give it a shot. Tried my hand at patching BLD with the original Creative Perks before, but xedit/CK don't like me so I gave up. Might be easier if I was just updating someone else's work. Or I might just use an older version of CPP with it.
Can I get some help? I use the BLD (Better Locational Damage) mod, but the weapon scaling is a bit too much. How would I modify the perks to scale with 1/2 level instead of 1/1? Or is that not possible? Everything else in the perks works wonderfully, I just need to change those few.
You just change the modifier. There's actually someone who's made a BLD patch, I don't think they've gotten around to releasing it yet though. I'll ask.
It had some problems. I rebuilt it, and it is included in the Life in the Ruins modlist, but due to how I rebuilt it I didn't post it here because it would require redistributing some of the original mod, and the original mod doesn't have permissions to do that.
Wanted to say thanks for pushing out the update to re-add the level 5 perks back. However, it looks like your latest version still includes one deleted perk from the base game, Adamantium Skeleton 3. I ended up tracing that deleted reference as causing hard freezes for Mutant Menagerie Horrors of the Deep Fog since at least one of its recipes checks for that perk. For the best possible compatibility, I'd recommend bringing that perk back.
Thanks again, appreciate your work and the updates you've been doing!
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I fixed it myself in FO4 edit, but I still have to point out something, that looks weird to me: This rework seems to focus on making character around 1-2, 3 tops perk trees BUT because of VERY high level restrictions and cap on SPECIAL training (every 7 levels) it also seems to encourage branching out... and then immediately slamming with more restrictions and then encouraging to branch out... Its kind of weird loop "I pick perk" --> "Cant get next rank cuz locked due to level/SPECIAL" --> "I pick some other perk" --> "Repeat" which makes my build all over the place. Also I kinda dont like how it locks out intimidation archetype for like 50 levels.
Overall though good rework. I'll kinda miss jumping off of buildings with Synth Body though (or not, FO4edit FTW)
It's built with Lunar Fallout Overhaul in mind, which makes the game scale well past level 100, so by design, you can't get everything you want by level 30.
Any other mods editting preks will need patches.
?Lunar Fallout Overhaul and Lore-Based Power Armor Changes - Armorer Perk Patch
BTW, whatever happened to the BLD patch? I noticed it isn't available anymore.
https://www.nexusmods.com/fallout4/mods/12674
Thanks again, appreciate your work and the updates you've been doing!