Q: How do I take a special over 10 A: Put points in it, they've been uncapped.
Q: Why are my perk icons white / strength training A: This is caused by a mod conflict, you have something modifying perks after this mod. That mod is moving the perk back to it's original place, and leaving nothing in the perk poster, which results in a filler icon. Move True Perks below that mod. If that doesn't work, then the problem is another mod is additional additional ranks of a perk, it needs a patch to disable those.
Q: But I don't have any other mods modifying perks and I still have white / strength training icons A: You do, whether you know it or not. It can be caused by rogue ITMs, it can be caused by mods making changes they don't announce, it can be caused by you forgetting what's in your load order. There is only one thing that causes this- mod conflicts. Open your entire load order up in FO4 edit, and check for conflicts with perk records in True Perks.
Q: Why isn't my perk poster loading A: This is caused by a mod conflict. This happens when you have a broken perk rank progression, e.g. a mod adds new ranks to a perk, but another mod overrides and breaks the link to the new perk rank, resulting in a floating rank of the perk, which results in an error when the game tries to build the perk poster.
Finally upgraded to the latest version had ran v7.x for a long time. Ran into the issue with vanilla crafting receipts requiring vanilla perk that is now reused for Ad Victorium: Science01 [PERK:000264D9] While "Science!" in the latest version has been put under perk:RoboticsExpert01 [PERK:0004D889] Is there a way to work around that you know of, without manually patching all mods with crafting receipts against v9.7? Checked Robco and couldn't find info that it could patch receipt requirements.
Btw what was the reason for Ad Victorium to use/switch to Science01 instead of reusing RoboticsExpert01 since it already reuses the rest of RoboticsExpert(02/03) perks?
On Xedit. I thought I knew my fair way around FO4/Xedit, but I'm getting stuck on finding that 'replace reference function'. Or manually with a filter, to filter all mods on Constructable Object/COBJ Records containing 'Condition > Perk > Subject.HasPerk(xxxx)'. Got any pointers?
Something weird started happening, and idk if this mod is the MAIN problem, but It was happening when it was enabled, but the perk chart was invisible. I press the 'T' button, and it did not appear. The page turning sound happened, and the screen darkened a bit, but the chart was not there, its was just the pip-boy. Agin, idk if this mod was the main issue, but just look out in the future.
Hey I installed the mod and there is no other mods that change perks (literally just checked) and the poster still doesn't load. Could better notes and FallUI conflict with this mod?
Perk placement makes no sense, why would being more charismatic make me resistant to radiation? Why would being lucky make me better with automatic guns? This is stupid.
Hey i was curious about modded melee weaponry, specifically the cross blades from Niero I don't know for sure, but would it be safe to say that those (and other modded melees) scale off of agility or strength? And to further that question, would they be affected by backstab or big leagues?
Hello. Really like your mod, good balance and all, but got an issue. All melee weapon damage keeps scaling with strength, even if its a knife, that should scale with agility. Agility doesn't change damage to all knifes. Fist weapon and unarmed become really strond, bare hand deal more dmg when upgraded machete.
Heyhey I do not have any perk alternating mods, but Four Leaf Clover is still bugged. Tried to find a solution in the comments, but all posts are old and irrelevant at this point Playing on GOG GOTY, latest patch
If I understood you correctly, I had to create a rule to load that mod after the last one, because otherwise I don't know. I'm new to Vortex and I don't get why I can't just drag something and put it after or before the other thing. Anyway, if what I did was correct - perk is still broken I can't think of any mode, besides community patch, maybe, that would do something to perks Like my other mods are pretty much QOL and weapons, and some visual stuff
1038 comments
Q: How do I take a special over 10
A: Put points in it, they've been uncapped.
Q: Why are my perk icons white / strength training
A: This is caused by a mod conflict, you have something modifying perks after this mod. That mod is moving the perk back to it's original place, and leaving nothing in the perk poster, which results in a filler icon. Move True Perks below that mod. If that doesn't work, then the problem is another mod is additional additional ranks of a perk, it needs a patch to disable those.
Q: But I don't have any other mods modifying perks and I still have white / strength training icons
A: You do, whether you know it or not. It can be caused by rogue ITMs, it can be caused by mods making changes they don't announce, it can be caused by you forgetting what's in your load order. There is only one thing that causes this- mod conflicts. Open your entire load order up in FO4 edit, and check for conflicts with perk records in True Perks.
Q: Why isn't my perk poster loading
A: This is caused by a mod conflict. This happens when you have a broken perk rank progression, e.g. a mod adds new ranks to a perk, but another mod overrides and breaks the link to the new perk rank, resulting in a floating rank of the perk, which results in an error when the game tries to build the perk poster.
Ran into the issue with vanilla crafting receipts requiring vanilla perk that is now reused for Ad Victorium:
Science01 [PERK:000264D9]
While "Science!" in the latest version has been put under perk:RoboticsExpert01 [PERK:0004D889]
Is there a way to work around that you know of, without manually patching all mods with crafting receipts against v9.7? Checked Robco and couldn't find info that it could patch receipt requirements.
On Xedit. I thought I knew my fair way around FO4/Xedit, but I'm getting stuck on finding that 'replace reference function'. Or manually with a filter, to filter all mods on Constructable Object/COBJ Records containing 'Condition > Perk > Subject.HasPerk(xxxx)'.
Got any pointers?
Sorry about that.
I don't know for sure, but would it be safe to say that those (and other modded melees) scale off of agility or strength? And to further that question, would they be affected by backstab or big leagues?
Really like your mod, good balance and all, but got an issue. All melee weapon damage keeps scaling with strength, even if its a knife, that should scale with agility. Agility doesn't change damage to all knifes. Fist weapon and unarmed become really strond, bare hand deal more dmg when upgraded machete.
I do not have any perk alternating mods, but Four Leaf Clover is still bugged.
Tried to find a solution in the comments, but all posts are old and irrelevant at this point
Playing on GOG GOTY, latest patch
Anyway, if what I did was correct - perk is still broken
I can't think of any mode, besides community patch, maybe, that would do something to perks
Like my other mods are pretty much QOL and weapons, and some visual stuff