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honey the codewitch

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Mod articles

  • What's coming

    I'm in the middle of doing research so that I can write new perks.

    I have some ideas for local leader, the first allowing you to craft shipments out of components, and possibly food items and water, and a second one I'd like add allowing you to quick travel (obv for survival mode) from a settlement to any supply-line connected settlement, but I don't know how to do that yet. I'm looking into it. I may also add one (though it might be part of a different perk - maybe lone wanderer or something) allowing you to create temporary settlement "campsites" in outdoor locations, but again I'd need to learn a lot before I'm prepared to do that.

    I've improved VANS by putting back a cut perk in the game that reveals all the map locations. I *may* add a level 100 perk to VANS ...

  • In news I did not expect version 2 is here

    I learned a few tricks and hacks to make my ESPs modular. It was no small feat. I had to hack Creation Kit and xEdit both and then use the hacked instances of those to hack my ESP files.

    But here is the modular version 

    It's released as a separate mod and I will be maintaining both. Full Version 2.0a is now a merge of the modular version.

    Please try it and let me know how it works. It's still in alpha phase and is a complete rewrite so there are probably bugs....

  • 1.8 is released

    I've fixed some things with the records that were relatively minor, but I've also made some significant changes with the new version.

    I've changed leveled list handling, such that previously my mod would wipe out mods that add things to leveled lists. That is now fixed. That means you can use this mod with things that for example, add DLC weapons to the commonwealth. Consequently, I've removed the "DLC weapons in the commonwealth" from this mod.

    I've nerfed some of the perk ranks, namely Gunslinger, Big Leagues, Rifleman and Basher. I've also made Steady Aim's final rank narrow your cone of fire, but unfortunately I have yet to test it. I'm pretty confident it will work though. 

    Gentle reader, the more feedback I get from people like you when you play, ...

  • 2.0 is shelved. Not going to release it.

    I've run into some serious technical limitations with how Bethesda maps references, such that ESP file B can refer to content from ESP file A. It works ... kind of.

    The problem is "kind of" which when programming is worse than not working at all. It probably works for simple scenarios but in order to make 2.0 work as intended it was over 20 ESP files, some with dependencies 3 levels deep.

    References were breaking whenever I tried to run it in game.

    I'm a software developer. If I can't get the references and load order right on my own mods such that they don't break each other, I have to assume that neither can you. No offense, it's just me being practical.

    So I'm going to do you all a favor and not release this, nor spend any more time on thi...

  • Upcoming changes and compatibility

    The new mod will start at version 2.00, and unfortunately I can't make it backward compatible with save files using version 1.x of this mod.

    The reason is it's rebuilt from the ground up and completely modular in nature. You can select the individual perks you want to extend, and for Science! you can nix the added gun mods and/or legendary replacement features so they don't interfere with craftable legendary mods and weapon overhauls (Gun Nut 5 should be removed for weapon overhaul mod compatibility as well)

    One reason the perks are individually selectable is that in some cases, some mods completely override a perk, like the Shotgun Surgeon mod. Normally it would interfere with this mod, but you can unselect the perk that Shotgun Surgeon overrides so that they don'...

  • Compatibility and bugfix news

    I am currently poring over the mod finding little bugs, and one or two medium size bugs, and plan to have a service release soon.

    In bigger news, I'm currently building a modular version of this mod, wherein you can use fomod or Vortex to pick and choose the perks and compatibility options you want (PC only). This will allow it to cooperate better with other mods....