Is this mod compatible with your old psyker powers? Yes!
This mod is great but, is it really lore friendly? Before you promptly accuse me of unlorefriendlyness please note that psykers are a possible thing in fallout lore. And you can find psykers in the commonwealth like Lorenzo or Mama Murphy. Ultimately this mod represents a gameplay feature, then you can roleplay however you like. Do you want to be an eccentric scientist who discovered the mass effect?, you can do that, do you want to be a mutant with elemental powers?, you can do that. Feel free to invent your ideal excuse to make your gameplay experience better that's what all is about. Let's go and have fun!. If you don't believe read this wiki page: https://fallout.fandom.com/wiki/Psyker Or watch FudgeMuppet's video
can you give this abilities to x NPC or boss? Though you can do that already, most of the NPC would mess up with game physics so it's not a great idea. And for real guys you don't want an NPC that can pin point your whole area with a freeze effect and then jump in your face knocking you to the moon. You think you desire it, but you don't. I've attempted this in other mods and giving NPC that kind of powers always leads to frustrating gameplay. I genuinely enjoy creating boss fights but that isn't the ultimate objective of this mod.
Do the powers scale in damage? Yes!, with the 1.1 update now the powers scale in damage like the rest of the game mechanics.
I'm having CTDs what can I do? Try using THIS MOD it improves a lot stability from script heavy mods which can cause ctd if used along with this one but if you're having issues please add a new bug in the bugs section of this mod.
This is a very fun mod, but I have to note that triggering the barrier from the menu or dying while it is active freezes the game. Also For some reason I cant upgrade the Force fist even though I unlocked the psyker strains
If you get stuck using the slow time power, open the console and type "player.dispelallspells" and it'll remove it. It removes all buffs and debuffs from you, but it saves you from having to restart your game.
Extremely cool mod. I had a question if someone could answer. If I gave the charge power to a companion, would it work? And without issue? I wanted to give that and invisibility to someone. I read that some powers would mess up the game's physics if npcs had them so I was wondering if those are some of them.
Psyker's do infact exist in Fallout's lore, either naturally born like The-Forecasters, Hakkunin, Mama Muprhy. while others either through FEV experiment injected directly to their brain-sterm (Wiggum, Lucy, Moore, & Gideon) while others gain their abbility's through other means
Love the Mod, but why would you put the first strain in the institute FEV lab? A place you get to very late in the game, so i have no way to get psyker powers in a new playthrough until the very end? seems counter intuitive.
You can craft the Pysker Power "Meditate" at any Chem Crafting Station (there's one in Sanctuary) for 1 Cap. Then you use that "Meditate" power to get all the others. So you either have the 'Lore' friendly version of getting these demi-god powers at end game, or getting them via what some would consider 'cheating.'
There are a few more passive 'perks/powers' that can also be crafted at the chem station. They are a bit more expensive, but are more than worth the cost. There are 5 passives that increase Specials. Each passive increase that special by 2 except for intelligence, it gives you 3. The 5 are: Charisma (2) Endurance (2) Intelligence (3) Perception (2) Strength (2). Each costs: 1 Psycho (the vanilla drug) 2 Antiseptic 2 Bags of fertilizer 1 Steel.
Lastly there are 5 passive upgrades that can be crafted that increase the strength of the main powers and lowers the cost of them. Each passive is called a 'Strain" and it replaces the previous one. So when you get strain 2, it replaces 1...etc. They each cost the same as the above passives. Note: Craft the first one and use it, it will then allow crafting 2nd one and so on.
So total cost to get all powers, passives and upgrades at the beginning of the game is: 1 Cap, 20 Antiseptic, 20 bag's of fertilizer, 10 Psycho, 10 Steel. There are no other requirements expect that each of the strains unlocks the ability to craft the next higher strain.
No. It's a diffrerent kind of lore dude. The Cabbot and various Dunwich stuff is already out of place. *Of Course* when you think at the proper fallout lore you shouldn't think at Bethesda's games.
Extravagant psychic powers have been included from the start, beginning with the Master in Fallout 1. I don't know that their limits have ever been measured. Beyond that, the H. P. Lovecraft references may not *fit* the world (though once you've got the Zetans, who knows), but they're not new. Fallout 3 includes adventure in the Dunwich building, owned by Dunwich Borers, and includes a reference to "Alhazred" to whom the Necromonicon is attributed in H. P. Lovecraft. Then there are adventures with spirits in Fallout 3. I agree, all the above Lovecraft references are in Bethesda games; and if you conclude that the only authentic Fallout lore is in Fallout 1 and 2, then weird stuff of that sort is certainly out of place. But by comparison with later games, Fallout 1 and 2 are very small worlds and limited narrative. I'd be reluctant to limit myself to them. It's certainly possible, and legitimate, to play the Fallout games in something more like a "realistic" alternate future. (Though I do have my doubts about ghouls, supermutants, and deathclaws. Random destructive mutations seem more in keeping with realism.) But it doesn't seem to be obligatory.
Necroreplying but of all the expansions Beth has made to the lore, the weird Lovecraftian stuff is arguably the best. Old fallout was full of completely silly over the top stuff such as talking deathclaws. However it was all random and so very harsh on the ole immersion. What Beth did was wrap all that weirdness in a singular motif which they took mostly from Lovecraft. By packaging the weirdness of the setting this way they made it far more immersive and also introduced a coding whereby they could hint to the player that something is... not quite right... with a certain person/location. See the cthonic statues which always show up in such locations.
Does anyone know how to refresh the mod? I've tried uninstalling the mod, loading a save, resaving with out the mod and then reinstalling it and the game save just reenables all the perks and meditation doesn't refill. I'm trying to upgrade force punch after I've taken the 55 power upgrade.
I've tried almost every "superpower" mods I've found on the site and this one is by far the best. I deleted the rest. here is everything i was looking for. Thank you!
189 comments
https://discord.gg/MnTY2PTNWW
Before you post please read this
Is this mod compatible with your old psyker powers?
Yes!
This mod is great but, is it really lore friendly?
Before you promptly accuse me of unlorefriendlyness please note that psykers are a possible thing in fallout lore. And you can find psykers in the commonwealth like Lorenzo or Mama Murphy. Ultimately this mod represents a gameplay feature, then you can roleplay however you like. Do you want to be an eccentric scientist who discovered the mass effect?, you can do that, do you want to be a mutant with elemental powers?, you can do that. Feel free to invent your ideal excuse to make your gameplay experience better that's what all is about. Let's go and have fun!.
If you don't believe read this wiki page: https://fallout.fandom.com/wiki/Psyker
Or watch FudgeMuppet's video
can you give this abilities to x NPC or boss?
Though you can do that already, most of the NPC would mess up with game physics so it's not a great idea. And for real guys you don't want an NPC that can pin point your whole area with a freeze effect and then jump in your face knocking you to the moon. You think you desire it, but you don't. I've attempted this in other mods and giving NPC that kind of powers always leads to frustrating gameplay. I genuinely enjoy creating boss fights but that isn't the ultimate objective of this mod.
Do the powers scale in damage?
Yes!, with the 1.1 update now the powers scale in damage like the rest of the game mechanics.
I'm having CTDs what can I do?
Try using THIS MOD it improves a lot stability from script heavy mods which can cause ctd if used along with this one but if you're having issues please add a new bug in the bugs section of this mod.
Also For some reason I cant upgrade the Force fist even though I unlocked the psyker strains
However, reinstalling on my current playthrough - wow! I am inspired, next go-round I am going compleatly weaponless, and all psyker powers.
Extraordinary work. Tracked and endorsed.
Psyker's do infact exist in Fallout's lore, either naturally born like The-Forecasters, Hakkunin, Mama Muprhy. while others either through FEV experiment injected directly to their brain-sterm (Wiggum, Lucy, Moore, & Gideon) while others gain their abbility's through other means
A place you get to very late in the game, so i have no way to get psyker powers in a new playthrough until the very end? seems counter intuitive.
There are a few more passive 'perks/powers' that can also be crafted at the chem station. They are a bit more expensive, but are more than worth the cost. There are 5 passives that increase Specials. Each passive increase that special by 2 except for intelligence, it gives you 3. The 5 are: Charisma (2) Endurance (2) Intelligence (3) Perception (2) Strength (2). Each costs: 1 Psycho (the vanilla drug) 2 Antiseptic 2 Bags of fertilizer 1 Steel.
Lastly there are 5 passive upgrades that can be crafted that increase the strength of the main powers and lowers the cost of them. Each passive is called a 'Strain" and it replaces the previous one. So when you get strain 2, it replaces 1...etc. They each cost the same as the above passives. Note: Craft the first one and use it, it will then allow crafting 2nd one and so on.
So total cost to get all powers, passives and upgrades at the beginning of the game is: 1 Cap, 20 Antiseptic, 20 bag's of fertilizer, 10 Psycho, 10 Steel. There are no other requirements expect that each of the strains unlocks the ability to craft the next higher strain.
Yeah THAT!
I mean, Skyrim engine, mutations and players get no "magic", c'mon Bethesda!
In short, you are amazing for doing this, keep it up!
*Of Course* when you think at the proper fallout lore you shouldn't think at Bethesda's games.
Beyond that, the H. P. Lovecraft references may not *fit* the world (though once you've got the Zetans, who knows), but they're not new. Fallout 3 includes adventure in the Dunwich building, owned by Dunwich Borers, and includes a reference to "Alhazred" to whom the Necromonicon is attributed in H. P. Lovecraft. Then there are adventures with spirits in Fallout 3.
I agree, all the above Lovecraft references are in Bethesda games; and if you conclude that the only authentic Fallout lore is in Fallout 1 and 2, then weird stuff of that sort is certainly out of place. But by comparison with later games, Fallout 1 and 2 are very small worlds and limited narrative. I'd be reluctant to limit myself to them.
It's certainly possible, and legitimate, to play the Fallout games in something more like a "realistic" alternate future. (Though I do have my doubts about ghouls, supermutants, and deathclaws. Random destructive mutations seem more in keeping with realism.) But it doesn't seem to be obligatory.
blueboar