If your trying to make the perk lore friendly to wolverine then I'd suggest a change to the mod, and each rank adds in constant Rad Poisoning. Tiny but should be there. Reasoning? Because its what Wolverine died from, and what effectively kept him from being immortal nulifing his powers ultimately till he aged and died. There fixed your overpowered problem. Just give it 2 rads level 1 4 level 2 and 6 level 3 constant ticks.
The concept is a tantalizing one. What is lacking is a better explanation of the implementation.
As it stands "go find adamantium and find out what happens" isn't telling prospective users anything substantive.
There is also no information on what the results would be for prospective users who have characters already possessing 1, 2 or all 3 ranks of the perk.
OK, i can understand your point, but basically all you need to do is to read the new perk description to find out, what exactly the effects will be when you take the perk. Secondly, i didn´t want to reveal the exact locations of the adamantium, as i thougt that would be a bit to easy and boring. But if you really want to know, the locations are National Guard Depot, Fort Hagen and inside the Institute, Advanced System area.
I second MadTurin on this one. While it is understandable that the respective mods are up to the authors who made them, sometimes leaving out crucial information as to what the mod really does is off putting for some, if not a lot, of people.
Like, what are you advertising? Are you saying we can be like Wolverine in that we won't stagger from attacks? We regenerate faster?
What if we download the mod and none of what we'd thought was in the mod that was apparently/supposedly implied by the mod?
But hey, take no offense to it. It is, hopefully, constructive criticism.
OK, i can understand your point, but basically all you need to do is to read the new perk description to find out, what exactly the effects will be when you take the perk.
That would require downloading and installing a mod that you do not know what it will do. We're asking you to take a screenshot and post it, at the least. Thank you.
You can actually remove the SPECIAL requirement of any perk you want. There are mods doing that.
One mod that does it: https://www.nexusmods.com/fallout4/mods/17915
If you go into FO4EDIT and check the perks, you'll see in "Condition" there is an "if [xSPECIALx] > or = x" condition. The way to remove the requirement is simply add a condition "if [xSPECIAL] < x" right under it. It seems that this cannot be done with FO4EDIT though. As to what you can use to add that line of condition unfortunately I do not know.
I wonder if you can change the condition with a similar method. For example change the original condition from "> or = x" to "> or = y" ?
Well, i dont know these mods but the thing is, as i mentioned before, if you change the SPECIAL requirement in any way, lets say from 7 to 8 or to 3, the perk chart will get messed up. Tested this with different perks, different values and different math operators, as this was part of the mod-making-process. I originally wanted the enduance requirement to be 8 for the first rank, 9 for the second and 10 for the third. That indeed wasn´t a good idea because the perk chart is hardcoded and messing with the SPECIAL requirements will definitely f... up the respective perks- its the reason why mods like shad0wshayd3s Baka Inventory exist. But you can just try for yourself.
10 comments
What is lacking is a better explanation of the implementation.
As it stands "go find adamantium and find out what happens" isn't telling prospective users anything substantive.
There is also no information on what the results would be for prospective users who have characters already possessing 1, 2 or all 3 ranks of the perk.
More information would be awesome!
Secondly, i didn´t want to reveal the exact locations of the adamantium, as i thougt that would be a bit to easy and boring.
But if you really want to know, the locations are National Guard Depot, Fort Hagen and inside the Institute, Advanced System area.
Like, what are you advertising? Are you saying we can be like Wolverine in that we won't stagger from attacks? We regenerate faster?
What if we download the mod and none of what we'd thought was in the mod that was apparently/supposedly implied by the mod?
But hey, take no offense to it. It is, hopefully, constructive criticism.
Perhaps a snapshot of what the perk descriptions are will be a happy medium?
(Posted in the Images tab for ease of reference.)
Tracking down the adamantium I have no issue with, nor are the hints as to their locations insufficient for anyone that isn't brand-new to the game.
Does that help ?
One mod that does it: https://www.nexusmods.com/fallout4/mods/17915
If you go into FO4EDIT and check the perks, you'll see in "Condition" there is an "if [xSPECIALx] > or = x" condition. The way to remove the requirement is simply add a condition "if [xSPECIAL] < x" right under it. It seems that this cannot be done with FO4EDIT though. As to what you can use to add that line of condition unfortunately I do not know.
I wonder if you can change the condition with a similar method. For example change the original condition from "> or = x" to "> or = y" ?