Fallout 4
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honey the codewitch

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danah

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  1. douglsad
    douglsad
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    SO am I to understand that this mod has https://www.nexusmods.com/fallout4/mods/61287 basically the same effect as this? Lets you remove and move/replace legendary powers/effects to other items? Just asking so I can uninstall it for a new playthrough. Sorry on wrong mod, was looking at ur full version too.
  2. any plans to enhance perks that have no clear upgrade path, like  awareness, vans, aquaboy, etc?
    1. danah
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      Any improvements I make are going to be here https://www.nexusmods.com/fallout4/mods/54082

      That's where I'm focused. This is mainly for people that don't want all the extra stuff I added, and I didn't want to take it down because some people are already using it.

      I don't have a lot of plans for things where there isn't a clear upgrade path, like I don't plan on repurposing perks. I did have some ideas for VANS in survival, but I don't know how practical they are.

      Aquaboy and aquagirl - the obvious thing is to increase movement speed but you can already get that in the full mod with moving target so I'm not sure I'll put anything there unless someone gives me a good idea that fits the perk.

      Awareness - I *want* to do something with this, but right now I don't have a lot of ideas that are both practical and fitting. One thing I tried was highlighting living targets when you crouch but I haven't gotten it to work so far.
  3. xxkielioxx
    xxkielioxx
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    Cool concept. Have you composed a list of the new perks?
    1. danah
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      Not in one place, but you can see them in game. It's just ranks to the existing perks, but some ranks grant you new abilities.

      The big deal in terms of "new" abilities are on Ghoulish, Lifegiver, Moving Target, and Ninja

      The rest are mostly increases to what's already there, but a special bonus for completing all the stars. For example, with Big Leagues 10, you always stagger, and cause a little bleed damage. With rifleman, your hits cause the target to slowly bleed out and die over the course of up to seven days (but usually during extended combat - i like to go to quincy, and shoot the gunners on the bridge, then kill the ones on the ground, go back to the bridge when I'm done to watch them finish dying). With Ghoulish all ghouls become non-hostile (makes Jamaica plains harder to clear though). With Moving Target you jump twice as high. With Ninja you eliminate fall damage. With Refractor you gain immunity to energy damage. With Toughness you get increasing DR as your health drops (starting at half) but I have taken this out in my newer build I'm making because it's OP. There's more. 
  4. ReixKrazara
    ReixKrazara
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    Sounds a bit basic, but I like your train of thought here.  I think I'll give it a try someday.  I do wonder if it'll be savegame-compatable though, and what'll happen if it gets removed.  It's what I'm always worried about with perk mods: I hardly ever use them, but i really like the sound of what you're working on, especially fixing the shoot-yourself-in-the-foot that is high-rank Big Leagues. 
    1. danah
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      The full version will be anything but basic, as it will include things like legendary crafting. I *think* worst case is if the save game gets removed your perks might get stuck on you anyway. Like, it probably will undo the final rank of ghoulish (which turns *all* ghouls into allies)** since that requires a script, but some of the other ones, like the better movement speed, and jump height with the moving target perk will probably "stick". **I just found out the final rank of ghoulish makes clearing jamaica plains a royal pain because it's hard to find the ghouls when they aren't attacking. They just lay there and don't show up on your HUD. Oh well, I guess you get to take the good with the bad with that perk.